first commit

This commit is contained in:
Meir Michanie
2016-07-04 11:38:07 +03:00
commit c903aa556c
119 changed files with 239342 additions and 0 deletions
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<blue>
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</blue>
<alpha>
<value>0.4</value>
</alpha>
</color>
<size>
<value>1.2</value>
</size>
</start>
<end>
<color>
<red>
<value>0</value>
</red>
<green>
<value>0</value>
</green>
<blue>
<value>0</value>
</blue>
<alpha>
<value>0</value>
</alpha>
</color>
<size>
<value>4.0</value>
</size>
</end>
<life-sec>
<value>2.0</value>
</life-sec>
<mass-kg>1.3</mass-kg>
<radius-m>0.03</radius-m>
</particle>
<program>
<fluid>air</fluid>
<gravity type="bool">false</gravity>
<wind type="bool">true</wind>
</program>
</particlesystem>
</PropertyList>
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+102
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<?xml version="1.0"?>
<PropertyList>
<path>Impact.ac</path>
<animation>
<enable-hot type="bool">false</enable-hot>
</animation>
<animation>
<type>scale</type>
<object-name>sphere</object-name>
<property>sim/time/elapsed-sec</property>
<x-min>0</x-min>
<y-min>0</y-min>
<z-min>0</z-min>
<x-max>2</x-max>
<y-max>2</y-max>
<z-max>2</z-max>
<x-factor>4</x-factor>
<y-factor>4</y-factor>
</animation>
<animation>
<type>blend</type>
<object-name>sphere</object-name>
<property>sim/time/elapsed-sec</property>
<factor>0.01</factor>
<min>0</min>
<max>1</max>
</animation>
<animation>
<type>dist-scale</type>
<object-name>sphere</object-name>
<interpolation>
<entry><ind>0</ind><dep>1</dep></entry>
<entry><ind>3000</ind><dep>4</dep></entry>
</interpolation>
</animation>
<animation>
<type>material</type>
<object-name>sphere</object-name>
<emission>
<red>1</red>
<green>1</green>
<blue>1</blue>
</emission>
</animation>
<animation>
<type>billboard</type>
<object-name>puff-black2</object-name>
<spherical>true</spherical>
</animation>
<animation>
<type>scale</type>
<object-name>puff-black2</object-name>
<property>sim/time/elapsed-sec</property>
<x-min>0</x-min>
<y-min>0</y-min>
<z-min>0</z-min>
<x-max>3</x-max>
<y-max>3</y-max>
<z-max>3</z-max>
<x-factor>1</x-factor>
<y-factor>1</y-factor>
<z-factor>1</z-factor>
</animation>
<animation>
<type>dist-scale</type>
<object-name>puff-black2</object-name>
<interpolation>
<entry><ind>0</ind><dep>1</dep></entry>
<entry><ind>3000</ind><dep>4</dep></entry>
</interpolation>
</animation>
<animation>
<type>material</type>
<object-name>puff-black2</object-name>
<emission>
<red>0.5</red>
<green>0.5</green>
<blue>0.5</blue>
</emission>
</animation>
<model>
<path>Aircraft/MQ-9/Models/Effects/Missile/Explosion.xml</path>
<offsets>
<x-m> 2.0 </x-m>
<y-m> 0.0 </y-m>
<z-m> 0 </z-m>
</offsets>
</model>
</PropertyList>
@@ -0,0 +1,23 @@
<?xml version="1.0"?>
<PropertyList>
<submodel>
<name>Impact</name>
<model>Aircraft/MQ-9/Models/Effects/Impact.xml</model>
<speed>0</speed>
<repeat>false</repeat>
<delay>0</delay>
<count>1</count>
<x-offset>0</x-offset>
<y-offset>0</y-offset>
<z-offset>0</z-offset>
<yaw-offset>0</yaw-offset>
<pitch-offset>0</pitch-offset>
<eda>10</eda>
<wind>false</wind>
<buoyancy>32</buoyancy>
<life>50</life>
</submodel>
</PropertyList>
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<?xml version="1.0"?>
<PropertyList>
<particlesystem>
<name>smoke</name>
<offsets>
<x-m>0</x-m>
<y-m>0</y-m>
<z-m>0</z-m>
<roll-deg>0</roll-deg>
<pitch-deg>0</pitch-deg>
<heading-deg>0</heading-deg>
</offsets>
<texture>Smoke.png</texture>
<emissive>false</emissive>
<lighting>false</lighting>
<align>billboard</align>
<attach>world</attach>
<placer>
<type>point</type>
</placer>
<shooter>
<theta-min-deg>10</theta-min-deg>
<theta-max-deg>86</theta-max-deg>
<phi-min-deg>-1.5</phi-min-deg>
<phi-max-deg>8</phi-max-deg>
<speed-mps>
<value>10</value>
<spread>2.5</spread>
</speed-mps>
<rotation-speed>
<x-min-deg-sec>5</x-min-deg-sec>
<y-min-deg-sec>5</y-min-deg-sec>
<z-min-deg-sec>5</z-min-deg-sec>
<x-max-deg-sec>60</x-max-deg-sec>
<y-max-deg-sec>60</y-max-deg-sec>
<z-max-deg-sec>60</z-max-deg-sec>
</rotation-speed>
</shooter>
<counter>
<particles-per-sec>
<value>100</value>
<spread>1</spread>
</particles-per-sec>
</counter>
<particle>
<start>
<color>
<red>
<value>1</value>
</red>
<green>
<value>1</value>
</green>
<blue>
<value>1</value>
</blue>
<alpha>
<value>0.3</value>
</alpha>
</color>
<size>
<value>0.5</value>
</size>
</start>
<end>
<color>
<red>
<value>1</value>
</red>
<green>
<value>1</value>
</green>
<blue>
<value>1</value>
</blue>
<alpha>
<value>0.001</value>
</alpha>
</color>
<size>
<value>10.0</value>
</size>
</end>
<life-sec>
<value>8</value>
</life-sec>
<mass-kg>0.0001</mass-kg>
<radius-m>0.1</radius-m>
</particle>
<program>
<fluid>air</fluid>
<gravity>false</gravity>
<wind>true</wind>
</program>
</particlesystem>
</PropertyList>
+18
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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Aircraft/MQ-9/Models/Effects/Normal</name>
<inherits-from>Effects/bumpspec</inherits-from>
<parameters>
<texture n="2">
<image>Aircraft/MQ-9/Models/Effects/Normal.jpg</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
</parameters>
</PropertyList>
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+18
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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Aircraft/MQ-9/Models/Effects/Specular</name>
<inherits-from>Effects/model-default</inherits-from>
<parameters>
<texture n="2">
<!--lightmap image -->
<image>Aircraft/MQ-9/Effects/Specular.jpg</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
</parameters>
</PropertyList>
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+103
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<?xml version="1.0" encoding="UTF-8"?>
<PropertyList>
<particlesystem>
<name>condensation-left</name>
<offsets>
<x-m> 0.000 </x-m>
<y-m> 0.000 </y-m>
<z-m> -0.000 </z-m>
<roll-deg> 0.000 </roll-deg>
<pitch-deg> 0.000 </pitch-deg>
<heading-deg> 0.000 </heading-deg>
</offsets>
<texture>Smoke.png</texture>
<condition>
<property>sim/multiplay/generic/int[4]</property>
<not-equals>
<property>fdm/jsbsim/systems/crash-detect/crashed</property>
<value>1</value>
</not-equals>
</condition>
<emissive>true</emissive>
<lighting>false</lighting>
<align>billboard</align> <!-- billboard / fixed -->
<attach>world</attach> <!-- world / local-->
<placer>
<type>point</type> <!-- sector / segments / point -->
</placer>
<shooter>
<theta-min-deg>10</theta-min-deg>
<theta-max-deg>86</theta-max-deg>
<phi-min-deg>-1.5</phi-min-deg>
<phi-max-deg>8</phi-max-deg>
<speed-mps>
<value>10</value>
<spread>2.5</spread>
</speed-mps>
<rotation-speed>
<x-min-deg-sec>5</x-min-deg-sec>
<y-min-deg-sec>5</y-min-deg-sec>
<z-min-deg-sec>5</z-min-deg-sec>
<x-max-deg-sec>60</x-max-deg-sec>
<y-max-deg-sec>60</y-max-deg-sec>
<z-max-deg-sec>60</z-max-deg-sec>
</rotation-speed>
</shooter>
<counter>
<particles-per-sec>
<value>100</value>
<spread>1</spread>
</particles-per-sec>
</counter>
<particle>
<start>
<color>
<red><value>1</value></red>
<green><value>1</value></green>
<blue><value>1</value></blue>
<alpha><value>0.1</value></alpha>
</color>
<size>
<value>0.1</value>
</size>
</start>
<end>
<color>
<red><value>1</value></red>
<green><value>1</value></green>
<blue><value>1</value></blue>
<alpha><value>0.0001</value></alpha>
</color>
<size>
<value>1.0</value>
</size>
</end>
<life-sec>
<value>1.5</value>
</life-sec>
<mass-kg>0.0001</mass-kg>
<radius-m>0.1</radius-m>
</particle>
<program>
<fluid>air</fluid>
<gravity>false</gravity>
<wind>true</wind>
</program>
</particlesystem>
</PropertyList>
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<?xml version="1.0" encoding="UTF-8"?>
<PropertyList>
<model>
<name>BeaconFlare</name>
<path>Aircraft/MQ-9/Models/Lights/Flares/Beacon-flare.xml</path>
</model>
<model>
<name>BeaconRemb</name>
<path>Aircraft/MQ-9/Models/Lights/Rembrandt/Beacon-remb.xml</path>
</model>
<animation>
<type>select</type>
<object-name>BeaconFlare</object-name>
<object-name>BeaconRemb</object-name>
<condition>
<and>
<property>lightpack/beacon-state/state</property>
<not><property>sim/crashed</property></not>
</and>
</condition>
</animation>
</PropertyList>
+81
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<?xml version="1.0" encoding="UTF-8"?>
<PropertyList>
<path>RedLight-flat.ac</path>
<animation>
<type>blend</type>
<expression>
<sum>
<product>
<product>
<property>lightpack/beacon-state/state</property>
<value>-1</value>
</product>
<sum>
<max>
<product>
<pow>
<cos><property>/sim/time/sun-angle-rad</property></cos>
<value>0.3</value>
</pow>
<value>0.5</value> <!-- by tuning this, you specify how much to fade during full daylight -->
</product>
<value>0</value>
</max>
<value>-1</value>
</sum>
<value>-1</value>
</product>
<value>1</value>
</sum>
</expression>
</animation>
<effect>
<inherits-from>Effects/model-transparent</inherits-from>
<condition>
<property>/sim/rendering/rembrandt/enabled</property>
</condition>
<object-name>Light</object-name>
</effect>
<animation>
<type>billboard</type>
<object-name>Light</object-name>
<spherical type="bool">true</spherical>
</animation>
<animation>
<type>noshadow</type>
<object-name>Light</object-name>
</animation>
<animation>
<type>alpha-test</type>
<alpha-factor>0.01</alpha-factor>
</animation>
<animation>
<type>material</type>
<object-name>Light</object-name>
<emission>
<red> 1.0 </red>
<green> 1.0 </green>
<blue> 1.0 </blue>
</emission>
</animation>
<animation>
<type>dist-scale</type>
<object-name>Light</object-name>
<interpolation>
<entry><ind> 0 </ind><dep> 0.50 </dep></entry>
<entry><ind> 20 </ind><dep> 1.00 </dep></entry>
<entry><ind> 1500 </ind><dep> 10.00 </dep></entry>
</interpolation>
</animation>
</PropertyList>
+85
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<?xml version="1.0" encoding="UTF-8"?>
<PropertyList>
<path>GreenLight-flat.ac</path>
<animation>
<type>blend</type>
<expression>
<sum>
<product>
<product>
<property>lightpack/nav-lights-intensity</property>
<value>-1</value>
</product>
<sum>
<max>
<product>
<pow>
<cos><property>/sim/time/sun-angle-rad</property></cos>
<value>0.3</value>
</pow>
<value>0.8</value> <!-- by tuning this, you specify how much to fade during full daylight -->
</product>
<value>0</value>
</max>
<value>-1</value>
</sum>
<value>-1</value>
</product>
<value>1</value>
</sum>
</expression>
</animation>
<effect>
<inherits-from>Effects/model-transparent</inherits-from>
<condition>
<property>/sim/rendering/rembrandt/enabled</property>
</condition>
<object-name>Light</object-name>
</effect>
<animation>
<type>noshadow</type>
<object-name>Light</object-name>
</animation>
<animation>
<type>alpha-test</type>
<alpha-factor>0.01</alpha-factor>
</animation>
<animation>
<type>billboard</type>
<object-name>Light</object-name>
<spherical type="bool">true</spherical>
</animation>
<animation>
<type>material</type>
<object-name>Light</object-name>
<emission>
<red> 1.0 </red>
<green> 1.0 </green>
<blue> 1.0 </blue>
</emission>
</animation>
<animation>
<type>dist-scale</type>
<object-name>Light</object-name>
<interpolation>
<entry><ind> 0 </ind><dep> 0.25 </dep></entry>
<entry><ind> 20 </ind><dep> 0.50 </dep></entry>
<entry><ind> 1500 </ind><dep> 5.00 </dep></entry>
</interpolation>
<center> <!-- prevent the light from moving forward, obscuring eg. landing lights (the model is offset from center) -->
<x-m>0</x-m>
<y-m>-0.24</y-m>
<z-m>0</z-m>
</center>
</animation>
</PropertyList>
+25
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AC3Db
MATERIAL "DefaultWhite" rgb 1.0000 1.0000 1.0000 amb 0.2000 0.2000 0.2000 emis 0.0000 0.0000 0.0000 spec 0.5000 0.5000 0.5000 shi 10 trans 0.0000
MATERIAL "DefaultWhite" rgb 1.0000 1.0000 1.0000 amb 1.0000 1.0000 1.0000 emis 0.0000 0.0000 0.0000 spec 0.0800 0.0800 0.0800 shi 50 trans 0.0000
OBJECT world
name "Blender_export__GreenLight-flat2.ac"
kids 1
OBJECT poly
name "Light"
loc 0.0154000 0.0000000 0.2400000
texture "lights.png"
texrep 1 1
numvert 4
0.5000000 0.5000000 0.0000000
-0.5000000 0.5000000 0.0000000
-0.5000000 -0.5000000 0.0000000
0.5000000 -0.5000000 0.0000000
numsurf 1
SURF 0X20
mat 1
refs 4
0 0.948961 0.442462
1 0.563538 0.442462
2 0.563538 0.057039
3 0.948961 0.057039
kids 0
@@ -0,0 +1,87 @@
<?xml version="1.0"?>
<PropertyList>
<path>Light-flash.ac</path>
<animation>
<object-name>flash</object-name>
<attach>world</attach>
<placer>
<type>point</type>
</placer>
</animation>
<effect>
<inherits-from>Effects/model-transparent</inherits-from>
<condition>
<property>/sim/rendering/rembrandt/enabled</property>
</condition>
<object-name>flash</object-name>
</effect>
<animation>
<type>noshadow</type>
<object-name>flash</object-name>
</animation>
<animation>
<type>flash</type>
<object-name>flash</object-name>
<center>
<x-m> 0.000 </x-m>
<y-m> 0.000 </y-m>
<z-m> 0.000 </z-m>
</center>
<axis>
<x> -1.0 </x>
<y> 0.0 </y>
<z> -0.1 </z><!-- make sure to keep this equivalent to the Rembrandt light cone pitch setting! set here tan(pitch) -->
</axis>
<power>15</power>
<factor>0.8</factor>
<offset>0</offset>
<two-sides type="bool">false</two-sides>
<min>0.0</min>
<max>1</max>
</animation>
<animation>
<type>scale</type>
<object-name>flash</object-name>
<property>lightpack/landing-lights-intensity</property>
</animation>
<animation>
<type>material</type>
<object-name>flash</object-name>
<emission>
<red> 1.0 </red>
<green> 1.0 </green>
<blue> 0.75 </blue>
</emission>
</animation>
<animation>
<type>dist-scale</type>
<object-name>flash</object-name>
<interpolation>
<entry>
<ind>0</ind><dep>2</dep>
</entry>
<entry>
<ind>20</ind><dep>2</dep>
</entry>
<entry>
<ind>1500</ind><dep>4</dep>
</entry>
</interpolation>
<center> <!-- prevent light model from obscuring the flare on larger distances -->
<x-m>0.3</x-m>
<y-m>0</y-m>
<z-m>0</z-m>
</center>
</animation>
</PropertyList>
+26
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@@ -0,0 +1,26 @@
AC3Db
MATERIAL "DefaultWhite" rgb 1 1 1 amb 1 1 1 emis 0 0 0 spec 0.5 0.5 0.5 shi 64 trans 0
MATERIAL "lit" rgb 1 0.97912 0.97912 amb 1 0.97912 0.97912 emis 1 1 0.82 spec 0 0 0 shi 49 trans 0
OBJECT world
kids 1
OBJECT poly
name "flash"
data 5
flash
texture "lights.png"
texrep 1 1
crease 30.000000
numvert 4
0 0.6 0.6
0 -0.6 0.6
0 -0.6 -0.6
0 0.6 -0.599999
numsurf 1
SURF 0x00
mat 1
refs 4
0 0.52999997139 0.97000002861
3 0.97000002861 0.97000002861
2 0.97000002861 0.52999997139
1 0.52999997139 0.52999997139
kids 0
+81
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@@ -0,0 +1,81 @@
<?xml version="1.0"?>
<PropertyList>
<path>Light-flash.ac</path>
<effect>
<inherits-from>Effects/model-transparent</inherits-from>
<condition>
<property>/sim/rendering/rembrandt/enabled</property>
</condition>
<object-name>flash</object-name>
</effect>
<animation>
<object-name>flash</object-name>
<attach>world</attach>
<placer>
<type>point</type>
</placer>
</animation>
<animation>
<type>noshadow</type>
<object-name>flash</object-name>
</animation>
<animation>
<type>flash</type>
<object-name>flash</object-name>
<center>
<x-m> 0.000 </x-m>
<y-m> 0.000 </y-m>
<z-m> 0.000 </z-m>
</center>
<axis>
<x> -1 </x>
<y> 0 </y>
<z> 0 </z>
</axis>
<power>6</power>
<factor>0.04</factor>
<offset>0</offset>
<two-sides type="bool">false</two-sides>
<min>0.0</min>
<max>0.1</max>
</animation>
<animation>
<type>scale</type>
<object-name>flash</object-name>
<property>lightpack/probe-light-intensity</property>
</animation>
<animation>
<type>material</type>
<object-name>flash</object-name>
<emission>
<red> 1.0 </red>
<green> 1.0 </green>
<blue> 0.75 </blue>
</emission>
</animation>
<animation>
<type>dist-scale</type>
<object-name>flash</object-name>
<interpolation>
<entry>
<ind>0</ind><dep>4</dep>
</entry>
<entry>
<ind>20</ind><dep>4</dep>
</entry>
<entry>
<ind>1500</ind><dep>8</dep>
</entry>
</interpolation>
</animation>
</PropertyList>
+85
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<?xml version="1.0" encoding="UTF-8"?>
<PropertyList>
<path>RedLight-flat.ac</path>
<animation>
<type>blend</type>
<expression>
<sum>
<product>
<product>
<property>lightpack/nav-lights-intensity</property>
<value>-1</value>
</product>
<sum>
<max>
<product>
<pow>
<cos><property>/sim/time/sun-angle-rad</property></cos>
<value>0.3</value>
</pow>
<value>0.8</value> <!-- by tuning this, you specify how much to fade during full daylight -->
</product>
<value>0</value>
</max>
<value>-1</value>
</sum>
<value>-1</value>
</product>
<value>1</value>
</sum>
</expression>
</animation>
<effect>
<inherits-from>Effects/model-transparent</inherits-from>
<condition>
<property>/sim/rendering/rembrandt/enabled</property>
</condition>
<object-name>Light</object-name>
</effect>
<animation>
<type>noshadow</type>
<object-name>Light</object-name>
</animation>
<animation>
<type>alpha-test</type>
<alpha-factor>0.01</alpha-factor>
</animation>
<animation>
<type>billboard</type>
<object-name>Light</object-name>
<spherical type="bool">true</spherical>
</animation>
<animation>
<type>material</type>
<object-name>Light</object-name>
<emission>
<red> 1.0 </red>
<green> 1.0 </green>
<blue> 1.0 </blue>
</emission>
</animation>
<animation>
<type>dist-scale</type>
<object-name>Light</object-name>
<interpolation>
<entry><ind> 0 </ind><dep> 0.25 </dep></entry>
<entry><ind> 20 </ind><dep> 0.50 </dep></entry>
<entry><ind> 1500 </ind><dep> 5.00 </dep></entry>
</interpolation>
<center> <!-- prevent the light from moving forward, obscuring eg. landing lights (the model is offset from center) -->
<x-m>0</x-m>
<y-m>-0.24</y-m>
<z-m>0</z-m>
</center>
</animation>
</PropertyList>
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MATERIAL "DefaultWhite" rgb 1.0000 1.0000 1.0000 amb 1.0000 1.0000 1.0000 emis 0.0000 0.0000 0.0000 spec 0.0800 0.0800 0.0800 shi 50 trans 0.0000
OBJECT world
name "Blender_export__RedLight2.ac"
kids 1
OBJECT poly
name "Light"
loc 0.0154000 0.0000000 0.2400000
texture "lights.png"
texrep 1 1
numvert 4
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-0.5000000 -0.5000000 0.0000000
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<?xml version="1.0" encoding="UTF-8"?>
<PropertyList>
<path>WhiteLight-flat.ac</path>
<animation>
<type>blend</type>
<expression>
<sum>
<product>
<product>
<property>lightpack/strobe-state/state</property>
<value>-1</value>
</product>
<sum>
<max>
<product>
<pow>
<cos><property>/sim/time/sun-angle-rad</property></cos>
<value>0.3</value>
</pow>
<value>0.5</value> <!-- by tuning this, you specify how much to fade during full daylight -->
</product>
<value>0</value>
</max>
<value>-1</value>
</sum>
<value>-1</value>
</product>
<value>1</value>
</sum>
</expression>
</animation>
<effect>
<inherits-from>Effects/model-transparent</inherits-from>
<condition>
<property>/sim/rendering/rembrandt/enabled</property>
</condition>
<object-name>Light</object-name>
</effect>
<animation>
<type>noshadow</type>
<object-name>Light</object-name>
</animation>
<animation>
<type>alpha-test</type>
<alpha-factor>0.01</alpha-factor>
</animation>
<animation>
<type>billboard</type>
<object-name>Light</object-name>
<spherical type="bool">true</spherical>
</animation>
<animation>
<type>material</type>
<object-name>Light</object-name>
<emission>
<red> 1.0 </red>
<green> 1.0 </green>
<blue> 1.0 </blue>
</emission>
</animation>
<animation>
<type>dist-scale</type>
<object-name>Light</object-name>
<interpolation>
<entry><ind> 0 </ind><dep> 0.50 </dep></entry>
<entry><ind> 20 </ind><dep> 1.00 </dep></entry>
<entry><ind> 1500 </ind><dep> 10.00 </dep></entry>
</interpolation>
<center> <!-- prevent the light from moving forward, obscuring eg. landing lights (the model is offset from center) -->
<x-m>0</x-m>
<y-m>-0.24</y-m>
<z-m>0</z-m>
</center>
</animation>
</PropertyList>
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<?xml version="1.0"?>
<PropertyList>
<path>Light-flash.ac</path>
<effect>
<inherits-from>Effects/model-transparent</inherits-from>
<condition>
<property>/sim/rendering/rembrandt/enabled</property>
</condition>
<object-name>flash</object-name>
</effect>
<animation>
<object-name>flash</object-name>
<attach>world</attach>
<placer>
<type>point</type>
</placer>
</animation>
<animation>
<type>noshadow</type>
<object-name>flash</object-name>
</animation>
<animation>
<type>flash</type>
<object-name>flash</object-name>
<center>
<x-m> 0.000 </x-m>
<y-m> 0.000 </y-m>
<z-m> 0.000 </z-m>
</center>
<axis>
<x> -1 </x>
<y> 0 </y>
<z> 0 </z>
</axis>
<power>15</power>
<factor>0.3</factor>
<offset>0</offset>
<two-sides type="bool">false</two-sides>
<min>0.0</min>
<max>1</max>
</animation>
<animation>
<type>scale</type>
<object-name>flash</object-name>
<property>lightpack/taxi-light-intensity</property>
</animation>
<animation>
<type>material</type>
<object-name>flash</object-name>
<emission>
<red> 1.0 </red>
<green> 1.0 </green>
<blue> 0.75 </blue>
</emission>
</animation>
<animation>
<type>dist-scale</type>
<object-name>flash</object-name>
<interpolation>
<entry>
<ind>0</ind><dep>2</dep>
</entry>
<entry>
<ind>20</ind><dep>2</dep>
</entry>
<entry>
<ind>1500</ind><dep>4</dep>
</entry>
</interpolation>
</animation>
</PropertyList>
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<?xml version="1.0" encoding="UTF-8"?>
<PropertyList>
<path>WhiteLight-flat.ac</path>
<offsets>
<heading-deg>-90</heading-deg>
</offsets>
<animation>
<type>blend</type>
<expression>
<sum>
<product>
<product>
<property>lightpack/white-light-intensity</property>
<value>-1</value>
</product>
<sum>
<max>
<product>
<pow>
<cos><property>/sim/time/sun-angle-rad</property></cos>
<value>0.3</value>
</pow>
<value>0.8</value> <!-- by tuning this, you specify how much to fade during full daylight -->
</product>
<value>0</value>
</max>
<value>-1</value>
</sum>
<value>-1</value>
</product>
<value>1</value>
</sum>
</expression>
</animation>
<effect>
<inherits-from>Effects/model-transparent</inherits-from>
<condition>
<property>/sim/rendering/rembrandt/enabled</property>
</condition>
<object-name>Light</object-name>
</effect>
<animation>
<type>noshadow</type>
<object-name>Light</object-name>
</animation>
<animation>
<type>alpha-test</type>
<alpha-factor>0.01</alpha-factor>
</animation>
<animation>
<type>billboard</type>
<object-name>Light</object-name>
<spherical type="bool">true</spherical>
</animation>
<animation>
<type>material</type>
<object-name>Light</object-name>
<emission>
<red> 1.0 </red>
<green> 1.0 </green>
<blue> 1.0 </blue>
</emission>
</animation>
<animation>
<type>dist-scale</type>
<object-name>Light</object-name>
<interpolation>
<entry><ind> 0 </ind><dep> 0.375 </dep></entry>
<entry><ind> 20 </ind><dep> 0.75 </dep></entry>
<entry><ind> 1500 </ind><dep> 3.00 </dep></entry>
</interpolation>
<center> <!-- prevent the light from moving forward, obscuring eg. landing lights (the model is offset from center) -->
<x-m>0</x-m>
<y-m>-0.24</y-m>
<z-m>0</z-m>
</center>
</animation>
</PropertyList>
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AC3Db
MATERIAL "DefaultWhite" rgb 1.0000 1.0000 1.0000 amb 0.2000 0.2000 0.2000 emis 0.0000 0.0000 0.0000 spec 0.5000 0.5000 0.5000 shi 10 trans 0.0000
MATERIAL "DefaultWhite" rgb 1.0000 1.0000 1.0000 amb 1.0000 1.0000 1.0000 emis 0.0000 0.0000 0.0000 spec 0.0800 0.0800 0.0800 shi 50 trans 0.0000
OBJECT world
name "Blender_export__GreenLight-flat2.ac"
kids 1
OBJECT poly
name "Light"
loc 0.0154000 0.0000000 0.2400000
texture "lights.png"
texrep 1 1
numvert 4
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<?xml version="1.0" encoding="UTF-8"?>
<PropertyList>
<model>
<name>GreenLightFlare</name>
<path>Aircraft/MQ-9/Models/Lights/Flares/GreenLight-flare.xml</path>
</model>
<model>
<name>GreenLightRemb</name>
<path>Aircraft/MQ-9/Models/Lights/Rembrandt/GreenLight-remb.xml</path>
</model>
<animation>
<type>select</type>
<object-name>GreenLightFlare</object-name>
<object-name>GreenLightRemb</object-name>
<condition>
<and>
<property>lightpack/nav-lights-intensity</property>
<not><property>sim/crashed</property></not>
</and>
</condition>
</animation>
</PropertyList>
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<?xml version="1.0" encoding="UTF-8"?>
<PropertyList>
<model>
<name>LandingLightFlash</name>
<path>Aircraft/MQ-9/Models/Lights/Flares/LandingLight-flash.xml</path>
</model>
<model>
<name>LandingLightRemb</name>
<path>Aircraft/MQ-9/Models/Lights/Rembrandt/LandingLight-remb.xml</path>
</model>
<!--><model>
<name>LandingLightCone</name>
<path>Aircraft/MQ-9/Models/Lights/LightCone/LandingLight-cone.xml</path>
</model><--> <!-- uncomment for fake non-rembrandt cones -->
<animation>
<type>select</type>
<object-name>LandingLightFlash</object-name>
<object-name>LandingLightRemb</object-name>
<!--><object-name>LandingLightCone</object-name><--> <!-- uncomment for fake non-rembrandt cones -->
<condition>
<and>
<property>lightpack/landing-lights-intensity</property>
<not><property>sim/crashed</property></not>
</and>
</condition>
</animation>
</PropertyList>
@@ -0,0 +1,48 @@
<?xml version="1.0" encoding="UTF-8"?>
<PropertyList>
<path>LightCone.ac</path>
<animation>
<type>blend</type>
<expression>
<sum>
<product>
<product>
<property>lightpack/landing-lights-intensity</property>
<value>-1</value>
</product>
<sum>
<max>
<pow>
<cos><property>/sim/time/sun-angle-rad</property></cos>
<value>0.3</value>
</pow>
<value>0</value>
</max>
<value>-1.8</value>
</sum>
<value>-0.2</value>
</product>
<value>1</value>
</sum>
</expression>
</animation>
<effect>
<inherits-from>Effects/light-cone</inherits-from>
<object-name>Cone</object-name>
</effect>
<animation>
<type>select</type>
<object-name>Cone</object-name>
<object-name>Cone-texture</object-name>
<object-name>Light</object-name>
<condition>
<not><property>/sim/rendering/rembrandt/enabled</property></not>
</condition>
</animation>
</PropertyList>
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<?xml version="1.0" encoding="UTF-8"?>
<PropertyList>
<path>LightCone.ac</path>
<animation>
<type>blend</type>
<expression>
<sum>
<product>
<product>
<property>lightpack/taxi-light-intensity</property>
<value>-1</value>
</product>
<sum>
<max>
<pow>
<cos><property>/sim/time/sun-angle-rad</property></cos>
<value>0.3</value>
</pow>
<value>0</value>
</max>
<value>-1.8</value>
</sum>
<value>-0.2</value>
</product>
<value>1</value>
</sum>
</expression>
</animation>
<effect>
<inherits-from>Effects/light-cone</inherits-from>
<object-name>Cone</object-name>
</effect>
<animation>
<type>select</type>
<object-name>Cone</object-name>
<object-name>Cone-texture</object-name>
<object-name>Light</object-name>
<condition>
<not><property>/sim/rendering/rembrandt/enabled</property></not>
</condition>
</animation>
</PropertyList>
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<?xml version="1.0" encoding="UTF-8"?>
<PropertyList>
<!-- nav lights -->
<!-- green and red navigation lights, usually mounted on the wingtips -->
<!-- note: default orientation is up -->
<model>
<name>GreenLight</name>
<path>Aircraft/MQ-9/Models/Lights/GreenLight.xml</path>
<offsets>
<x-m> 0.2146</x-m>
<y-m> 9.2889</y-m>
<z-m> 0.4382</z-m>
<roll-deg>-90</roll-deg>
<pitch-deg>-5</pitch-deg> <!-- due to roll, this tunes heading - I want it to point 5 deg more forward -->
</offsets>
</model>
<model>
<name>RedLight</name>
<path>Aircraft/MQ-9/Models/Lights/RedLight.xml</path>
<offsets>
<x-m> 0.2146</x-m>
<y-m>-9.2889</y-m>
<z-m> 0.4382</z-m>
<roll-deg>90</roll-deg>
<pitch-deg>-5</pitch-deg> <!-- due to roll, this tunes heading - I want it to point 5 deg more forward -->
</offsets>
</model>
<!-- beacon -->
<!-- bright red flashing light -->
<!-- note: default orientation is up -->
<model>
<name>Beacon1</name>
<path>Aircraft/MQ-9/Models/Lights/Beacon.xml</path>
<offsets>
<x-m>2.9797</x-m>
<y-m>0.0000</y-m>
<z-m>1.4505</z-m>
<pitch-deg>6</pitch-deg>
</offsets>
</model>
<!-- landing lights -->
<!-- a powerful front facing spotlight -->
<!--
<model>
<name>LandingLight1</name>
<path>Aircraft/MQ-9/Models/Lights/LandingLight.xml</path>
<offsets>
<x-m>-1.7680</x-m>
<y-m>4.7054</y-m>
<z-m>-0.7316</z-m>
<pitch-deg>-5.7</pitch-deg>
</offsets>
</model>
<model>
<name>LandingLight2</name>
<path>Aircraft/MQ-9/Models/Lights/LandingLight.xml</path>
<offsets>
<x-m>-1.7680</x-m>
<y-m>-4.688</y-m>
<z-m>-0.7293</z-m>
<pitch-deg>-5.7</pitch-deg>
</offsets>
</model>
-->
<!-- taxi light -->
<!-- a weaker front facing spotlight, often mounted on the front gear -->
<!--
<model>
<name>TaxiLight</name>
<path>Aircraft/MQ-9/Models/Lights/TaxiLight.xml</path>
<offsets>
<x-m>-4.5571</x-m>
<y-m>0.01601</y-m>
<z-m>-1.6480</z-m>
<pitch-deg>-1.5</pitch-deg>
</offsets>
</model>
-->
<!-- front gear turning: include TaxiLight in the list of animated objects in the rotate animation of the gear in the top-level model XML file -->
<!-- retracted gear makes it dissapear - use only if mounted on front gear -->
<!--
<animation>
<type>select</type>
<object-name>TaxiLight</object-name>
<condition>
<equals>
<property>gear/gear[0]/position-norm</property>
<value>1</value>
</equals>
</condition>
</animation>
-->
<!-- probe light -->
<!-- this is best included in the probe model xml file, not here - just an example -->
<!-- if you have an extendable/optional fuel probe, including this in its own model file makes sure the light moves/disappears together with the probe -->
<!-- in case of extendable probe, you might want to add a select animation (to turn off the light when not fully extended), similar as for the taxi light on the front gear -->
<!--><model>
<path>Aircraft/MQ-9/Models/Lights/ProbeLight.xml</path>
<offsets>
<x-m>-4.4867</x-m>
<y-m>0.4922</y-m>
<z-m>-0.4929</z-m>
</offsets>
</model><-->
<!-- strobes -->
<!-- a bright briefly flashing white light -->
<!-- note: default orientation is up -->
<model>
<name>Strobe1</name>
<path>Aircraft/MQ-9/Models/Lights/Strobe.xml</path>
<offsets>
<x-m> 0.3993</x-m>
<y-m> 9.3400</y-m>
<z-m> 0.4433</z-m>
<roll-deg>-90</roll-deg>
<pitch-deg>-3</pitch-deg> <!-- due to roll, this tunes heading - I want it to point 3 deg more forward -->
</offsets>
</model>
<model>
<name>Strobe2</name>
<path>Aircraft/MQ-9/Models/Lights/Strobe.xml</path>
<offsets>
<x-m> 0.3993</x-m>
<y-m>-9.3400</y-m>
<z-m> 0.4433</z-m>
<roll-deg>90</roll-deg>
<pitch-deg>-3</pitch-deg> <!-- due to roll, this tunes heading - I want it to point 3 deg more forward -->
</offsets>
</model>
<!-- white light -->
<!-- a white stable light, usually used as a visibility feature on the tail -->
<!-- note: default orientation is up -->
<!--
<model>
<name>WhiteLight</name>
<path>Aircraft/MQ-9/Models/Lights/WhiteLight.xml</path>
<offsets>
<x-m>5.81421</x-m>
<y-m>0.00868</y-m>
<z-m>2.78899</z-m>
<pitch-deg>93</pitch-deg>
</offsets>
</model>
-->
</PropertyList>
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<?xml version="1.0" encoding="UTF-8"?>
<PropertyList>
<model>
<name>ProbeLightFlash</name>
<path>Aircraft/MQ-9/Models/Lights/Flares/ProbeLight-flash.xml</path>
</model>
<model>
<name>ProbeLightRemb</name>
<path>Aircraft/MQ-9/Models/Lights/Rembrandt/ProbeLight-remb.xml</path>
</model>
<animation>
<type>select</type>
<object-name>ProbeLightFlash</object-name>
<object-name>ProbeLightRemb</object-name>
<condition>
<and>
<property>lightpack/probe-light-intensity</property>
<not><property>sim/crashed</property></not>
</and>
</condition>
</animation>
</PropertyList>
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=== COMBINED REMBRANDT/NON REMBRANDT LIGHTING KIT ===
by FGUK.eu
This lighting kit lets you easily add both Rembrandt and non Rembrandt external lighting to an aircraft only by including the base pack XML and editing the coordinates there. This pack heavily depends on the Nasal script which is included both as a standalone script file (for direct inclusion in the aircrafts -set.xml file) and also in the multiplayer code inside the aircraft model xml file (in the <nasal></nasal> tags).
The XML files contained in this archive contain an auto switching code to change between Rembrandt and non Rembrandt lighting. Fake non Rembrandt light cones are included, but commented out by default (see files Lights/LandingLight.xml and Lights/TaxiLight.xml).
Flares, fake cones and Rembrandt lights properly fade out in daylight.
IMPORTANT NOTE: once applied to an aircraft, it will be compatible with FlightGear versions 2.11+ only.
Some of the Rembrandt light features show only with the light shader being set high enough (landing, taxi >0, nav lights, beacon and other external lights >1).
=== INSTRUCTIONS ===
IMPORTANT: You don't need to go through any other files than explicitly mentioned in this readme. Multiplayer support is handled by Nasal code mirroring the multiplayer transferred properties to their original counterparts. Don't include any properties like sim/multiplay/generic/int[3] anywhere else than in the variables specially designed for this in the Nasal code. All the output properties (written to by Nasal) are placed in the node "/lightpack" and are not supposed to be changed.
You only need to embed one xml file in your aircraft model xml: LightPack.xml
Most further editing will take place in that file. Include it in your aircraft model file like this:
<!-- LIGHTS -->
<model>
<name>LightPack</name>
<path>Aircraft/YOURAIRCRAFT/Models/Lights/LightPack.xml</path>
</model>
In this file, all the light files (which are themselves including the Rembrandt, flare, etc. model files) are referenced.
Modify the coordinates of placement of the lights here. Follow any instructions in comments.
Place the folder "Lights" in the folder "Models" in your aircraft base folder. The capital letter on the start (both Lights and Models) matters - if you change the letter case, all the xml files will fail to load on other systems than Windows (Windows does not have case sensitive paths, other systems usually have).
If you already have your Models folder with lowercase m (or any other name change), you will need to change this in all the paths where you changed the YOURAIRCRAFT string to the aircraft base folder name (list of the files follows later in this readme).
Note that this pack cannot handle material animations on your aircraft parts (reflectors of landing lights, nav lights models etc.). If desired, you need to include them in your aircraft's model file. Chances are you already have these done, in this case you only need to change the properties they depend on. The properties for this are:
lightpack/nav-lights-intensity
lightpack/beacon-state/state
lightpack/strobe-state/state
lightpack/landing-lights-intensity
lightpack/taxi-light-intensity
lightpack/probe-light-intensity
lightpack/white-light-intensity
The names are self-explanatory. Use these properties, not the switch properties - these properties are nicely interpolated when turned on/off etc.
As will be explained later, they are also the only properties that guarantee multiplayer support (they are manipulated exclusively by Nasal).
You will need to replace all occurrences of YOURAIRCRAFT string in paths with your aircraft base folder name. This needs to be done in the following files:
TaxiLight.xml
RedLight.xml
LandingLight.xml
WhiteLight.xml
Strobe.xml
LightPack.xml
Beacon.xml
ProbeLight.xml
GreenLight.xml
Those are just all the files in the base folder, there is no other file where you need to do this. You can easily use mass search and replace with your favorite text editor.
You need to add the file Lights.nas to your aircraft's folder with Nasal scripts and reference it in your Aircraft-set.xml file, like this:
<nasal>
<!-- other Nasal includes -->
<lights>
<file>Aircraft/YOURAIRCRAFT/Nasal/Lights.nas</file>
</lights>
<!-- other Nasal includes -->
</nasal>
You need to edit some simple property bindings in this file. On the beginning of the file, you will see these lines:
#list of switches for lights - if you don't intend to use some light, assign it nil value instead, like whateverSwitch = nil; and you don't need to care about anything else
var navSwitch = "/controls/lighting/nav-lights-switch";
var beaconSwitch = "/controls/lighting/beacon-switch";
var strobeSwitch = "/controls/lighting/strobe-switch";
var landingSwitch = "/controls/lighting/landing-lights-switch";
var taxiSwitch = "/controls/lighting/taxi-light-switch";
var probeSwitch = "/controls/lighting/probe-light-switch";
var whiteSwitch = "/controls/lighting/white-light-switch";
Edit those property bindings. They are used as a boolean on/off switch and are supposed to be MP transferred by binding them to the MP trasferred integers. You can set those properties as you wish, according to your current switch setup.
If you don't want to use some of the lights provided at all, just assign a nil value here instead of the string:
var whateverSwitch = nil;
The code handles this properly and doesn't create the output property for it. It's not entirely necessary, but preferred to delete/comment out any of the unused lights in the file LightPack.xml
Now you are one last step from the finish. All that is left is to add a multiplayer support.
As mentioned in the Nasal part, the on/off switch properties are expected to be bound to MP transferred properties. You need to embed a Nasal code in your aircraft's model xml file, between the <nasal></nasal> tags. The code is too long to be included here (>90% is the same as in Lights.nas), find the code in the file YOURAIRCRAFT.xml
You will find there part very similar to the previous switches bindings in the local Nasal:
#list of switches for lights - if you don't intend to use some light, assign it nil value instead, like whateverSwitch = nil; and you don't need to care about anything else
#IMPORTANT: don't put / on the start of the string, it's already included in the mpPath property
var navSwitch = mpPath~"controls/lighting/nav-lights-switch";
var beaconSwitch = mpPath~"controls/lighting/beacon-switch";
var strobeSwitch = mpPath~"controls/lighting/strobe-switch";
var landingSwitch = mpPath~"controls/lighting/landing-lights-switch";
var taxiSwitch = mpPath~"controls/lighting/taxi-light-switch";
var probeSwitch = mpPath~"controls/lighting/probe-light-switch";
var whiteSwitch = mpPath~"controls/lighting/white-light-switch";
You need to put there the same property paths as before, but now the string is appended to a previously generated MP prefix. Don't include the leading slash, it is in the prefix already. It is crucial those bindings are the same as in the local Nasal.
You also need to specify the MP properties used for transfer, so Nasal knows which MP property should be watched and mirrored to which original property. Look for a chunk of code looking like this:
#init any property copy object needed in this array (anything you need to transfer over MP, but you are using the original paths in your xmls)
#also used for properties you are using a listener on, or properties which you maybe want to manipulate during the <unload>
#if you're just using the pack, change the values according to the MP bindings in the -set.xml file
#you don't need to delete the entries if the path is nil - it gets skipped automatically and the MP path is just ignored
var mirrorValues = [
mpVar.new(mpPath~"sim/multiplay/generic/int[7]", mpPath~"sim/crashed"),
mpVar.new(mpPath~"sim/multiplay/generic/int[0]", navSwitch),
mpVar.new(mpPath~"sim/multiplay/generic/int[1]", beaconSwitch),
mpVar.new(mpPath~"sim/multiplay/generic/int[1]", strobeSwitch),
mpVar.new(mpPath~"sim/multiplay/generic/int[2]", landingSwitch),
mpVar.new(mpPath~"sim/multiplay/generic/int[3]", taxiSwitch),
mpVar.new(mpPath~"sim/multiplay/generic/int[3]", probeSwitch),
mpVar.new(mpPath~"sim/multiplay/generic/int[0]", whiteSwitch),
];
Here you see the previously assembled strings. You don't need to care about those at all - just change the number in the square brackets to whatever is the index of the MP property that represents the property on the right. It is essential that this is paired in exactly the same way as the properties are assigned in your -set file.
If you assigned nil to some switch, you don't need to care about the line where it is used. It just gets ignored, so the index doesn't matter.
If you want to add any light unrelated property to the copy mechanism, just add a new line in the array, following the same pattern.
And that's it, you just got yourself a brand new and awesome lighting effects :)
=== FURTHER TUNING ===
If you want to have the navigation lights use nice periodically fading behavior instead of being continuously on when the switch is on, change the line just below the switch property path assignments in the file Lights.nas:
#switch this from 1 to 0 if you want to use advanced cyclical fading animation of the the nav lights instead of being stable on when the switch is on
navStillOn = 1;
This doesn't mean they are on all the time, they still depend on the switch property. They just don't perform periodical fade-in-out animation when the value is 1.
Change it in the MP support Nasal code in your aircraft model xml file as well.
In case you use the fading animation, you can easily change the duration of the phases just after line 80 in Lights.nas. Of course equivalent change needs to be done in the MP code as well.
If you want the landing and taxi lights switches bound to the landing gear, change this line below the switch property path assignments in the file Lights.nas:
#switch this from 0 to 1 if you want to bind the landing and taxi lights to the landing gear
gearBind = 0;
This again handles the nil values correctly if you're not using one of the lights.
If you want to tune the lights, like setting custom animation times, read through the Nasal, there are comments explaining the variables. The code uses object-oriented approach - don't edit the class implementation! Only assign the values to the members of the created objects. You will need to do this in both the local and the model-embedded Nasal code, but don't be afraid, thanks to a good design they are identical (except for the first few lines needed to set up the environment).
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<?xml version="1.0" encoding="UTF-8"?>
<PropertyList>
<model>
<name>RedLightFlare</name>
<path>Aircraft/MQ-9/Models/Lights/Flares/RedLight-flare.xml</path>
</model>
<model>
<name>RedLightRemb</name>
<path>Aircraft/MQ-9/Models/Lights/Rembrandt/RedLight-remb.xml</path>
</model>
<animation>
<type>select</type>
<object-name>RedLightFlare</object-name>
<object-name>RedLightRemb</object-name>
<condition>
<and>
<property>lightpack/nav-lights-intensity</property>
<not><property>sim/crashed</property></not>
</and>
</condition>
</animation>
</PropertyList>
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<?xml version="1.0" encoding="UTF-8"?>
<PropertyList>
<path>HalfSphere.ac</path>
<animation>
<type>select</type>
<object-name>Sphere</object-name>
<condition>
<and>
<property>/sim/rendering/rembrandt/enabled</property>
<greater-than>
<property>/sim/rendering/shaders/lights</property>
<value>1</value>
</greater-than>
</and>
</condition>
</animation>
<animation>
<type>light</type>
<light-type>spot</light-type>
<name>BeaconR</name>
<object-name>Sphere</object-name>
<nopreview/>
<position>
<x>0.0</x>
<y>0.0</y>
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</position>
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</ambient>
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<b>0.10</b>
<a>1.0</a>
</diffuse>
<specular>
<r>1.00</r>
<g>0.20</g>
<b>0.20</b>
<a>1.0</a>
</specular>
<dim-factor>
<expression>
<product>
<value>-1</value>
<sum>
<product>
<max>
<pow>
<cos><property>/sim/time/sun-angle-rad</property></cos>
<value>0.3</value>
</pow>
<value>0</value>
</max>
<value>0.6</value>
</product>
<value>-1</value>
</sum>
</product>
</expression>
</dim-factor>
<attenuation>
<c>1.0</c>
<l>0.05</l>
<q>0.1</q>
</attenuation>
<exponent>0.5</exponent>
<cutoff>90</cutoff>
<near-m>0.001</near-m>
<far-m>30</far-m>
</animation>
</PropertyList>
@@ -0,0 +1,87 @@
<?xml version="1.0" encoding="UTF-8"?>
<PropertyList>
<path>HalfSphere.ac</path>
<animation>
<type>select</type>
<object-name>Sphere</object-name>
<condition>
<and>
<property>/sim/rendering/rembrandt/enabled</property>
<greater-than>
<property>/sim/rendering/shaders/lights</property>
<value>1</value>
</greater-than>
</and>
</condition>
</animation>
<animation>
<type>light</type>
<light-type>spot</light-type>
<name>GreenLightR</name>
<object-name>Sphere</object-name>
<nopreview/>
<position>
<x>0.0</x>
<y>0.0</y>
<z>0.0</z>
</position>
<direction>
<x>0.0</x>
<y>0.0</y>
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</direction>
<ambient>
<r>0.01</r>
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<a>1.0</a>
</ambient>
<diffuse>
<r>0.20</r>
<g>0.80</g>
<b>0.20</b>
<a>1.0</a>
</diffuse>
<specular>
<r>0.30</r>
<g>1.00</g>
<b>0.30</b>
<a>1.0</a>
</specular>
<dim-factor>
<expression>
<product>
<property>lightpack/nav-lights-intensity</property>
<value>-0.35</value>
<sum>
<product>
<max>
<pow>
<cos><property>/sim/time/sun-angle-rad</property></cos>
<value>0.3</value>
</pow>
<value>0</value>
</max>
<value>1.2</value>
</product>
<value>-1</value>
</sum>
</product>
</expression>
</dim-factor>
<attenuation>
<c>1.0</c>
<l>0.05</l>
<q>0.01</q>
</attenuation>
<exponent>0.65</exponent>
<cutoff>90</cutoff>
<near-m>0.001</near-m>
<far-m>30</far-m>
</animation>
</PropertyList>
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<?xml version="1.0" encoding="UTF-8"?>
<PropertyList>
<path>LandingLightCone.ac</path>
<animation>
<type>select</type>
<object-name>light</object-name>
<condition>
<and>
<property>/sim/rendering/rembrandt/enabled</property>
<greater-than>
<property>/sim/rendering/shaders/lights</property>
<value>0</value>
</greater-than>
</and>
</condition>
</animation>
<animation>
<type>light</type>
<light-type>spot</light-type>
<name>LandingR</name>
<object-name>light</object-name>
<nopreview/>
<position>
<x>0.0</x>
<y>0.0</y>
<z>0.0</z>
</position>
<direction>
<x>-1.0</x>
<y>0.0</y>
<z>0.0</z>
</direction>
<ambient>
<r>0.03</r>
<g>0.03</g>
<b>0.03</b>
<a>1.0</a>
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<diffuse>
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<a>1.0</a>
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<specular>
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<a>1.0</a>
</specular>
<dim-factor>
<expression>
<product>
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<sum>
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<pow>
<cos><property>/sim/time/sun-angle-rad</property></cos>
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</pow>
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</max>
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<value>-1</value>
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<property>lightpack/landing-lights-intensity</property>
</product>
</expression>
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<q>0.0001</q>
</attenuation>
<exponent>80</exponent>
<cutoff>45</cutoff>
<near-m>0.01</near-m>
<far-m>550</far-m>
</animation>
</PropertyList>
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<?xml version="1.0" encoding="UTF-8"?>
<PropertyList>
<path>ProbeLightCone.ac</path>
<animation>
<type>select</type>
<object-name>light</object-name>
<condition>
<and>
<property>/sim/rendering/rembrandt/enabled</property>
<greater-than>
<property>/sim/rendering/shaders/lights</property>
<value>1</value>
</greater-than>
</and>
</condition>
</animation>
<animation>
<type>light</type>
<light-type>spot</light-type>
<name>ProbeR</name>
<object-name>light</object-name>
<nopreview/>
<position>
<x>0.0</x>
<y>0.0</y>
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<a>1.0</a>
</diffuse>
<specular>
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<b>0.75</b>
<a>1.0</a>
</specular>
<dim-factor>
<expression>
<product>
<value>-1</value>
<sum>
<product>
<max>
<pow>
<cos><property>/sim/time/sun-angle-rad</property></cos>
<value>0.3</value>
</pow>
<value>0</value>
</max>
<value>1.0</value>
</product>
<value>-1</value>
</sum>
<property>lightpack/probe-light-intensity</property>
</product>
</expression>
</dim-factor>
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<c>0.1</c>
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<q>0.008</q>
</attenuation>
<exponent>6</exponent>
<cutoff>70</cutoff>
<near-m>0.04</near-m>
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</animation>
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<?xml version="1.0" encoding="UTF-8"?>
<PropertyList>
<path>HalfSphere.ac</path>
<animation>
<type>select</type>
<object-name>Sphere</object-name>
<condition>
<and>
<property>/sim/rendering/rembrandt/enabled</property>
<greater-than>
<property>/sim/rendering/shaders/lights</property>
<value>1</value>
</greater-than>
</and>
</condition>
</animation>
<animation>
<type>light</type>
<light-type>spot</light-type>
<name>RedLightRemb</name>
<object-name>Sphere</object-name>
<nopreview/>
<position>
<x>0.0</x>
<y>0.0</y>
<z>0.0</z>
</position>
<direction>
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<a>1.0</a>
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<b>0.20</b>
<a>1.0</a>
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<specular>
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<b>0.30</b>
<a>1.0</a>
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<dim-factor>
<expression>
<product>
<property>lightpack/nav-lights-intensity</property>
<value>-0.35</value>
<sum>
<product>
<max>
<pow>
<cos><property>/sim/time/sun-angle-rad</property></cos>
<value>0.3</value>
</pow>
<value>0</value>
</max>
<value>1.2</value>
</product>
<value>-1</value>
</sum>
</product>
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<c>1.0</c>
<l>0.05</l>
<q>0.01</q>
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<exponent>0.65</exponent>
<cutoff>90</cutoff>
<near-m>0.001</near-m>
<far-m>30</far-m>
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<?xml version="1.0" encoding="UTF-8"?>
<PropertyList>
<path>HalfSphere.ac</path>
<animation>
<type>select</type>
<object-name>Sphere</object-name>
<condition>
<and>
<property>/sim/rendering/rembrandt/enabled</property>
<greater-than>
<property>/sim/rendering/shaders/lights</property>
<value>1</value>
</greater-than>
</and>
</condition>
</animation>
<animation>
<type>light</type>
<light-type>spot</light-type>
<name>StrobeR</name>
<object-name>Sphere</object-name>
<nopreview/>
<position>
<x>0.0</x>
<y>0.0</y>
<z>0.0</z>
</position>
<direction>
<x>0.0</x>
<y>0.0</y>
<z>1.0</z>
</direction>
<ambient>
<r>0.08</r>
<g>0.08</g>
<b>0.08</b>
<a>1.0</a>
</ambient>
<diffuse>
<r>0.80</r>
<g>0.80</g>
<b>0.80</b>
<a>1.0</a>
</diffuse>
<specular>
<r>1.00</r>
<g>1.00</g>
<b>1.10</b>
<a>1.0</a>
</specular>
<dim-factor>
<expression>
<product>
<value>-1</value>
<sum>
<product>
<max>
<pow>
<cos><property>/sim/time/sun-angle-rad</property></cos>
<value>0.3</value>
</pow>
<value>0</value>
</max>
<value>0.6</value>
</product>
<value>-1</value>
</sum>
</product>
</expression>
</dim-factor>
<attenuation>
<c>1.0</c>
<l>0.05</l>
<q>0.1</q>
</attenuation>
<exponent>0.6</exponent>
<cutoff>90</cutoff>
<near-m>0.001</near-m>
<far-m>30</far-m>
</animation>
</PropertyList>
@@ -0,0 +1,87 @@
<?xml version="1.0" encoding="UTF-8"?>
<PropertyList>
<path>TaxiLightCone.ac</path>
<animation>
<type>select</type>
<object-name>light</object-name>
<condition>
<and>
<property>/sim/rendering/rembrandt/enabled</property>
<greater-than>
<property>/sim/rendering/shaders/lights</property>
<value>0</value>
</greater-than>
</and>
</condition>
</animation>
<animation>
<type>light</type>
<light-type>spot</light-type>
<name>TaxiR</name>
<object-name>light</object-name>
<nopreview/>
<position>
<x>0.0</x>
<y>0.0</y>
<z>0.0</z>
</position>
<direction>
<x>-1.0</x>
<y>0.0</y>
<z>0.0</z>
</direction>
<ambient>
<r>0.03</r>
<g>0.03</g>
<b>0.03</b>
<a>1.0</a>
</ambient>
<diffuse>
<r>0.80</r>
<g>0.80</g>
<b>0.70</b>
<a>1.0</a>
</diffuse>
<specular>
<r>1.00</r>
<g>0.75</g>
<b>0.75</b>
<a>1.0</a>
</specular>
<dim-factor>
<expression>
<product>
<value>-1</value>
<sum>
<product>
<max>
<pow>
<cos><property>/sim/time/sun-angle-rad</property></cos>
<value>0.3</value>
</pow>
<value>0</value>
</max>
<value>1.0</value>
</product>
<value>-1</value>
</sum>
<property>lightpack/taxi-light-intensity</property>
</product>
</expression>
</dim-factor>
<attenuation>
<c>0.005</c>
<l>0.002</l>
<q>0.002</q>
</attenuation>
<exponent>70</exponent>
<cutoff>45</cutoff>
<near-m>0.01</near-m>
<far-m>250</far-m>
</animation>
</PropertyList>
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<?xml version="1.0" encoding="UTF-8"?>
<PropertyList>
<path>HalfSphere.ac</path>
<animation>
<type>select</type>
<object-name>Sphere</object-name>
<condition>
<and>
<property>/sim/rendering/rembrandt/enabled</property>
<greater-than>
<property>/sim/rendering/shaders/lights</property>
<value>1</value>
</greater-than>
</and>
</condition>
</animation>
<animation>
<type>light</type>
<light-type>spot</light-type>
<name>WhiteR</name>
<object-name>Sphere</object-name>
<nopreview/>
<position>
<x>0.0</x>
<y>0.0</y>
<z>0.0</z>
</position>
<direction>
<x>0.0</x>
<y>0.0</y>
<z>1.0</z>
</direction>
<ambient>
<r>0.08</r>
<g>0.08</g>
<b>0.08</b>
<a>1.0</a>
</ambient>
<diffuse>
<r>0.80</r>
<g>0.80</g>
<b>0.80</b>
<a>1.0</a>
</diffuse>
<specular>
<r>1.00</r>
<g>1.00</g>
<b>1.10</b>
<a>1.0</a>
</specular>
<dim-factor>
<expression>
<product>
<value>-1</value>
<sum>
<product>
<max>
<pow>
<cos><property>/sim/time/sun-angle-rad</property></cos>
<value>0.3</value>
</pow>
<value>0</value>
</max>
<value>0.6</value>
</product>
<value>-1</value>
</sum>
<property>lightpack/white-light-intensity</property>
</product>
</expression>
</dim-factor>
<attenuation>
<c>1.0</c>
<l>0.05</l>
<q>0.1</q>
</attenuation>
<exponent>0.6</exponent>
<cutoff>90</cutoff>
<near-m>0.001</near-m>
<far-m>30</far-m>
</animation>
</PropertyList>
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<?xml version="1.0" encoding="UTF-8"?>
<PropertyList>
<model>
<name>BeaconFlare</name>
<path>Aircraft/MQ-9/Models/Lights/Flares/Strobe-flare.xml</path>
</model>
<model>
<name>BeaconRemb</name>
<path>Aircraft/MQ-9/Models/Lights/Rembrandt/Strobe-remb.xml</path>
</model>
<animation>
<type>select</type>
<object-name>BeaconFlare</object-name>
<object-name>BeaconRemb</object-name>
<condition>
<and>
<property>lightpack/strobe-state/state</property>
<not><property>sim/crashed</property></not>
</and>
</condition>
</animation>
</PropertyList>
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<?xml version="1.0" encoding="UTF-8"?>
<PropertyList>
<model>
<name>TaxiLightFlash</name>
<path>Aircraft/MQ-9/Models/Lights/Flares/TaxiLight-flash.xml</path>
</model>
<model>
<name>TaxiLightRemb</name>
<path>Aircraft/MQ-9/Models/Lights/Rembrandt/TaxiLight-remb.xml</path>
</model>
<!--><model>
<name>TaxiLightCone</name>
<path>Aircraft/MQ-9/Models/Lights/LightCone/TaxiLight-cone.xml</path>
</model><--> <!-- uncomment for fake non-rembrandt cones -->
<animation>
<type>select</type>
<object-name>TaxiLightFlash</object-name>
<object-name>TaxiLightRemb</object-name>
<!--><object-name>TaxiLightCone</object-name><--> <!-- uncomment for fake non-rembrandt cones -->
<condition>
<and>
<property>lightpack/taxi-light-intensity</property>
<not><property>sim/crashed</property></not>
</and>
</condition>
</animation>
</PropertyList>
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<?xml version="1.0" encoding="UTF-8"?>
<PropertyList>
<model>
<name>WhiteLightFlare</name>
<path>Aircraft/MQ-9/Models/Lights/Flares/WhiteLight-flare.xml</path>
</model>
<model>
<name>WhiteLightRemb</name>
<path>Aircraft/MQ-9/Models/Lights/Rembrandt/WhiteLight-remb.xml</path>
</model>
<animation>
<type>select</type>
<object-name>WhiteLightFlare</object-name>
<object-name>WhiteLightRemb</object-name>
<condition>
<and>
<property>lightpack/white-light-intensity</property>
<not><property>sim/crashed</property></not>
</and>
</condition>
</animation>
</PropertyList>
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<?xml version="1.0" encoding="UTF-8"?>
<PropertyList>
<sim>
<model>
<livery>
<name type="string">Test</name>
<texture>Liveries/Test.jpg</texture>
</livery>
</model>
</sim>
</PropertyList>
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<?xml version="1.0" encoding="UTF-8"?>
<PropertyList>
<sim>
<model>
<livery>
<name type="string">United States Air Force</name>
<texture>Liveries/Default.jpg</texture>
</livery>
</model>
</sim>
</PropertyList>
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<?xml version="1.0"?>
<PropertyList>
<!-- Model -->
<path>MQ-9.ac</path>
<offsets>
<pitch-deg>-3</pitch-deg>
<heading-deg>0</heading-deg>
<roll-deg>0</roll-deg>
<x-m>0</x-m>
<y-m>0</y-m>
<z-m>0</z-m>
</offsets>
<!-- Invisible -->
<animation>
<type>select</type>
<object-name>Sensor</object-name>
<object-name>SensorMount1</object-name>
<condition>
<not>
<property>sim/current-view/internal</property>
</not>
</condition>
</animation>
<animation>
<type>select</type>
<object-name>HellfirePylonL</object-name>
<object-name>HellfirePylonR</object-name>
<object-name>PylonL1</object-name>
<object-name>PylonR1</object-name>
<object-name>PylonL2</object-name>
<object-name>PylonR2</object-name>
</animation>
<!-- Multiplayer sounds -->
<sound>
<path>Aircraft/MQ-9/Sounds/MP-Sounds.xml</path>
</sound>
<!-- Rembrandt transparent -->
<effect>
<inherits-from>Effects/model-transparent</inherits-from>
<condition>
<greater-than>
<property>sim/multiplay/generic/float[6]</property>
<value>9</value>
</greater-than>
<property>/sim/rendering/rembrandt/enabled</property>
</condition>
<object-name>Disk</object-name>
<object-name>BladesBlur</object-name>
</effect>
<!-- Effects -->
<model>
<path>Aircraft/MQ-9/Models/Effects/Effects.xml</path>
</model>
<!-- Lights -->
<model>
<path>Aircraft/MQ-9/Models/Lights/LightPack.xml</path>
</model>
<nasal>
<load><![CDATA[
var root = cmdarg();
var rootindex = root.getIndex();
var mpPath = "/ai/models/multiplayer["~ rootindex ~"]/";
var lightsPath = mpPath~"lightpack/"; #path to the property node, where all internal values are placed
props.globals.initNode(mpPath~"sim/is-MP-Aircraft", 1, "BOOL");
srand();
#wherever you want to add randomization of time, use something like: + rand()*0.05-0.025 (included by default where appropriate)
#list of switches for lights - if you don't intend to use some light, assign it nil value instead, like whateverSwitch = nil; and you don't need to care about anything else
#IMPORTANT: don't put / on the start of the string, it's already included in the mpPath property
var navSwitch = mpPath~"controls/lighting/nav-lights-switch";
var beaconSwitch = mpPath~"controls/lighting/beacon-switch";
var strobeSwitch = mpPath~"controls/lighting/strobe-switch";
var landingSwitch = mpPath~"controls/lighting/landing-lights-switch";
var taxiSwitch = mpPath~"controls/lighting/taxi-light-switch";
var probeSwitch = mpPath~"controls/lighting/probe-light-switch";
var whiteSwitch = mpPath~"controls/lighting/white-light-switch";
#switch this from 1 to 0 if you want to use advanced cyclical fading animation of the the nav lights instead of being stable on when the switch is on
navStillOn = 1;
#I need to set listener on some MP transferred properties; this doesn't seem to work well sometimes, so I mirror them to the original location on any change
#This also simplifies work as I can use almost the same code for MP as is the local Nasal. Furthermore, I can use meaningful property names in the model XML files instead of referencing the MP properties.
var mpVar = {
new: func(propIn, propOut) {
var m = { parents: [mpVar] };
m.propIn = propIn;
m.propOut = propOut;
if(propIn==nil) return m;
m.value = getprop(propIn);
setprop(propOut, m.value);
return m;
},
check: func {
if(me.propIn==nil) return;
var newValue = getprop(me.propIn);
if(newValue != me.value) {
setprop(me.propOut, newValue);
me.value = newValue;
#print("value of "~me.propOut~" changed: "~newValue);
}
},
};
#init any property copy object needed in this array (anything you need to transfer over MP, but you are using the original paths in your xmls)
#also used for properties you are using a listener on, or properties which you maybe want to manipulate during the <unload>
#if you're just using the pack, change the values according to the MP bindings in the -set.xml file
#you don't need to delete the entries if the path is nil - it gets skipped automatically and the MP path is just ignored
var mirrorValues = [
mpVar.new(mpPath~"sim/multiplay/generic/int[7]", mpPath~"sim/crashed"),
mpVar.new(mpPath~"sim/multiplay/generic/int[0]", navSwitch),
mpVar.new(mpPath~"sim/multiplay/generic/int[1]", beaconSwitch),
mpVar.new(mpPath~"sim/multiplay/generic/int[1]", strobeSwitch),
mpVar.new(mpPath~"sim/multiplay/generic/int[2]", landingSwitch),
mpVar.new(mpPath~"sim/multiplay/generic/int[3]", taxiSwitch),
mpVar.new(mpPath~"sim/multiplay/generic/int[3]", probeSwitch),
mpVar.new(mpPath~"sim/multiplay/generic/int[0]", whiteSwitch),
];
#loop at the default MP transfer frequency (10Hz)
var mirrorTimer = maketimer(0.1, func {
foreach(var mir; mirrorValues) {
mir.check();
}
});
mirrorTimer.start();
#### NAV LIGHTS ####
#class for a periodic fade in/out animation - for flashing, use rather standard aircraft.light.new(), as in Beacon and Strobe section
var lightCycle = {
#constructor
new: func(propSwitch, propOut) {
m = { parents: [lightCycle] };
props.globals.initNode(propOut, 0, "DOUBLE");
props.globals.initNode(propSwitch, 1, "BOOL");
m.fadeIn = 0.4 + rand()*0.05-0.025; #fade in time
m.fadeOut = 0.4 + rand()*0.05-0.025; #fade out time
m.stayOn = 1.5 + rand()*0.05-0.025; #stable on period
m.stayOff = 1 + rand()*0.05-0.025; #stable off period
m.turnOff = 0.12; #fade out time when turned off
m.phase = 0; #phase to be run on next timer call: 0 -> fade in, 1 -> stay on, 2 -> fade out, 3 -> stay off
m.cycleTimer = maketimer(0.1, func {
if(getprop(propSwitch)) {
if(m.phase == 0) {
interpolate(propOut, 1, m.fadeIn);
m.phase = 1;
m.cycleTimer.restart(m.fadeIn);
}
else if(m.phase == 1){
m.phase = 2;
m.cycleTimer.restart(m.stayOn);
}
else if(m.phase == 2){
interpolate(propOut, 0, m.fadeOut);
m.phase = 3;
m.cycleTimer.restart(m.fadeOut);
}
else if(m.phase == 3){
m.phase = 0;
m.cycleTimer.restart(m.stayOff);
}
}
else {
interpolate(propOut, 0, m.turnOff); #kills any currently ongoing interpolation
m.phase = 0;
}
});
m.cycleTimer.singleShot = 1;
if(propSwitch==nil) {
m.listen = nil;
return m;
}
m.listen = setlistener(propSwitch, func{m.cycleTimer.restart(0);}); #handle switch changes
m.cycleTimer.restart(0); #start the looping
return m;
},
#destructor
del: func {
if(me.listen!=nil) removelistener(me.listen);
me.cycleTimer.stop();
},
};
#By default, the switch property is initialized to 1 (only if no value is already assigned). Don't change the class implementation! To override this, set the property manually. You don't need to care if any other code already does it for you.
var navLights = nil;
if(!navStillOn) {
navLights = lightCycle.new(navSwitch, lightsPath~"nav-lights-intensity");
### Uncomment and tune those to customize times ###
#navLights.fadeIn = 0.4; #fade in time
#navLights.fadeOut = 0.4; #fade out time
#navLights.stayOn = 3 + rand()*0.05-0.025; #stable on period
#navLights.stayOff = 0.6; #stable off period
#navLights.turnOff = 0.12; #fade out time when turned off
}
### BEACON ###
var beacon = nil;
if(beaconSwitch!=nil) {
props.globals.initNode(beaconSwitch, 1, "BOOL");
beacon = aircraft.light.new(lightsPath~"beacon-state",
[0.0, 1.0 + rand()*0.05-0.025], beaconSwitch);
}
### STROBE ###
var strobe = nil;
if(strobeSwitch!=nil) {
props.globals.initNode(strobeSwitch, 1, "BOOL");
strobe = aircraft.light.new(lightsPath~"strobe-state",
[0.0, 0.87 + rand()*0.05-0.025], strobeSwitch);
}
### LIGHT FADING ###
#class for controlling fade in/out behavior - propIn is a control property (handled as a boolean) and propOut is interpolated
#all light brightness animations in xmls depend on propOut (Rembrandt brightness, material emission, flares transparency, ...)
var lightFadeInOut = {
#constructor
new: func(propSwitch, propOut) {
m = { parents: [lightFadeInOut] };
m.fadeIn = 0.3; #some sane defaults
m.fadeOut = 0.4;
if(propSwitch==nil) {
m.listen = nil;
return m;
}
props.globals.initNode(propSwitch, 1, "BOOL");
m.isOn = getprop(propSwitch);
props.globals.initNode(propOut, m.isOn, "DOUBLE");
m.listen = setlistener(propSwitch,
func {
if(m.isOn and !getprop(propSwitch)) {
interpolate(propOut, 0, m.fadeOut);
m.isOn = 0;
}
if(!m.isOn and getprop(propSwitch)) {
interpolate(propOut, 1, m.fadeIn);
m.isOn = 1;
}
}
);
return m;
},
#destructor
del: func {
if(me.listen!=nil) removelistener(me.listen);
},
};
fadeLanding = lightFadeInOut.new(landingSwitch, lightsPath~"landing-lights-intensity");
fadeTaxi = lightFadeInOut.new(taxiSwitch, lightsPath~"taxi-light-intensity");
fadeProbe = lightFadeInOut.new(probeSwitch, lightsPath~"probe-light-intensity");
fadeWhite = lightFadeInOut.new(whiteSwitch, lightsPath~"white-light-intensity");
if(navStillOn) {
navLights = lightFadeInOut.new(navSwitch, lightsPath~"nav-lights-intensity");
navLights.fadeIn = 0.1;
navLights.fadeOut = 0.12;
}
#manipulate times if defaults don't fit your needs:
#fadeLanding.fadeIn = 0.5;
#fadeLanding.fadeOut = 0.8;
### the rest of your model load embedded Nasal code ###
]]>
</load>
<unload>
stopFire();
disintegrated = 0;
removelistener(listenCrash);
#prevent multiple timers and listeners from running and fighting on next connect
#cleanly destroy MP property mirroring
mirrorTimer.stop();
mirrorTimer = nil;
mirrorValues = nil;
#cleanly destroy nav lights
if(navStillOn) {
navLights.del();
}
else {
if(navSwitch!=nil) setprop(navSwitch, 0);
navLights.del();
if(navSwitch!=nil) navLights.cycleTimer = nil;
navLights = nil;
}
#cleanly destroy beacon
if(beaconSwitch!=nil) setprop(beaconSwitch, 0);
beacon.del();
beacon = nil;
#cleanly destroy strobe
if(strobeSwitch!=nil) setprop(strobeSwitch, 0);
strobe.del();
strobe = nil;
#cleanly destroy light fade in/out animation objects
fadeLanding.del();
fadeTaxi.del();
fadeProbe.del();
fadeWhite.del();
### the rest of your model unload embedded Nasal code ###
</unload>
</nasal>
<!-- Normal Map -->
<effect>
<inherits-from>Aircraft/MQ-9/Models/Effects/Normal</inherits-from>
<object-name>MQ-9</object-name>
</effect>
<!-- Specular Map -->
<effect>
<inherits-from>Aircraft/MQ-9/Models/Effects/Specular</inherits-from>
<object-name>MQ-9</object-name>
</effect>
<!-- Liveries -->
<nasal>
<load>
var livery_update = aircraft.livery_update.new("Aircraft/MQ-9/Models/Liveries");
</load>
<unload>
livery_update.stop();
</unload>
</nasal>
<animation>
<type>material</type>
<object-name>MQ-9</object-name>
<property-base>sim/model/livery</property-base>
<texture-prop>texture</texture-prop>
<texture>Aircraft/MQ-9/Models/Liveries/Default.jpg</texture>
</animation>
<animation>
<type>material</type>
<object-name>Disk</object-name>
<texture-prop>texture</texture-prop>
<texture>Aircraft/MQ-9/Models/Liveries/Disk.png</texture>
</animation>
<animation>
<type>material</type>
<object-name>BladesBlur</object-name>
<texture-prop>texture</texture-prop>
<texture>Aircraft/MQ-9/Models/Liveries/Disk.png</texture>
</animation>
<!-- Animations -->
<!-- Ailerons -->
<animation>
<type>rotate</type>
<object-name>AileronR</object-name>
<property>surface-positions/left-aileron-pos-norm</property>
<factor>20</factor>
<axis>
<x1-m> 0.6977</x1-m>
<y1-m> 5.5070</y1-m>
<z1-m> 0.4481</z1-m>
<x2-m> 0.6255</x2-m>
<y2-m> 8.8878</y2-m>
<z2-m> 0.4392</z2-m>
</axis>
</animation>
<animation>
<type>rotate</type>
<object-name>AileronL</object-name>
<property>surface-positions/left-aileron-pos-norm</property>
<factor>20</factor>
<axis>
<x1-m> 0.6977</x1-m>
<y1-m> -5.5070</y1-m>
<z1-m> 0.4481</z1-m>
<x2-m> 0.6255</x2-m>
<y2-m> -8.8878</y2-m>
<z2-m> 0.4392</z2-m>
</axis>
</animation>
<!-- Flaps -->
<animation>
<type>rotate</type>
<object-name>FlapR2</object-name>
<property>surface-positions/flap-pos-norm</property>
<factor>40</factor>
<axis>
<x1-m> 0.7273</x1-m>
<y1-m> 2.5708</y1-m>
<z1-m> 0.4576</z1-m>
<x2-m> 0.6968</x2-m>
<y2-m> 5.5070</y2-m>
<z2-m> 0.4495</z2-m>
</axis>
</animation>
<animation>
<type>rotate</type>
<object-name>FlapL2</object-name>
<property>surface-positions/flap-pos-norm</property>
<factor>-40</factor>
<axis>
<x1-m> 0.7273</x1-m>
<y1-m> -2.5708</y1-m>
<z1-m> 0.4576</z1-m>
<x2-m> 0.6968</x2-m>
<y2-m> -5.5070</y2-m>
<z2-m> 0.4495</z2-m>
</axis>
</animation>
<animation>
<type>rotate</type>
<object-name>FlapR1</object-name>
<property>surface-positions/flap-pos-norm</property>
<factor>40</factor>
<axis>
<x1-m> 0.7302</x1-m>
<y1-m> 0.7240</y1-m>
<z1-m> 0.4589</z1-m>
<x2-m> 0.7196</x2-m>
<y2-m> 2.5708</y2-m>
<z2-m> 0.4545</z2-m>
</axis>
</animation>
<animation>
<type>rotate</type>
<object-name>FlapL1</object-name>
<property>surface-positions/flap-pos-norm</property>
<factor>-40</factor>
<axis>
<x1-m> 0.7302</x1-m>
<y1-m> -0.7240</y1-m>
<z1-m> 0.4589</z1-m>
<x2-m> 0.7196</x2-m>
<y2-m> -2.5708</y2-m>
<z2-m> 0.4545</z2-m>
</axis>
</animation>
<!-- Elevators -->
<animation>
<type>rotate</type>
<object-name>ElevatorR</object-name>
<property>surface-positions/elevator-pos-norm</property>
<factor>-20</factor>
<axis>
<x1-m> 3.4018</x1-m>
<y1-m> 0.4181</y1-m>
<z1-m> 0.6136</z1-m>
<x2-m> 3.5428</x2-m>
<y2-m> 2.9323</y2-m>
<z2-m> 2.3741</z2-m>
</axis>
</animation>
<animation>
<type>rotate</type>
<object-name>ElevatorL</object-name>
<property>surface-positions/elevator-pos-norm</property>
<factor>20</factor>
<axis>
<x1-m> 3.4018</x1-m>
<y1-m>-0.4181</y1-m>
<z1-m> 0.6136</z1-m>
<x2-m> 3.5428</x2-m>
<y2-m>-2.9323</y2-m>
<z2-m> 2.3741</z2-m>
</axis>
</animation>
<!-- Rudder -->
<animation>
<type>rotate</type>
<object-name>Rudder</object-name>
<property>surface-positions/rudder-pos-norm</property>
<factor>20</factor>
<axis>
<x1-m> 3.3652</x1-m>
<y1-m> 0.0000</y1-m>
<z1-m> 0.2360</z1-m>
<x2-m> 3.4900</x2-m>
<y2-m> 0.0000</y2-m>
<z2-m>-0.7541</z2-m>
</axis>
</animation>
<!-- Landing gear -->
<animation>
<type>rotate</type>
<object-name>WheelN</object-name>
<object-name>JawN</object-name>
<property>surface-positions/rudder-pos-norm</property>
<factor>-20</factor>
<center>
<x-m>-2.9145</x-m>
<y-m> 0.0000</y-m>
<z-m>-1.2683</z-m>
</center>
<axis>
<x>0.0</x>
<y>0.0</y>
<z>1.0</z>
</axis>
</animation>
<animation>
<type>rotate</type>
<object-name>WheelN</object-name>
<object-name>JawN</object-name>
<object-name>Strut1N</object-name>
<object-name>Strut2N</object-name>
<object-name>Scissor1N</object-name>
<object-name>Scissor2N</object-name>
<property>gear/gear[1]/position-norm</property>
<factor>130</factor>
<offset-deg>-130</offset-deg>
<center>
<x-m>-2.0705</x-m>
<y-m> 0.0000</y-m>
<z-m> 0.1760</z-m>
</center>
<axis>
<x>0.0</x>
<y>1.0</y>
<z>0.0</z>
</axis>
</animation>
<animation>
<type>rotate</type>
<object-name>WheelL</object-name>
<object-name>StrutL</object-name>
<property>gear/gear[1]/position-norm</property>
<factor>98</factor>
<offset-deg>-98</offset-deg>
<axis>
<x1-m> 0.0559</x1-m>
<y1-m>-0.3306</y1-m>
<z1-m> 0.3248</z1-m>
<x2-m> 0.0559</x2-m>
<y2-m>-0.2413</y2-m>
<z2-m> 0.2317</z2-m>
</axis>
</animation>
<animation>
<type>rotate</type>
<object-name>WheelR</object-name>
<object-name>StrutR</object-name>
<property>gear/gear[2]/position-norm</property>
<factor>-98</factor>
<offset-deg>98</offset-deg>
<axis>
<x1-m> 0.0559</x1-m>
<y1-m> 0.3306</y1-m>
<z1-m> 0.3248</z1-m>
<x2-m> 0.0559</x2-m>
<y2-m> 0.2413</y2-m>
<z2-m> 0.2317</z2-m>
</axis>
</animation>
<!-- Gear Compression -->
<animation>
<type>translate</type>
<object-name>WheelN</object-name>
<object-name>JawN</object-name>
<object-name>Scissor1N</object-name>
<object-name>Scissor2N</object-name>
<object-name>Strut1N</object-name>
<property>gear/gear[0]/compression-norm[0]</property>
<factor>0.60</factor>
<axis>
<x1-m>-2.7232</x1-m>
<y1-m> 0.0000</y1-m>
<z1-m>-0.6690</z1-m>
<x2-m>-2.5221</x2-m>
<y2-m> 0.0000</y2-m>
<z2-m>-0.4077</z2-m>
</axis>
</animation>
<animation>
<type>translate</type>
<object-name>WheelR</object-name>
<object-name>StrutR</object-name>
<property>gear/gear[2]/compression-norm[0]</property>
<factor>0.1</factor>
<axis>
<x1-m>-0.0728</x1-m>
<y1-m> 1.7594</y1-m>
<z1-m>-1.0981</z1-m>
<x2-m>-0.0728</x2-m>
<y2-m> 1.7594</y2-m>
<z2-m>-0.8998</z2-m>
</axis>
</animation>
<animation>
<type>translate</type>
<object-name>WheelL</object-name>
<object-name>StrutL</object-name>
<property>gear/gear[1]/compression-norm[0]</property>
<factor>0.1</factor>
<axis>
<x1-m>-0.0728</x1-m>
<y1-m>-1.7594</y1-m>
<z1-m>-1.0981</z1-m>
<x2-m>-0.0728</x2-m>
<y2-m>-1.7594</y2-m>
<z2-m>-0.8998</z2-m>
</axis>
</animation>
<!-- Propeller -->
<animation>
<type>spin</type>
<object-name>Propeller</object-name>
<object-name>Blades</object-name>
<property>engines/engine[0]/n2</property>
<factor>3</factor>
<center>
<x-m>4.4823</x-m>
<y-m>0.0000</y-m>
<z-m>0.7577</z-m>
</center>
<axis>
<x>1.0</x>
<y>0.0</y>
<z>0.0</z>
</axis>
</animation>
<animation>
<type>select</type>
<object-name>Blades</object-name>
<condition>
<less-than>
<property>engines/engine[0]/n2</property>
<value>50.0001</value>
</less-than>
</condition>
</animation>
<animation>
<type>select</type>
<object-name>BladesFlat</object-name>
<condition>
<greater-than>
<property>engines/engine[0]/n2</property>
<value>50.000</value>
</greater-than>
<less-than>
<property>engines/engine[0]/n2</property>
<value>70.0001</value>
</less-than>
</condition>
</animation>
<animation>
<type>spin</type>
<object-name>BladesFlat</object-name>
<property>engines/engine[0]/n2</property>
<center>
<x-m>4.4823</x-m>
<y-m>0.0000</y-m>
<z-m>0.7577</z-m>
</center>
<axis>
<x>1.0</x>
<y>0.0</y>
<z>0.0</z>
</axis>
</animation>
<animation>
<type>select</type>
<object-name>Disk</object-name>
<condition>
<greater-than>
<property>engines/engine[0]/n2</property>
<value>70.0000</value>
</greater-than>
</condition>
</animation>
<animation>
<type>spin</type>
<object-name>Disk</object-name>
<property>engines/engine[0]/n2</property>
<factor>.5</factor>
<center>
<x-m>4.4823</x-m>
<y-m>0.0000</y-m>
<z-m>0.7577</z-m>
</center>
<axis>
<x>1.0</x>
<y>0.0</y>
<z>0.0</z>
</axis>
</animation>
<!-- Sensor -->
<animation>
<type>rotate</type>
<object-name>Sensor</object-name>
<object-name>SensorMount1</object-name>
<property>sim/model/turret[0]/heading</property>
<axis>
<x> 0</x>
<y> 0</y>
<z>-1</z>
</axis>
<center>
<x-m>-4.1425</x-m>
<y-m> 0.0000</y-m>
<z-m>-0.0697</z-m>
</center>
</animation>
<animation>
<type>rotate</type>
<object-name>Sensor</object-name>
<property>sim/model/turret[0]/pitch</property>
<offset-deg>0</offset-deg>
<axis>
<x>0</x>
<y>1</y>
<z>0</z>
</axis>
<center>
<x-m>-4.1425</x-m>
<y-m> 0.0000</y-m>
<z-m>-0.0697</z-m>
</center>
</animation>
</PropertyList>
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<?xml version="1.0"?>
<PropertyList>
<nasal>
<load>
<![CDATA[
print("Loading MQ-9", cmdarg().getPath());
var nodeName = cmdarg().getPath();
##checks whether it has been initialized already; if so, just return
if ( bombable.check_overall_initialized (nodeName) ) return;
############################################
#MQ-9 INITIALIZER
var object_init = func() {
# Datas of this object are under: cmdarg().getPath()
var thisNodeName = cmdarg().getPath();
var thisNode = props.globals.getNode(thisNodeName);
# Add some useful nodes
########################################################################
########################################################################
# INITIALIZE BOMBABLE
#
# Initialize constants and main routines for maintaining altitude
# relative to ground-level, relocating after file/reset, and
# creating bombable/shootable objects.
#
# These routines are found in FG/nasal/bombable.nas
#
########################################################################
# INITIALIZE BOMBABLE Object
# This object will be slurped in the object's node as a child
# node named "bombable".
# All distances are specified in meters.
# All altitudes are relative to current ground level at the object's
# location
#
thisNodeName = cmdarg().getPath();
var bombableObject = {
objectNodeName : thisNodeName,
objectNode : props.globals.getNode(thisNodeName),
updateTime_s : 1/3, #time, in seconds, between the updates that
#keep the object at its AGL. Tradeoff is high-speed updates look more
#realistic but slow down the framerate/cause jerkiness. Faster-moving
#objects will need more frequent updates to look realistic.
#update time faster than about 1/3 seems to have a noticeable effect
#on frame rate
#########################################
# ALTITUDE DEFINITIONS
#
altitudes : {
wheelsOnGroundAGL_m : 1 , #altitude correction to add to your aircraft or ship that is needed to put wheels on ground (or, for a ship, make it float in the water at the correct level). For most objects this is 0 but some models need a small correction to place them exactly at ground level
minimumAGL_m : 1, #minimum altitude above ground level this object is allowed to fly
maximumAGL_m : 15240, #maximum altitude AGL this object is allowed to fly, ie, operational ceiling
crashedAGL_m : -0.1, #altitude AGL when crashed. Ships will sink to this level, aircraft or vehicles will sink into the ground as landing gear collapses or tires deflate. Should be negative, even just -0.001.
},
#
#########################################
# VELOCITIES DEFINITIONS
#
velocities : {
maxSpeedReduce_percent : 0.5, #max % to reduce speed, per step, when damaged
minSpeed_kt : 60, #minimum speed to reduce to when damaged. Ground vehicles and ships might stop completely when damaged but aircraft will need a minimum speed so they keep moving until they hit the ground.
cruiseSpeed_kt : 169, #cruising speed, typical/optimal cruising speed, V C for aircraft
attackSpeed_kt : 200, #typical/optimal speed when aggressively attacking or evading, in
#level flight for aircraft
maxSpeed_kt : 260 , #Maximum possible speed under dive or downhill conditions, V NE for aircraft
damagedAltitudeChangeMaxRate_meterspersecond : 30, #max rate to sink or fly downwards when damaged, in meters/second
#The terminal velocities are calculated by opening the 'real' AC
#in FG, level flight, full throttle, then putting
#the AC at different angles of attack with the autopilot,
#and noting the terminal airspeed & vertical speed velocities.
#For best results, do it near sea level, under 5000 feet altitude.
#One or two each of climb & dive velocities are probably sufficient.
#However if you do more we may be able to use the more precise
#data in the future.
#
#Note that these are intended to be true airspeed whereas FG's
#/velocities/airspeed-kt reports indicated airspeed, so some
#conversion or reference to groundspeed-kt is needed.
#
#In FG /velocities/groundspeed-kt is equal (or close
#to equal, except for wind . . .) true airspeed when pitch=0
#but as pitch increases or decreases that will change.
#
diveTerminalVelocities: {
point1: { airspeed_kt : 447.6, vertical_speed_fps : - 74.4},
point2: { airspeed_kt : 498.4, vertical_speed_fps : - 167.1},
point3: { airspeed_kt : 535, vertical_speed_fps : - 255.0},
point4: { airspeed_kt : 556, vertical_speed_fps : - 343.9},
},
climbTerminalVelocities: {
point1: { airspeed_kt : 331.2, vertical_speed_fps : 34.3},
point2: { airspeed_kt : 266.7, vertical_speed_fps : 59.4},
point3: { airspeed_kt : 169.7, vertical_speed_fps : 73.1},
},
},
#
#########################################
# EVASION DEFINITIONS
#
# The evasion system makes the AI aircraft dodge when they come under
# fire.
evasions : {
dodgeDelayMax_sec : 15, #max time to delay/wait between dodges
dodgeDelayMin_sec : 5, #minimum time to delay/wait between dodges
dodgeMax_deg : 75, #Max amount to turn when dodging
#90 degrees = instant turn, unrealistic
#up to 80 is usually OK, somewhere in 80-85 starts to be unrealistically fast
#>85 is usually very unrealistic. You must test this in your scenario, however.
dodgeMin_deg : 57, #minimum amount to turn when dodging
rollRateMax_degpersec : 110, #you can figure this out by rolling the corresponding FG aircraft and timing a 180 or 360 deg roll
dodgeROverLPreference_percent : 50, # Preference for right turns vs. left when dodging. 90% means 90% right turns, 50% means 50% right turns.
dodgeAltMin_m : -5000, #Aircraft will begin to move up or down
dodgeAltMax_m : 5000, #Max & Min are relative to current alt
dodgeVertSpeedClimb_mps : 100, #Max speed to climb when evading
dodgeVertSpeedDive_mps : 200, #Max speed to dive when evading
},
#
#########################################
# ATTACK DEFINITIONS
#
# The attack system makes the AI aircraft turn and fly towards
# other aircraft
attacks : {
maxDistance_m : 14000, #max distance to turn & attack main aircraft
minDistance_m : 2500, #min distance to turn & attack main aircraft, ie, fly away this far before turning to attack again
continueAttackAngle_deg : 20, #when within minDistance_m, the aircraft will continue to turn towards the main aircraft and attack *if* if the angle is less than this amount from dead ahead
altitudeHigherCutoff_m : 13000, # will attack the main aircraft unless this amount higher than it or more
altitudeLowerCutoff_m : 5000, # will attack the main aircraft unless this amount lower than it or more
climbPower : 6000, # How powerful the aircraft is when climbing during an attack; 4000 would be typical for, say a Zero--scale accordingly for others; higher is stronger
divePower : 9000, # How powerful the aircraft is when diving during and attack; 6000 typical of a Zero--could be much more than climbPower if the aircraft is a weak climber but a strong diver
rollMin_deg : 58, #when turning on attack, roll to this angle min
rollMax_deg : 75, #when turning on attack, roll to this angle max
#90 degrees = instant turn, unrealistic
#up to 80 might be OK, depending on aircraft & speed; somewhere in 80-85 starts to be unrealistically fast
#>85 is usually very unrealistic. You must test this in your scenario, however.
rollRateMax_degpersec : 110, #you can figure this out by rolling the corresponding FG aircraft and timing a 180 or 360 deg roll
attackCheckTime_sec : 10, # check for need to attack/correct course this often
attackCheckTimeEngaged_sec : 0.7, # once engaged with enemy, check/update course this frequently
},
#
#########################################
# WEAPONS DEFINITIONS
#
# The weapons system makes the AI aircraft fire on the main aircraft
# You can define any number of weapons--just enclose each in curly brackets
# and separate with commas (,).
weapons : {
front_gun : #internal name - this can be any name you want; must be a valid nasal variable name
{
name : "AGM-114", # name presented to users, ie in on-screen messages
maxDamage_percent : 80, # maximum percentage damage one hit from the aircraft's main weapon/machine guns will do to an opponent
maxDamageDistance_m : 8000, # maximum distance at which the aircrafts main weapon/maching guns will be able to damage an opponent
weaponAngle_deg : { heading: 0, elevation: 0 }, # direction the aircraft's main weapon is aimed.
# 0,0 = straight ahead, 90,0=directly right, 0,90=directly up, 0,180=directly back, etc.
weaponOffset_m : {x:2.5, y:0, z:0}, # Offset of the weapon from the main aircraft center
weaponSize_m : {start:.30, end:.30}, # Visual size of the weapon's projectile, in meters, at start & end of its path
},
},
#
#########################################
# DIMENSION DEFINITIONS
#
dimensions : {
width_m : 20.00, #width of your object, ie, for aircraft, wingspan
length_m : 11.00, #length of your object, ie, for aircraft, distance nose to tail
height_m : 3.80, #height of your object, ie, for aircraft ground to highest point when sitting on runway
damageRadius_m : 10, #typically 1/2 the longest dimension of the object. Hits within this distance of the
#center of object have some possibility of damage
vitalDamageRadius_m : 1, #typically the radius of the fuselage or cockpit or other most
# vital area at the center of the object. Always smaller than damageRadius_m
crashRadius_m : 5, #It's a crash if the main aircraft hits in this area.
},
#
#########################################
# VULNERABILITIES DEFINITIONS
#
vulnerabilities : {
damageVulnerability : 10, #Vulnerability to damage from armament, 1=normal M1 tank; higher to make objects easier to kill and lower to make them more difficult. This is a multiplier, so 5 means 5X easier to kill than an M1, 1/5 means 5X harder to kill.
engineDamageVulnerability_percent : 9, #Chance that a small-caliber machine-gun round will damage the engine.
fireVulnerability_percent : 7, #Vulnerability to catching on fire. 100% means even the slightest impact will set it on fire; 20% means quite difficult to set on fire; 0% means set on fire only when completely damaged; -1% means never set on fire.
fireDamageRate_percentpersecond : .5, #Amount of damage to add, per second, when on fire. 100%=completely damaged. Warthog is relatively damage-resistant.
fireExtinguishMaxTime_seconds : 80, #Once a fire starts, for this many seconds there is a chance to put out the fire; fires lasting longer than this won't be put out until the object burns out.
fireExtinguishSuccess_percentage : 20, #Chance of the crew putting out the fire within the MaxTime above. Warthoge is relatively damage-resistant.
explosiveMass_kg : 9000 , #mass of the object in KG, but give at least a 2-10X bonus to anything carrying flammables or high explosives.
},
#
#########################################
# LIVERY DEFINITIONS
#
# Path to livery files to use at different damage levels.
# Path is relative to the AI aircraft's directory.
# The object will start with the first livery listed and
# change to succeeding liveries as the damage
# level increases. The final livery should indicate full damage/
# object destroyed.
#
# If you don't want to specify any special liveries simply set
# damageLivery : nil and the object's normal livery will be used.
#
damageLiveries : {
damageLivery : [ ]
},
};
#########################################
# INITIALIZE ROUTINES
#
# OVERALL INITIALIZER: Needed to make all the others work
bombable.initialize ( bombableObject );
#
# LOCATION: Relocate object to maintain its position after file/reset
# (best not used for airplanes)
# bombable.location_init ( thisNodeName );
#
# GROUND: Keep object at altitude relative to ground level
bombable.ground_init ( thisNodeName );
#
# ATTACK: Make the object attack the main aircraft
bombable.attack_init ( thisNodeName );
#
# WEAPONS: Make the object shoot the main aircraft
bombable.weapons_init ( thisNodeName );
#
# BOMBABLE: Make the object bombable/damageable
bombable.bombable_init ( thisNodeName );
#
# SMOKE/CONTRAIL: Start a flare, contrail, smoke trail, or exhaust
# trail for the object.
# Smoke types available: flare, jetcontrail, pistonexhaust, smoketrail,
# damagedengine
bombable.startSmoke("jetcontrail", thisNodeName );
#
# END INITIALIZE BOMBABLE
########################################################################
########################################################################
}
object_init();
]]>
</load>
<unload>
<![CDATA[
print("Unload MQ-9");
var nodeName= cmdarg().getPath();
bombable.de_overall_initialize( nodeName );
bombable.initialize_del( nodeName );
bombable.ground_del( nodeName );
bombable.location_del (nodeName);
bombable.bombable_del( nodeName );
bombable.attack_del( nodeName );
bombable.weapons_del (nodeName);
# </unload>
]]>
</unload>
</nasal>
</PropertyList>
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<?xml version="1.0"?>
<PropertyList include="MQ-9-bombableinclude.xml">
<!-- Model -->
<path>MQ-9.ac</path>
<offsets>
<pitch-deg>-3</pitch-deg>
<heading-deg>0</heading-deg>
<roll-deg>0</roll-deg>
<x-m>0</x-m>
<y-m>0</y-m>
<z-m>0</z-m>
</offsets>
<!-- Invisible -->
<animation>
<type>select</type>
<object-name>Sensor</object-name>
<object-name>SensorMount1</object-name>
<condition>
<not>
<property>sim/current-view/internal</property>
</not>
</condition>
</animation>
<!-- Stores -->
<model>
<name>Stores</name>
<path>Aircraft/MQ-9/Models/Stores/Stores.xml</path>
</model>
<!-- Multiplayer sounds -->
<sound>
<path>Aircraft/MQ-9/Sounds/MP-Sounds.xml</path>
</sound>
<!-- Rembrandt transparent -->
<effect>
<inherits-from>Effects/model-transparent</inherits-from>
<condition>
<greater-than>
<property>sim/multiplay/generic/float[6]</property>
<value>9</value>
</greater-than>
<property>/sim/rendering/rembrandt/enabled</property>
</condition>
<object-name>Disk</object-name>
<object-name>BladesBlur</object-name>
</effect>
<!-- Effects -->
<model>
<path>Aircraft/MQ-9/Models/Effects/Effects.xml</path>
</model>
<!-- Lights -->
<model>
<path>Aircraft/MQ-9/Models/Lights/LightPack.xml</path>
</model>
<nasal>
<load><![CDATA[
var root = cmdarg();
var rootindex = root.getIndex();
var mpPath = "/ai/models/multiplayer["~ rootindex ~"]/";
var lightsPath = mpPath~"lightpack/"; #path to the property node, where all internal values are placed
props.globals.initNode(mpPath~"sim/is-MP-Aircraft", 1, "BOOL");
srand();
#wherever you want to add randomization of time, use something like: + rand()*0.05-0.025 (included by default where appropriate)
#list of switches for lights - if you don't intend to use some light, assign it nil value instead, like whateverSwitch = nil; and you don't need to care about anything else
#IMPORTANT: don't put / on the start of the string, it's already included in the mpPath property
var navSwitch = mpPath~"controls/lighting/nav-lights-switch";
var beaconSwitch = mpPath~"controls/lighting/beacon-switch";
var strobeSwitch = mpPath~"controls/lighting/strobe-switch";
var landingSwitch = mpPath~"controls/lighting/landing-lights-switch";
var taxiSwitch = mpPath~"controls/lighting/taxi-light-switch";
var probeSwitch = mpPath~"controls/lighting/probe-light-switch";
var whiteSwitch = mpPath~"controls/lighting/white-light-switch";
#switch this from 1 to 0 if you want to use advanced cyclical fading animation of the the nav lights instead of being stable on when the switch is on
navStillOn = 1;
#I need to set listener on some MP transferred properties; this doesn't seem to work well sometimes, so I mirror them to the original location on any change
#This also simplifies work as I can use almost the same code for MP as is the local Nasal. Furthermore, I can use meaningful property names in the model XML files instead of referencing the MP properties.
var mpVar = {
new: func(propIn, propOut) {
var m = { parents: [mpVar] };
m.propIn = propIn;
m.propOut = propOut;
if(propIn==nil) return m;
m.value = getprop(propIn);
setprop(propOut, m.value);
return m;
},
check: func {
if(me.propIn==nil) return;
var newValue = getprop(me.propIn);
if(newValue != me.value) {
setprop(me.propOut, newValue);
me.value = newValue;
#print("value of "~me.propOut~" changed: "~newValue);
}
},
};
#init any property copy object needed in this array (anything you need to transfer over MP, but you are using the original paths in your xmls)
#also used for properties you are using a listener on, or properties which you maybe want to manipulate during the <unload>
#if you're just using the pack, change the values according to the MP bindings in the -set.xml file
#you don't need to delete the entries if the path is nil - it gets skipped automatically and the MP path is just ignored
var mirrorValues = [
mpVar.new(mpPath~"sim/multiplay/generic/int[7]", mpPath~"sim/crashed"),
mpVar.new(mpPath~"sim/multiplay/generic/int[0]", navSwitch),
mpVar.new(mpPath~"sim/multiplay/generic/int[1]", beaconSwitch),
mpVar.new(mpPath~"sim/multiplay/generic/int[1]", strobeSwitch),
mpVar.new(mpPath~"sim/multiplay/generic/int[2]", landingSwitch),
mpVar.new(mpPath~"sim/multiplay/generic/int[3]", taxiSwitch),
mpVar.new(mpPath~"sim/multiplay/generic/int[3]", probeSwitch),
mpVar.new(mpPath~"sim/multiplay/generic/int[0]", whiteSwitch),
];
#loop at the default MP transfer frequency (10Hz)
var mirrorTimer = maketimer(0.1, func {
foreach(var mir; mirrorValues) {
mir.check();
}
});
mirrorTimer.start();
#### NAV LIGHTS ####
#class for a periodic fade in/out animation - for flashing, use rather standard aircraft.light.new(), as in Beacon and Strobe section
var lightCycle = {
#constructor
new: func(propSwitch, propOut) {
m = { parents: [lightCycle] };
props.globals.initNode(propOut, 0, "DOUBLE");
props.globals.initNode(propSwitch, 1, "BOOL");
m.fadeIn = 0.4 + rand()*0.05-0.025; #fade in time
m.fadeOut = 0.4 + rand()*0.05-0.025; #fade out time
m.stayOn = 1.5 + rand()*0.05-0.025; #stable on period
m.stayOff = 1 + rand()*0.05-0.025; #stable off period
m.turnOff = 0.12; #fade out time when turned off
m.phase = 0; #phase to be run on next timer call: 0 -> fade in, 1 -> stay on, 2 -> fade out, 3 -> stay off
m.cycleTimer = maketimer(0.1, func {
if(getprop(propSwitch)) {
if(m.phase == 0) {
interpolate(propOut, 1, m.fadeIn);
m.phase = 1;
m.cycleTimer.restart(m.fadeIn);
}
else if(m.phase == 1){
m.phase = 2;
m.cycleTimer.restart(m.stayOn);
}
else if(m.phase == 2){
interpolate(propOut, 0, m.fadeOut);
m.phase = 3;
m.cycleTimer.restart(m.fadeOut);
}
else if(m.phase == 3){
m.phase = 0;
m.cycleTimer.restart(m.stayOff);
}
}
else {
interpolate(propOut, 0, m.turnOff); #kills any currently ongoing interpolation
m.phase = 0;
}
});
m.cycleTimer.singleShot = 1;
if(propSwitch==nil) {
m.listen = nil;
return m;
}
m.listen = setlistener(propSwitch, func{m.cycleTimer.restart(0);}); #handle switch changes
m.cycleTimer.restart(0); #start the looping
return m;
},
#destructor
del: func {
if(me.listen!=nil) removelistener(me.listen);
me.cycleTimer.stop();
},
};
#By default, the switch property is initialized to 1 (only if no value is already assigned). Don't change the class implementation! To override this, set the property manually. You don't need to care if any other code already does it for you.
var navLights = nil;
if(!navStillOn) {
navLights = lightCycle.new(navSwitch, lightsPath~"nav-lights-intensity");
### Uncomment and tune those to customize times ###
#navLights.fadeIn = 0.4; #fade in time
#navLights.fadeOut = 0.4; #fade out time
#navLights.stayOn = 3 + rand()*0.05-0.025; #stable on period
#navLights.stayOff = 0.6; #stable off period
#navLights.turnOff = 0.12; #fade out time when turned off
}
### BEACON ###
var beacon = nil;
if(beaconSwitch!=nil) {
props.globals.initNode(beaconSwitch, 1, "BOOL");
beacon = aircraft.light.new(lightsPath~"beacon-state",
[0.0, 1.0 + rand()*0.05-0.025], beaconSwitch);
}
### STROBE ###
var strobe = nil;
if(strobeSwitch!=nil) {
props.globals.initNode(strobeSwitch, 1, "BOOL");
strobe = aircraft.light.new(lightsPath~"strobe-state",
[0.0, 0.87 + rand()*0.05-0.025], strobeSwitch);
}
### LIGHT FADING ###
#class for controlling fade in/out behavior - propIn is a control property (handled as a boolean) and propOut is interpolated
#all light brightness animations in xmls depend on propOut (Rembrandt brightness, material emission, flares transparency, ...)
var lightFadeInOut = {
#constructor
new: func(propSwitch, propOut) {
m = { parents: [lightFadeInOut] };
m.fadeIn = 0.3; #some sane defaults
m.fadeOut = 0.4;
if(propSwitch==nil) {
m.listen = nil;
return m;
}
props.globals.initNode(propSwitch, 1, "BOOL");
m.isOn = getprop(propSwitch);
props.globals.initNode(propOut, m.isOn, "DOUBLE");
m.listen = setlistener(propSwitch,
func {
if(m.isOn and !getprop(propSwitch)) {
interpolate(propOut, 0, m.fadeOut);
m.isOn = 0;
}
if(!m.isOn and getprop(propSwitch)) {
interpolate(propOut, 1, m.fadeIn);
m.isOn = 1;
}
}
);
return m;
},
#destructor
del: func {
if(me.listen!=nil) removelistener(me.listen);
},
};
fadeLanding = lightFadeInOut.new(landingSwitch, lightsPath~"landing-lights-intensity");
fadeTaxi = lightFadeInOut.new(taxiSwitch, lightsPath~"taxi-light-intensity");
fadeProbe = lightFadeInOut.new(probeSwitch, lightsPath~"probe-light-intensity");
fadeWhite = lightFadeInOut.new(whiteSwitch, lightsPath~"white-light-intensity");
if(navStillOn) {
navLights = lightFadeInOut.new(navSwitch, lightsPath~"nav-lights-intensity");
navLights.fadeIn = 0.1;
navLights.fadeOut = 0.12;
}
#manipulate times if defaults don't fit your needs:
#fadeLanding.fadeIn = 0.5;
#fadeLanding.fadeOut = 0.8;
### the rest of your model load embedded Nasal code ###
]]>
</load>
<unload>
stopFire();
disintegrated = 0;
removelistener(listenCrash);
#prevent multiple timers and listeners from running and fighting on next connect
#cleanly destroy MP property mirroring
mirrorTimer.stop();
mirrorTimer = nil;
mirrorValues = nil;
#cleanly destroy nav lights
if(navStillOn) {
navLights.del();
}
else {
if(navSwitch!=nil) setprop(navSwitch, 0);
navLights.del();
if(navSwitch!=nil) navLights.cycleTimer = nil;
navLights = nil;
}
#cleanly destroy beacon
if(beaconSwitch!=nil) setprop(beaconSwitch, 0);
beacon.del();
beacon = nil;
#cleanly destroy strobe
if(strobeSwitch!=nil) setprop(strobeSwitch, 0);
strobe.del();
strobe = nil;
#cleanly destroy light fade in/out animation objects
fadeLanding.del();
fadeTaxi.del();
fadeProbe.del();
fadeWhite.del();
### the rest of your model unload embedded Nasal code ###
</unload>
</nasal>
<!-- Normal Map -->
<effect>
<inherits-from>Aircraft/MQ-9/Models/Effects/Normal</inherits-from>
<object-name>MQ-9</object-name>
</effect>
<!-- Specular Map -->
<effect>
<inherits-from>Aircraft/MQ-9/Models/Effects/Specular</inherits-from>
<object-name>MQ-9</object-name>
</effect>
<!-- Liveries -->
<nasal>
<load>
var livery_update = aircraft.livery_update.new("Aircraft/MQ-9/Models/Liveries");
</load>
<unload>
livery_update.stop();
</unload>
</nasal>
<animation>
<type>material</type>
<object-name>MQ-9</object-name>
<property-base>sim/model/livery</property-base>
<texture-prop>texture</texture-prop>
<texture>Aircraft/MQ-9/Models/Liveries/Default.jpg</texture>
</animation>
<animation>
<type>material</type>
<object-name>Disk</object-name>
<texture-prop>texture</texture-prop>
<texture>Aircraft/MQ-9/Models/Liveries/Disk.png</texture>
</animation>
<animation>
<type>material</type>
<object-name>BladesBlur</object-name>
<texture-prop>texture</texture-prop>
<texture>Aircraft/MQ-9/Models/Liveries/Disk.png</texture>
</animation>
<!-- Animations -->
<!-- Ailerons -->
<animation>
<type>rotate</type>
<object-name>AileronR</object-name>
<property>surface-positions/left-aileron-pos-norm</property>
<factor>20</factor>
<axis>
<x1-m> 0.6977</x1-m>
<y1-m> 5.5070</y1-m>
<z1-m> 0.4481</z1-m>
<x2-m> 0.6255</x2-m>
<y2-m> 8.8878</y2-m>
<z2-m> 0.4392</z2-m>
</axis>
</animation>
<animation>
<type>rotate</type>
<object-name>AileronL</object-name>
<property>surface-positions/left-aileron-pos-norm</property>
<factor>20</factor>
<axis>
<x1-m> 0.6977</x1-m>
<y1-m> -5.5070</y1-m>
<z1-m> 0.4481</z1-m>
<x2-m> 0.6255</x2-m>
<y2-m> -8.8878</y2-m>
<z2-m> 0.4392</z2-m>
</axis>
</animation>
<!-- Flaps -->
<animation>
<type>rotate</type>
<object-name>FlapR2</object-name>
<property>surface-positions/flap-pos-norm</property>
<factor>40</factor>
<axis>
<x1-m> 0.7273</x1-m>
<y1-m> 2.5708</y1-m>
<z1-m> 0.4576</z1-m>
<x2-m> 0.6968</x2-m>
<y2-m> 5.5070</y2-m>
<z2-m> 0.4495</z2-m>
</axis>
</animation>
<animation>
<type>rotate</type>
<object-name>FlapL2</object-name>
<property>surface-positions/flap-pos-norm</property>
<factor>-40</factor>
<axis>
<x1-m> 0.7273</x1-m>
<y1-m> -2.5708</y1-m>
<z1-m> 0.4576</z1-m>
<x2-m> 0.6968</x2-m>
<y2-m> -5.5070</y2-m>
<z2-m> 0.4495</z2-m>
</axis>
</animation>
<animation>
<type>rotate</type>
<object-name>FlapR1</object-name>
<property>surface-positions/flap-pos-norm</property>
<factor>40</factor>
<axis>
<x1-m> 0.7302</x1-m>
<y1-m> 0.7240</y1-m>
<z1-m> 0.4589</z1-m>
<x2-m> 0.7196</x2-m>
<y2-m> 2.5708</y2-m>
<z2-m> 0.4545</z2-m>
</axis>
</animation>
<animation>
<type>rotate</type>
<object-name>FlapL1</object-name>
<property>surface-positions/flap-pos-norm</property>
<factor>-40</factor>
<axis>
<x1-m> 0.7302</x1-m>
<y1-m> -0.7240</y1-m>
<z1-m> 0.4589</z1-m>
<x2-m> 0.7196</x2-m>
<y2-m> -2.5708</y2-m>
<z2-m> 0.4545</z2-m>
</axis>
</animation>
<!-- Elevators -->
<animation>
<type>rotate</type>
<object-name>ElevatorR</object-name>
<property>surface-positions/elevator-pos-norm</property>
<factor>-20</factor>
<axis>
<x1-m> 3.4018</x1-m>
<y1-m> 0.4181</y1-m>
<z1-m> 0.6136</z1-m>
<x2-m> 3.5428</x2-m>
<y2-m> 2.9323</y2-m>
<z2-m> 2.3741</z2-m>
</axis>
</animation>
<animation>
<type>rotate</type>
<object-name>ElevatorL</object-name>
<property>surface-positions/elevator-pos-norm</property>
<factor>20</factor>
<axis>
<x1-m> 3.4018</x1-m>
<y1-m>-0.4181</y1-m>
<z1-m> 0.6136</z1-m>
<x2-m> 3.5428</x2-m>
<y2-m>-2.9323</y2-m>
<z2-m> 2.3741</z2-m>
</axis>
</animation>
<!-- Rudder -->
<animation>
<type>rotate</type>
<object-name>Rudder</object-name>
<property>surface-positions/rudder-pos-norm</property>
<factor>20</factor>
<axis>
<x1-m> 3.3652</x1-m>
<y1-m> 0.0000</y1-m>
<z1-m> 0.2360</z1-m>
<x2-m> 3.4900</x2-m>
<y2-m> 0.0000</y2-m>
<z2-m>-0.7541</z2-m>
</axis>
</animation>
<!-- Landing gear -->
<animation>
<type>rotate</type>
<object-name>WheelN</object-name>
<object-name>JawN</object-name>
<property>surface-positions/rudder-pos-norm</property>
<factor>-20</factor>
<center>
<x-m>-2.9145</x-m>
<y-m> 0.0000</y-m>
<z-m>-1.2683</z-m>
</center>
<axis>
<x>0.0</x>
<y>0.0</y>
<z>1.0</z>
</axis>
</animation>
<animation>
<type>rotate</type>
<object-name>WheelN</object-name>
<object-name>JawN</object-name>
<object-name>Strut1N</object-name>
<object-name>Strut2N</object-name>
<object-name>Scissor1N</object-name>
<object-name>Scissor2N</object-name>
<property>gear/gear[1]/position-norm</property>
<factor>130</factor>
<offset-deg>-130</offset-deg>
<center>
<x-m>-2.0705</x-m>
<y-m> 0.0000</y-m>
<z-m> 0.1760</z-m>
</center>
<axis>
<x>0.0</x>
<y>1.0</y>
<z>0.0</z>
</axis>
</animation>
<animation>
<type>rotate</type>
<object-name>WheelL</object-name>
<object-name>StrutL</object-name>
<property>gear/gear[1]/position-norm</property>
<factor>98</factor>
<offset-deg>-98</offset-deg>
<axis>
<x1-m> 0.0559</x1-m>
<y1-m>-0.3306</y1-m>
<z1-m> 0.3248</z1-m>
<x2-m> 0.0559</x2-m>
<y2-m>-0.2413</y2-m>
<z2-m> 0.2317</z2-m>
</axis>
</animation>
<animation>
<type>rotate</type>
<object-name>WheelR</object-name>
<object-name>StrutR</object-name>
<property>gear/gear[2]/position-norm</property>
<factor>-98</factor>
<offset-deg>98</offset-deg>
<axis>
<x1-m> 0.0559</x1-m>
<y1-m> 0.3306</y1-m>
<z1-m> 0.3248</z1-m>
<x2-m> 0.0559</x2-m>
<y2-m> 0.2413</y2-m>
<z2-m> 0.2317</z2-m>
</axis>
</animation>
<!-- Gear Compression -->
<animation>
<type>translate</type>
<object-name>WheelN</object-name>
<object-name>JawN</object-name>
<object-name>Scissor1N</object-name>
<object-name>Scissor2N</object-name>
<object-name>Strut1N</object-name>
<property>gear/gear[0]/compression-norm[0]</property>
<factor>0.60</factor>
<axis>
<x1-m>-2.7232</x1-m>
<y1-m> 0.0000</y1-m>
<z1-m>-0.6690</z1-m>
<x2-m>-2.5221</x2-m>
<y2-m> 0.0000</y2-m>
<z2-m>-0.4077</z2-m>
</axis>
</animation>
<animation>
<type>translate</type>
<object-name>WheelR</object-name>
<object-name>StrutR</object-name>
<property>gear/gear[2]/compression-norm[0]</property>
<factor>0.1</factor>
<axis>
<x1-m>-0.0728</x1-m>
<y1-m> 1.7594</y1-m>
<z1-m>-1.0981</z1-m>
<x2-m>-0.0728</x2-m>
<y2-m> 1.7594</y2-m>
<z2-m>-0.8998</z2-m>
</axis>
</animation>
<animation>
<type>translate</type>
<object-name>WheelL</object-name>
<object-name>StrutL</object-name>
<property>gear/gear[1]/compression-norm[0]</property>
<factor>0.1</factor>
<axis>
<x1-m>-0.0728</x1-m>
<y1-m>-1.7594</y1-m>
<z1-m>-1.0981</z1-m>
<x2-m>-0.0728</x2-m>
<y2-m>-1.7594</y2-m>
<z2-m>-0.8998</z2-m>
</axis>
</animation>
<!-- Propeller -->
<animation>
<type>spin</type>
<object-name>Propeller</object-name>
<object-name>Blades</object-name>
<property>engines/engine[0]/n2</property>
<factor>3</factor>
<center>
<x-m>4.4823</x-m>
<y-m>0.0000</y-m>
<z-m>0.7577</z-m>
</center>
<axis>
<x>1.0</x>
<y>0.0</y>
<z>0.0</z>
</axis>
</animation>
<animation>
<type>select</type>
<object-name>Blades</object-name>
<condition>
<less-than>
<property>engines/engine[0]/n2</property>
<value>50.0001</value>
</less-than>
</condition>
</animation>
<animation>
<type>select</type>
<object-name>BladesFlat</object-name>
<condition>
<greater-than>
<property>engines/engine[0]/n2</property>
<value>50.000</value>
</greater-than>
<less-than>
<property>engines/engine[0]/n2</property>
<value>70.0001</value>
</less-than>
</condition>
</animation>
<animation>
<type>spin</type>
<object-name>BladesFlat</object-name>
<property>engines/engine[0]/n2</property>
<center>
<x-m>4.4823</x-m>
<y-m>0.0000</y-m>
<z-m>0.7577</z-m>
</center>
<axis>
<x>1.0</x>
<y>0.0</y>
<z>0.0</z>
</axis>
</animation>
<animation>
<type>select</type>
<object-name>Disk</object-name>
<condition>
<greater-than>
<property>engines/engine[0]/n2</property>
<value>70.0000</value>
</greater-than>
</condition>
</animation>
<animation>
<type>spin</type>
<object-name>Disk</object-name>
<property>engines/engine[0]/n2</property>
<factor>.5</factor>
<center>
<x-m>4.4823</x-m>
<y-m>0.0000</y-m>
<z-m>0.7577</z-m>
</center>
<axis>
<x>1.0</x>
<y>0.0</y>
<z>0.0</z>
</axis>
</animation>
<!-- Sensor -->
<animation>
<type>rotate</type>
<object-name>Sensor</object-name>
<object-name>SensorMount1</object-name>
<property>sim/model/turret[0]/heading</property>
<axis>
<x> 0</x>
<y> 0</y>
<z>-1</z>
</axis>
<center>
<x-m>-4.1425</x-m>
<y-m> 0.0000</y-m>
<z-m>-0.0697</z-m>
</center>
</animation>
<animation>
<type>rotate</type>
<object-name>Sensor</object-name>
<property>sim/model/turret[0]/pitch</property>
<offset-deg>0</offset-deg>
<axis>
<x>0</x>
<y>1</y>
<z>0</z>
</axis>
<center>
<x-m>-4.1425</x-m>
<y-m> 0.0000</y-m>
<z-m>-0.0697</z-m>
</center>
</animation>
</PropertyList>
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<PropertyList>
<path>AGM-114.ac</path>
<animation>
<enable-hot type="bool">false</enable-hot>
</animation>
<animation>
<type>select</type>
<object-name>AGM-114</object-name>
<condition>
<not>
<property>fdm/jsbsim/systems/armament/station1/released</property>
</not>
</condition>
</animation>
<animation>
<type>range</type>
<min-m>0</min-m>
<max-m>12000</max-m>
</animation>
</PropertyList>
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<PropertyList>
<path>AGM-114.ac</path>
<animation>
<enable-hot type="bool">false</enable-hot>
</animation>
<animation>
<type>select</type>
<object-name>AGM-114</object-name>
<condition>
<not>
<property>fdm/jsbsim/systems/armament/station2/released</property>
</not>
</condition>
</animation>
<animation>
<type>range</type>
<min-m>0</min-m>
<max-m>12000</max-m>
</animation>
</PropertyList>
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<PropertyList>
<path>AGM-114.ac</path>
<animation>
<enable-hot type="bool">false</enable-hot>
</animation>
<animation>
<type>select</type>
<object-name>AGM-114</object-name>
<condition>
<not>
<property>fdm/jsbsim/systems/armament/station5/released</property>
</not>
</condition>
</animation>
<animation>
<type>range</type>
<min-m>0</min-m>
<max-m>12000</max-m>
</animation>
</PropertyList>
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<PropertyList>
<path>AGM-114.ac</path>
<animation>
<enable-hot type="bool">false</enable-hot>
</animation>
<animation>
<type>select</type>
<object-name>AGM-114</object-name>
<condition>
<not>
<property>fdm/jsbsim/systems/armament/station6/released</property>
</not>
</condition>
</animation>
<animation>
<type>range</type>
<min-m>0</min-m>
<max-m>12000</max-m>
</animation>
</PropertyList>
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<?xml version="1.0"?>
<PropertyList>
<path>AGM-114.ac</path>
<animation>
<type>dist-scale</type>
<object-name>AGM-114</object-name>
<interpolation>
<entry><ind>0</ind><dep>0.3</dep></entry>
<entry><ind>40</ind><dep>1</dep></entry>
<entry><ind>16000</ind><dep>4</dep></entry>
</interpolation>
</animation>
<model>
<path>Aircraft/MQ-9/Models/Effects/Missile/Smoke.xml</path>
<offsets>
<x-m>2.0</x-m>
<y-m>0.0</y-m>
<z-m>0.0</z-m>
</offsets>
</model>
</PropertyList>
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<PropertyList>
<path>GBU-12.ac</path>
<animation>
<enable-hot type="bool">false</enable-hot>
</animation>
<animation>
<type>select</type>
<object-name>GBU-12</object-name>
<condition>
<not>
<property>fdm/jsbsim/systems/armament/station3/released</property>
</not>
</condition>
</animation>
<animation>
<type>range</type>
<min-m>0</min-m>
<max-m>12000</max-m>
</animation>
</PropertyList>
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<PropertyList>
<path>GBU-12.ac</path>
<animation>
<enable-hot type="bool">false</enable-hot>
</animation>
<animation>
<type>select</type>
<object-name>GBU-12</object-name>
<condition>
<not>
<property>fdm/jsbsim/systems/armament/station4/released</property>
</not>
</condition>
</animation>
<animation>
<type>range</type>
<min-m>0</min-m>
<max-m>12000</max-m>
</animation>
</PropertyList>
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<PropertyList>
<model>
<path>Aircraft/MQ-9/Models/Stores/AGM-114/AGM-114-1.xml</path>
<offsets>
<x-m>-0.0982</x-m>
<y-m>-2.2679</y-m>
<z-m>-0.1652</z-m>
<pitch-deg>0</pitch-deg>
</offsets>
</model>
<model>
<path>Aircraft/MQ-9/Models/Stores/AGM-114/AGM-114-2.xml</path>
<offsets>
<x-m>-0.0982</x-m>
<y-m>-1.9273</y-m>
<z-m>-0.1652</z-m>
<pitch-deg>0</pitch-deg>
</offsets>
</model>
<model>
<path>Aircraft/MQ-9/Models/Stores/AGM-114/AGM-114-5.xml</path>
<offsets>
<x-m>-0.0982</x-m>
<y-m> 1.9273</y-m>
<z-m>-0.1652</z-m>
<pitch-deg>0</pitch-deg>
</offsets>
</model>
<model>
<path>Aircraft/MQ-9/Models/Stores/AGM-114/AGM-114-6.xml</path>
<offsets>
<x-m>-0.0982</x-m>
<y-m> 2.2679</y-m>
<z-m>-0.1652</z-m>
<pitch-deg>0</pitch-deg>
</offsets>
</model>
<model>
<path>Aircraft/MQ-9/Models/Stores/GBU-12/GBU-12-3.xml</path>
<offsets>
<x-m>-0.6217</x-m>
<y-m>-1.2284</y-m>
<z-m> 0.0517</z-m>
<pitch-deg>0</pitch-deg>
</offsets>
</model>
<model>
<path>Aircraft/MQ-9/Models/Stores/GBU-12/GBU-12-4.xml</path>
<offsets>
<x-m>-0.6217</x-m>
<y-m> 1.2284</y-m>
<z-m> 0.0517</z-m>
<pitch-deg>0</pitch-deg>
</offsets>
</model>
</PropertyList>
+151
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@@ -0,0 +1,151 @@
<PropertyList>
<submodel>
<name>AGM-114-1</name>
<model>Aircraft/MQ-9/Models/Stores/AGM-114/AGM-114-L.xml</model>
<trigger>fdm/jsbsim/systems/armament/station1/released</trigger>
<speed>600</speed>
<repeat>false</repeat>
<delay>0.1</delay>
<count>1</count>
<x-offset>2</x-offset>
<y-offset>-2.2856</y-offset>
<z-offset>0</z-offset>
<yaw-offset>0</yaw-offset>
<pitch-offset>-4</pitch-offset>
<cd>0</cd>
<weight>100</weight>
<eda>2.81</eda>
<life>25</life>
<buoyancy>31</buoyancy>
<aero-stabilised>true</aero-stabilised>
<collision>true</collision>
<collision-report>sim/ai/aircraft/collision/gun</collision-report>
<impact>true</impact>
<impact-report>sim/ai/aircraft/impact/bullet</impact-report>
<submodel-path>Aircraft/MQ-9/Models/Effects/Missile/Missile-Submodel.xml</submodel-path>
</submodel>
<submodel>
<name>AGM-114-2</name>
<model>Aircraft/MQ-9/Models/Stores/AGM-114/AGM-114-L.xml</model>
<trigger>fdm/jsbsim/systems/armament/station2/released</trigger>
<speed>600</speed>
<repeat>false</repeat>
<delay>0.1</delay>
<count>1</count>
<x-offset>2</x-offset>
<y-offset>-1.9016</y-offset>
<z-offset>0</z-offset>
<yaw-offset>0</yaw-offset>
<pitch-offset>-4</pitch-offset>
<cd>0</cd>
<weight>100</weight>
<eda>2.81</eda>
<life>25</life>
<buoyancy>31</buoyancy>
<aero-stabilised>true</aero-stabilised>
<collision>true</collision>
<collision-report>sim/ai/aircraft/collision/gun</collision-report>
<impact>true</impact>
<impact-report>sim/ai/aircraft/impact/bullet</impact-report>
<submodel-path>Aircraft/MQ-9/Models/Effects/Missile/Missile-Submodel.xml</submodel-path>
</submodel>
<submodel>
<name>AGM-114-5</name>
<model>Aircraft/MQ-9/Models/Stores/AGM-114/AGM-114-L.xml</model>
<trigger>fdm/jsbsim/systems/armament/station5/released</trigger>
<speed>600</speed>
<repeat>false</repeat>
<delay>0.1</delay>
<count>1</count>
<x-offset>2</x-offset>
<y-offset>1.9016</y-offset>
<z-offset>0</z-offset>
<yaw-offset>0</yaw-offset>
<pitch-offset>-4</pitch-offset>
<cd>0</cd>
<weight>100</weight>
<eda>2.81</eda>
<life>25</life>
<buoyancy>31</buoyancy>
<aero-stabilised>true</aero-stabilised>
<collision>true</collision>
<collision-report>sim/ai/aircraft/collision/gun</collision-report>
<impact>true</impact>
<impact-report>sim/ai/aircraft/impact/bullet</impact-report>
<submodel-path>Aircraft/MQ-9/Models/Effects/Missile/Missile-Submodel.xml</submodel-path>
</submodel>
<submodel>
<name>AGM-114-6</name>
<model>Aircraft/MQ-9/Models/Stores/AGM-114/AGM-114-L.xml</model>
<trigger>fdm/jsbsim/systems/armament/station6/released</trigger>
<speed>600</speed>
<repeat>false</repeat>
<delay>0.1</delay>
<count>1</count>
<x-offset>2</x-offset>
<y-offset>2.2856</y-offset>
<z-offset>0</z-offset>
<yaw-offset>0</yaw-offset>
<pitch-offset>-4</pitch-offset>
<cd>0</cd>
<weight>100</weight>
<eda>2.81</eda>
<life>25</life>
<buoyancy>31</buoyancy>
<aero-stabilised>true</aero-stabilised>
<collision>true</collision>
<collision-report>sim/ai/aircraft/collision/gun</collision-report>
<impact>true</impact>
<impact-report>sim/ai/aircraft/impact/bullet</impact-report>
<submodel-path>Aircraft/MQ-9/Models/Effects/Missile/Missile-Submodel.xml</submodel-path>
</submodel>
<submodel>
<name>GBU-12-3</name>
<model>Aircraft/MQ-9/Models/Stores/GBU-12/GBU-12-3.xml</model>
<trigger>fdm/jsbsim/systems/armament/station3/released</trigger>
<trigger-once>true</trigger-once>
<speed>0.0</speed>
<count>1</count>
<x-offset>0</x-offset>
<y-offset>-1.2308</y-offset>
<z-offset>-1</z-offset>
<yaw-offset>0.0</yaw-offset>
<pitch-offset>-4.0</pitch-offset>
<eda>1.0</eda>
<weight>520.0</weight>
<cd>0.3</cd>
<collision>true</collision>
<collision-report>sim/ai/aircraft/collision/cannon</collision-report>
<impact>true</impact>
<impact-report>sim/ai/aircraft/impact/bomb</impact-report>
<submodel-path>Aircraft/MQ-9/Models/Effects/Bomb/Bomb-Submodel.xml</submodel-path>
</submodel>
<submodel>
<name>GBU-12-4</name>
<model>Aircraft/MQ-9/Models/Stores/GBU-12/GBU-12-4.xml</model>
<trigger>fdm/jsbsim/systems/armament/station4/released</trigger>
<trigger-once>true</trigger-once>
<speed>0.0</speed>
<count>1</count>
<x-offset>0</x-offset>
<y-offset>1.2308</y-offset>
<z-offset>-1</z-offset>
<yaw-offset>0.0</yaw-offset>
<pitch-offset>-4.0</pitch-offset>
<eda>1.0</eda>
<weight>520.0</weight>
<cd>0.3</cd>
<collision>true</collision>
<collision-report>sim/ai/aircraft/collision/cannon</collision-report>
<impact>true</impact>
<impact-report>sim/ai/aircraft/impact/bomb</impact-report>
<submodel-path>Aircraft/MQ-9/Models/Effects/Bomb/Bomb-Submodel.xml</submodel-path>
</submodel>
</PropertyList>