Difference between revisions of "Clickable Cockpits"

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(Created page with "== Triggers events == All helicopters has capability to use interactive scenes with clickable triggers. Common triggers activates same events as short keys does, so changing ...")
 
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== Triggers events ==
+
== Trigger events ==
  
All helicopters has capability to use interactive scenes with clickable triggers. Common triggers activates same events as short keys does, so changing keyboard functions will also affect these triggers. If needed special triggers or different functions for already existing triggers can be added, they will be used instead common functions.
+
All helicopters have capability to use interactive scenes with clickable triggers. Common triggers activates same events as short keys does, so changing keyboard functions will also affect these triggers. If it needed, special triggers or different functions for already existing triggers can be added, they will be used instead common functions.
  
 
== Animation ==
 
== Animation ==
  
Interactive triggers animation based on keyframe animation. Switches, levers, knobs animation state depends on some dynamic value taken from avionics data and can consist two, three states or even be a floating value. Buttons animation has two states - pressed and not pressed, so any middle keyframes will be ignored.
+
Interactive triggers animation based on keyframe animation. Switches, levers, knobs animation state depends on some dynamic value taken from avionics data and can consist of two, three states or even be a floating value. Buttons animation has two states - pressed and not pressed, so any middle keyframes will be ignored.
  
 
== Placing triggers into cockpit scene ==
 
== Placing triggers into cockpit scene ==
  
To make game read scene like interactive you should add NullObject with label <code>INTERACTIVE_SCENE_FLAG</code> and link it with root object. After that all subobjects of this scene will be checked with known list of trigger names and create response on player's actions. Some helicopters consists several scenes - old cockpits has three main scenes for different daytimes, some new - has three levels of details. You should copy interactive objects including flag in all of them. Also avionics peaces can be separated in different scenes, if some of them has any triggers you should add <code>INTERACTIVE_SCENE_FLAG</code> in these scenes too.  
+
To make the game read scene like interactive you should add NullObject with label <code>INTERACTIVE_SCENE_FLAG</code> and link it with root object. After that all subobjects of this scene will be checked with known list of trigger names and creates response on player's actions. Some helicopters consists of several scenes - old cockpits has three main scenes for different time of the day, some new has three levels of details. You should copy interactive objects including flag in all of them. Also avionics peaces can be separated in different scenes, if some of them has any triggers you should add <code>INTERACTIVE_SCENE_FLAG</code> in these scenes too.  
  
 
To add trigger into the scene place NullObject or real object with proper label. You can apply animation for this subobject - for simple triggers first frame is DISBLED state, last frame - ENABLED.  
 
To add trigger into the scene place NullObject or real object with proper label. You can apply animation for this subobject - for simple triggers first frame is DISBLED state, last frame - ENABLED.  
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* FLIGHT_LHS_MAIN_MFD_BUTTON
 
* FLIGHT_LHS_MAIN_MFD_BUTTON
 
* MISSION_LHS_MAIN_MFD_BUTTON
 
* MISSION_LHS_MAIN_MFD_BUTTON
 
  
  
 
[[category:Developing]]
 
[[category:Developing]]

Revision as of 18:41, 26 July 2014

Trigger events

All helicopters have capability to use interactive scenes with clickable triggers. Common triggers activates same events as short keys does, so changing keyboard functions will also affect these triggers. If it needed, special triggers or different functions for already existing triggers can be added, they will be used instead common functions.

Animation

Interactive triggers animation based on keyframe animation. Switches, levers, knobs animation state depends on some dynamic value taken from avionics data and can consist of two, three states or even be a floating value. Buttons animation has two states - pressed and not pressed, so any middle keyframes will be ignored.

Placing triggers into cockpit scene

To make the game read scene like interactive you should add NullObject with label INTERACTIVE_SCENE_FLAG and link it with root object. After that all subobjects of this scene will be checked with known list of trigger names and creates response on player's actions. Some helicopters consists of several scenes - old cockpits has three main scenes for different time of the day, some new has three levels of details. You should copy interactive objects including flag in all of them. Also avionics peaces can be separated in different scenes, if some of them has any triggers you should add INTERACTIVE_SCENE_FLAG in these scenes too.

To add trigger into the scene place NullObject or real object with proper label. You can apply animation for this subobject - for simple triggers first frame is DISBLED state, last frame - ENABLED.

List of proper trigger names:

  • ROTOR_BRAKE_BUTTON
  • PARKING_BRAKE_BUTTON
  • GEAR_LEVER
  • EJECT_HANDLE
  • APU_START_BUTTON
  • ENGINE_START_SWITCH
  • LEFT_ENGINE_THROTTLE
  • RIGHT_ENGINE_THROTTLE
  • AUTO_HOVER_SWITCH
  • STABLE_AUTO_HOVER_SWITCH
  • ALTITUDE_LOCK_SWITCH
  • AUTOPILOT_SWITCH
  • MASTER_ARM_SWITCHES
  • CANNON_SWITCH
  • ROCKET_SALVO_SWITCH
  • RECOGNITION_LIGHTS_SWITCH
  • COCKPIT_LIGHT_SWITCH
  • PNVS_LEVEL_SWITCH
  • WIPER_SWITCH
  • HUD_COLOR_BUTTON
  • SET_PREV_WAYPOINT_BUTTON
  • SET_NEXT_WAYPOINT_BUTTON
  • FIRE_EXTING_RELEASE_BUTTON
  • AUTO_COUNTERMEASURES_BUTTON
  • ELECTRICAL_SYSTEM_SWITCH
  • COCKPIT_DOOR_HANDLE
  • TRIM_SWITCH
  • TRIM_BUTTON
  • CLEAR_TRIM_BUTTON
  • TGA_OFF_BUTTON
  • TGA_GROUND_RADAR_BUTTON
  • TGA_AIR_RADAR_BUTTON
  • TGA_FLIR_BUTTON
  • TGA_LLLTV_BUTTON
  • TGA_PERISCOPE_BUTTON
  • TGA_HMS_BUTTON
  • EO_SYSTEM_TOGGLE_BUTTON
  • NEXT_TARGET_BUTTON
  • PREV_TARGET_BUTTON
  • LOCK_TARGET_BUTTON
  • LASER_SWITCH
  • GSTAB_SWITCH
  • IR_JAMMER_SWITCH
  • RADAR_JAMMER_SWITCH
  • MASTER_CAUTION_BUTTON
  • POWER_RHS_MAIN_MFD_BUTTON
  • POWER_LHS_MAIN_MFD_BUTTON
  • NEXT_RHS_MAIN_MFD_BUTTON
  • PREV_RHS_MAIN_MFD_BUTTON
  • NEXT_LHS_MAIN_MFD_BUTTON
  • PREV_LHS_MAIN_MFD_BUTTON
  • NEXT_CENTER_MFD_BUTTON
  • PREV_CENTER_MFD_BUTTON
  • GR_RDR_RHS_MAIN_MFD_BUTTON
  • AIR_RDR_RHS_MAIN_MFD_BUTTON
  • TADS_RHS_MAIN_MFD_BUTTON
  • TSD_RHS_MAIN_MFD_BUTTON
  • ASE_RHS_MAIN_MFD_BUTTON
  • WEAPON_RHS_MAIN_MFD_BUTTON
  • SYSTEM_RHS_MAIN_MFD_BUTTON
  • ENGINE_RHS_MAIN_MFD_BUTTON
  • FLIGHT_RHS_MAIN_MFD_BUTTON
  • MISSION_RHS_MAIN_MFD_BUTTON
  • GR_RDR_LHS_MAIN_MFD_BUTTON
  • AIR_RDR_LHS_MAIN_MFD_BUTTON
  • TADS_LHS_MAIN_MFD_BUTTON
  • TSD_LHS_MAIN_MFD_BUTTON
  • ASE_LHS_MAIN_MFD_BUTTON
  • WEAPON_LHS_MAIN_MFD_BUTTON
  • SYSTEM_LHS_MAIN_MFD_BUTTON
  • ENGINE_LHS_MAIN_MFD_BUTTON
  • FLIGHT_LHS_MAIN_MFD_BUTTON
  • MISSION_LHS_MAIN_MFD_BUTTON