Start MISC

This commit is contained in:
Kilian Hofmann 2025-01-25 02:50:43 +01:00
parent 48c2c05aea
commit 47e45a6b71
7 changed files with 4277 additions and 4342 deletions

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@ -33,6 +33,7 @@
"CKTBK",
"CKTBKR",
"CLBDES",
"Clickspot",
"CMCDU",
"CMPS",
"CONSEQ",
@ -114,6 +115,7 @@
"MLDG",
"MOUSEDOWN",
"MOUSEFLAGS",
"MSFS",
"NEXTPAGE",
"NOSMOKE",
"OFST",
@ -159,6 +161,8 @@
"UYDBOFF",
"VENTDISAG",
"VENTOFF",
"Vistag",
"Vistags",
"VORCAP",
"VORFO",
"VORNDB",

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@ -1,5 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<ModelBehaviors>
<!-- NOTE: Modified version: Leave code for secondary and tertiary action bindings -->
<Template Name="MD11_GT_Interaction_WheelAndContinuousLeft_PushPull">
<Parameters Type="Default">
<CURSOR_LEFT>TurnLeft</CURSOR_LEFT>
@ -314,6 +315,348 @@
</UseTemplate>
</Template>
<!-- NOTE: Modified version: Flipped from X to Y axis -->
<Template Name="MD11_GT_Interaction_WheelAndContinuousLeft_LeftSingle">
<Parameters Type="Default">
<CURSOR_UP>UpArrow</CURSOR_UP>
<CURSOR_DOWN>DownArrow</CURSOR_DOWN>
<CENTER_RADIUS>0.004</CENTER_RADIUS>
<DOWN_TIME_BEFORE_REPEAT>0.5</DOWN_TIME_BEFORE_REPEAT>
<HELPID />
<TOOLTIPID />
<CENTER_CURSOR>Hand</CENTER_CURSOR>
<THRESHOLD_X_INPUT>0.2</THRESHOLD_X_INPUT>
<THRESHOLD_X_MOUSE>0.01</THRESHOLD_X_MOUSE>
<THRESHOLD_Y_INPUT>0.05</THRESHOLD_Y_INPUT>
<THRESHOLD_Y_MOUSE>0.025</THRESHOLD_Y_MOUSE>
<LEFT_LEAVE_CODE />
<Condition Check="LEFT_LEAVE_CODE">
<True>
<LEFT_LEAVE_CODE_OUTER />
<LEFT_LEAVE_CODE_INNER>#LEFT_LEAVE_CODE#</LEFT_LEAVE_CODE_INNER>
</True>
<False>
<LEFT_LEAVE_CODE_OUTER />
<LEFT_LEAVE_CODE_INNER />
</False>
</Condition>
<Condition Check="LEFT_SINGLE_CODE">
<True>
<LEFT_SINGLE_CODE_OUTER />
<LEFT_SINGLE_CODE_INNER>#LEFT_SINGLE_CODE#</LEFT_SINGLE_CODE_INNER>
</True>
<False>
<LEFT_SINGLE_CODE_OUTER />
<LEFT_SINGLE_CODE_INNER />
</False>
</Condition>
<UPDATE_FREQUENCY>10</UPDATE_FREQUENCY>
<UPARROW_DRAG_IM />
<DOWNARROW_DRAG_IM />
<LEFTARROW_DRAG_IM />
<RIGHTARROW_DRAG_IM />
<CURSOR_CENTER_DRAG_IM />
<CURSOR_DRAG_IM>Grab</CURSOR_DRAG_IM>
<Condition NotEmpty="CLOCKWISE_CODE">
<True>
<CLOCKWISE_CODE_DEFAULT_IM>#CLOCKWISE_CODE#</CLOCKWISE_CODE_DEFAULT_IM>
<CLOCKWISE_CODE_DRAG_IM>#CLOCKWISE_CODE#</CLOCKWISE_CODE_DRAG_IM>
</True>
<False>
<CLOCKWISE_CODE_DEFAULT_IM />
<CLOCKWISE_CODE_DRAG_IM />
</False>
</Condition>
<Condition NotEmpty="ANTICLOCKWISE_CODE">
<True>
<ANTICLOCKWISE_CODE_DEFAULT_IM>#ANTICLOCKWISE_CODE#</ANTICLOCKWISE_CODE_DEFAULT_IM>
<ANTICLOCKWISE_CODE_DRAG_IM>#ANTICLOCKWISE_CODE#</ANTICLOCKWISE_CODE_DRAG_IM>
</True>
<False>
<ANTICLOCKWISE_CODE_DEFAULT_IM />
<ANTICLOCKWISE_CODE_DRAG_IM />
</False>
</Condition>
<Condition Valid="NO_PUSH_PULL_LOCK">
<True>
<RESET_LOCK />
<UPDATE_LAST_PUSH_TIME />
<UPDATE_LAST_PULL_TIME />
<CAN_BE_PUSHED>1</CAN_BE_PUSHED>
<CAN_BE_PULLED>1</CAN_BE_PULLED>
<LOCK_PUSH />
<LOCK_PULL />
<RESET_PUSH />
<RESET_PULL />
</True>
<False>
<PUSH_RESET_DELAY>0.15</PUSH_RESET_DELAY>
<PULL_RESET_DELAY>0.15</PULL_RESET_DELAY>
<RESET_LOCK>
(O:_PushLocked) if{ 0 (&gt;O:_PushLocked) }
(O:_PullLocked) if{ 0 (&gt;O:_PullLocked) }
</RESET_LOCK>
<UPDATE_LAST_PUSH_TIME>
(M:InputType) 1 == if{
(E:SIMULATION TIME, second) (&gt;O:_LastPushTime)
}
</UPDATE_LAST_PUSH_TIME>
<UPDATE_LAST_PULL_TIME>
(M:InputType) 1 == if{
(E:SIMULATION TIME, second) (&gt;O:_LastPullTime)
}
</UPDATE_LAST_PULL_TIME>
<CAN_BE_PUSHED>(O:_PushLocked) ! @IsUsingRelativePos and</CAN_BE_PUSHED>
<CAN_BE_PULLED>(O:_PullLocked) ! @IsUsingRelativePos and</CAN_BE_PULLED>
<LOCK_PUSH>1 (&gt;O:_PushLocked)</LOCK_PUSH>
<LOCK_PULL>1 (&gt;O:_PullLocked)</LOCK_PULL>
<RESET_PUSH>(O:_PushLocked) if{ 0 (&gt;O:_PushLocked) }</RESET_PUSH>
<RESET_PULL>(O:_PullLocked) if{ 0 (&gt;O:_PullLocked) }</RESET_PULL>
</False>
</Condition>
<ON_DOWN_EVENT />
<ON_UP_EVENT />
<ADDITIONAL_EVENT_HANDLING />
<ON_BEFORE_DELTA_X_THRESHOLD_TEST />
<ON_BEFORE_DELTA_Y_THRESHOLD_TEST />
<PRE_DRAG_UPDATE />
<POST_DRAG_UPDATE />
<ALWAYS_USE_ANIM_LAG>False</ALWAYS_USE_ANIM_LAG>
<LOCKABLE_HANDLE_CODE_UP />
<NO_LOCK_HANDLE_CODE_UP />
<LOCKABLE_HANDLE_CODE_DN />
<NO_LOCK_HANDLE_CODE_DN />
</Parameters>
<Parameters Type="Override">
<THRESHOLD_X>#THRESHOLD_X_INPUT# #THRESHOLD_X_MOUSE# (M:InputType) 1 == ?</THRESHOLD_X>
<THRESHOLD_Y>#THRESHOLD_Y_INPUT# #THRESHOLD_Y_MOUSE# (M:InputType) 1 == ?</THRESHOLD_Y>
<Condition Valid="INVERT_AXIS_CODE">
<True>
<Condition NotEmpty="CODE_UP">
<False>
<CODE_UP>#ANTICLOCKWISE_CODE_DRAG_IM#</CODE_UP>
</False>
</Condition>
<Condition NotEmpty="CODE_DN">
<False>
<CODE_DN>#CLOCKWISE_CODE_DRAG_IM#</CODE_DN>
</False>
</Condition>
<Condition NotEmpty="CODE_LEFT">
<False>
<CODE_LEFT>#LEFT_SINGLE_CODE#</CODE_LEFT>
</False>
</Condition>
<Condition NotEmpty="CODE_RIGHT">
<False>
<CODE_RIGHT>#LEFT_LEAVE_CODE#</CODE_RIGHT>
</False>
</Condition>
</True>
<False>
<Condition NotEmpty="CODE_UP">
<False>
<CODE_UP>#LEFT_SINGLE_CODE#</CODE_UP>
</False>
</Condition>
<Condition NotEmpty="CODE_DN">
<False>
<CODE_DN>#LEFT_LEAVE_CODE#</CODE_DN>
</False>
</Condition>
<Condition NotEmpty="CODE_LEFT">
<False>
<CODE_LEFT>#ANTICLOCKWISE_CODE_DRAG_IM#</CODE_LEFT>
</False>
</Condition>
<Condition NotEmpty="CODE_RIGHT">
<False>
<CODE_RIGHT>#CLOCKWISE_CODE_DRAG_IM#</CODE_RIGHT>
</False>
</Condition>
</False>
</Condition>
<Condition NotEmpty="UPDATE_DEFAULT_IM">
<False>
<UPDATE_DEFAULT_IM>
(O:_MouseDownRelativePosY) 0 &gt; if{ #CLOCKWISE_CODE_DEFAULT_IM# } els{
(O:_MouseDownRelativePosY) 0 &lt; if{ #ANTICLOCKWISE_CODE_DEFAULT_IM# } }
</UPDATE_DEFAULT_IM>
</False>
</Condition>
</Parameters>
<Parameters Type="Default">
<LOCKABLE_EVENT_PRIMARY>LeftSingle</LOCKABLE_EVENT_PRIMARY>
<LOCKABLE_EVENT_SECONDARY>RightSingle</LOCKABLE_EVENT_SECONDARY>
<NO_LOCK_EVENT_PRIMARY>RightSingle</NO_LOCK_EVENT_PRIMARY>
<NO_LOCK_EVENT_SECONDARY>MiddleSingle</NO_LOCK_EVENT_SECONDARY>
</Parameters>
<Parameters Type="Override">
<Condition NotEmpty="CODE_UP">
<LOCKABLE_HANDLE_CODE_UP>(M:Event) &apos;#LOCKABLE_EVENT_PRIMARY#&apos; scmi 0 == if{
#CODE_UP# quit }</LOCKABLE_HANDLE_CODE_UP>
<NO_LOCK_HANDLE_CODE_UP>(M:Event) &apos;#NO_LOCK_EVENT_PRIMARY#&apos; scmi 0 == if{
#CODE_UP# quit }</NO_LOCK_HANDLE_CODE_UP>
</Condition>
<Condition NotEmpty="CODE_DN">
<LOCKABLE_HANDLE_CODE_DN>(M:Event) &apos;#LOCKABLE_EVENT_SECONDARY#&apos; scmi 0 == if{
#CODE_DN# quit }</LOCKABLE_HANDLE_CODE_DN>
<NO_LOCK_HANDLE_CODE_DN>(M:Event) &apos;#NO_LOCK_EVENT_SECONDARY#&apos; scmi 0 == if{
#CODE_DN# quit }</NO_LOCK_HANDLE_CODE_DN>
</Condition>
</Parameters>
<Parameters Type="Default">
<LOCKABLE_INPUTS_HANDLING>
#LOCKABLE_HANDLE_CODE_UP#
#LOCKABLE_HANDLE_CODE_DN#
</LOCKABLE_INPUTS_HANDLING>
<NO_LOCK_INPUTS_HANDLING>
#NO_LOCK_HANDLE_CODE_UP#
#NO_LOCK_HANDLE_CODE_DN#
</NO_LOCK_INPUTS_HANDLING>
</Parameters>
<Parameters Type="Default">
<IM_DRAG_ADDITIONAL_EVENT_HANDLING>
(M:InputType) 1 == if{
#LOCKABLE_INPUTS_HANDLING#
} els{
#NO_LOCK_INPUTS_HANDLING#
}
</IM_DRAG_ADDITIONAL_EVENT_HANDLING>
<MOUSEFLAGS_DEFAULT_IM>LeftSingle+LeftRelease+WheelUp+WheelDown+Lock+Unlock</MOUSEFLAGS_DEFAULT_IM>
<MOUSEFLAGS_DRAG_IM>MiddleSingle+RightSingle+LeftAll+Wheel+Lock+Unlock</MOUSEFLAGS_DRAG_IM>
</Parameters>
<Update Frequency="#UPDATE_FREQUENCY#" InteractionModel="Default">
(O:XMLVAR_Interacting_RepeatTime) (E:SIMULATION TIME, seconds) &lt; if{
#UPDATE_DEFAULT_IM#
}
</Update>
<Condition Valid="NO_PUSH_PULL_LOCK">
<False>
<Update Frequency="#UPDATE_FREQUENCY#" InteractionModel="Drag">
(O:_PushLocked) (O:_LastPushTime) 0 &gt; and if{
(E:SIMULATION TIME, second) (O:_LastPushTime) - #PUSH_RESET_DELAY# &gt; if{
0 (&gt;O:_PushLocked)
0 (&gt;O:_LastPushTime)
}
}
(O:_PullLocked) (O:_LastPullTime) 0 &gt; and if{
(E:SIMULATION TIME, second) (O:_LastPullTime) - #PULL_RESET_DELAY# &gt; if{
0 (&gt;O:_PullLocked)
0 (&gt;O:_LastPullTime)
}
}
</Update>
</False>
</Condition>
<UseTemplate Name="ASOBO_GT_MouseRect">
<UPARROW>#CURSOR_UP#</UPARROW>
<DOWNARROW>#CURSOR_DOWN#</DOWNARROW>
<CALLBACKCODE_DEFAULT_IM>
(M:Event) &apos;WheelUp&apos; scmi 0 == if{ #CLOCKWISE_CODE_DEFAULT_IM# } els{
(M:Event) &apos;WheelDown&apos; scmi 0 == if{ #ANTICLOCKWISE_CODE_DEFAULT_IM# } els{
(M:Event) &apos;LeftSingle&apos; scmi 0 == if{
(M:RelativeY) abs #CENTER_RADIUS# &gt; if{
0 (&gt;O:_ButtonPressed)
(M:RelativeY) (&gt;O:_MouseDownRelativePosY)
(E:SIMULATION TIME, seconds) #DOWN_TIME_BEFORE_REPEAT# +
(&gt;O:XMLVAR_Interacting_RepeatTime)
#UPDATE_DEFAULT_IM#
#LEFT_SINGLE_CODE_OUTER#
} els{
0 (&gt;O:_MouseDownRelativePosY)
1 (&gt;O:_ButtonPressed)
#LEFT_SINGLE_CODE_INNER#
}
} els{
(M:Event) &apos;LeftRelease&apos; scmi 0 == if{
(O:_MouseDownRelativePosY) 0 != if{ #LEFT_LEAVE_CODE_OUTER# }
(O:_ButtonPressed) if{ #LEFT_LEAVE_CODE_INNER# }
0 (&gt;O:_MouseDownRelativePosY)
0 (&gt;O:_ButtonPressed)
}
} } }
</CALLBACKCODE_DEFAULT_IM>
<CALLBACKCODE_DRAG_IM>
#ADDITIONAL_EVENT_HANDLING#
#IM_DRAG_ADDITIONAL_EVENT_HANDLING#
(M:Event) &apos;WheelUp&apos; scmi 0 == if{ #CLOCKWISE_CODE_DRAG_IM# } els{
(M:Event) &apos;WheelDown&apos; scmi 0 == if{ #ANTICLOCKWISE_CODE_DRAG_IM# } els{
(M:Event) &apos;Lock&apos; scmi 0 == if{
(M:RelativeX) (&gt;O:_LastX)
(M:RelativeY) (&gt;O:_LastY)
#ON_DOWN_EVENT#
} els{
(M:Event) &apos;Unlock&apos; scmi 0 == if{
0 (&gt;O:_LastX)
0 (&gt;O:_LastY)
#RESET_LOCK#
#ON_UP_EVENT#
} els{
(M:Event) &apos;LeftDrag&apos; scmi 0 == if{
#PRE_DRAG_UPDATE#
(M:RelativeY) (O:_LastY) - sp0
#THRESHOLD_Y# (&gt;O:_InputThresholdY)
#ON_BEFORE_DELTA_Y_THRESHOLD_TEST#
l0 abs (O:_InputThresholdY) &gt; if{
l0 (O:_InputThresholdY) / abs flr sp1
l0 (O:_InputThresholdY) % abs sp2
:1 (* for loop *)
l1 0 &lt;= if{ g2 }
l1 -- sp1
l0 0 &gt; if{
#CODE_RIGHT#
} els{
#CODE_LEFT#
}
g1
:2
l0 0 &gt; if{
(M:RelativeY) l2 - (&gt;O:_LastY)
} els{
(M:RelativeY) l2 + (&gt;O:_LastY)
}
}
(M:RelativeX) (O:_LastX) - sp0
#THRESHOLD_X# (&gt;O:_InputThresholdX)
#ON_BEFORE_DELTA_X_THRESHOLD_TEST#
l0 abs (O:_InputThresholdX) &gt; if{
l0 (O:_InputThresholdX) / abs flr sp1
l0 (O:_InputThresholdX) % abs sp2
:3 (* for loop *)
l1 0 &lt;= if{ g4 }
l1 -- sp1
l0 0 &gt; if{
#UPDATE_LAST_PUSH_TIME#
#CAN_BE_PUSHED# if{
#LOCK_PUSH#
#CODE_UP#
}
#RESET_PULL#
} els{
#UPDATE_LAST_PULL_TIME#
#CAN_BE_PULLED# if{
#LOCK_PULL#
#CODE_DN#
}
#RESET_PUSH#
}
g3
:4
l0 0 &gt; if{
(M:RelativeX) l2 - (&gt;O:_LastX)
} els{
(M:RelativeX) l2 + (&gt;O:_LastX)
}
}
#POST_DRAG_UPDATE#
} } } } }
quit
</CALLBACKCODE_DRAG_IM>
</UseTemplate>
</Template>
<!-- NOTE: Modified version: Leave code added-->
<Template Name="MD11_GT_Push_Button">
<Parameters Type="Default">
<ANIM_LENGTH>100</ANIM_LENGTH>

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@ -198,4 +198,128 @@
</UseTemplate>
-->
</Template>
<Template Name="MD11_Spoiler_Lever">
<Parameters Type="Default">
<LEVER_ANIM_LENGTH>100</LEVER_ANIM_LENGTH>
<LEVER_ANIM_LAG>1000</LEVER_ANIM_LAG>
<PULL_ANIM_LENGTH>10</PULL_ANIM_LENGTH>
<PULL_ANIM_LAG>100</PULL_ANIM_LAG>
<LATCH_ANIM_LENGTH>10</LATCH_ANIM_LENGTH>
<LATCH_ANIM_LAG>100</LATCH_ANIM_LAG>
<THRESHOLD_Y_INPUT>0.2</THRESHOLD_Y_INPUT>
<THRESHOLD_Y_MOUSE>0.075</THRESHOLD_Y_MOUSE>
<CENTER_RADIUS>0.008</CENTER_RADIUS>
</Parameters>
<Component ID="#NODE_NAME#" Node="#NODE_NAME#">
<Animation Name="#LEVER_ANIM_NAME#" Length="#LEVER_ANIM_LENGTH#" Type="Sim"
TypeParam="AutoPlay">
<Parameter>
<Code>(L:#LEVER_ANIM_VAR#) 2 *</Code>
<Lag>#LEVER_ANIM_LAG#</Lag>
</Parameter>
</Animation>
<Animation Name="#PULL_ANIM_NAME#" Length="#PULL_ANIM_LENGTH#" Type="Sim" TypeParam="AutoPlay">
<Parameter>
<Code>(L:#PULL_ANIM_VAR#) 5 *</Code>
<Lag>#PULL_ANIM_LAG#</Lag>
</Parameter>
</Animation>
<Animation Name="#LATCH_ANIM_NAME#" Length="#LATCH_ANIM_LENGTH#" Type="Sim"
TypeParam="AutoPlay">
<Parameter>
<Code>(L:#LATCH_ANIM_VAR#) 2 *</Code>
<Lag>#LATCH_ANIM_LAG#</Lag>
</Parameter>
</Animation>
<UseTemplate Name="MD11_GT_Interaction_WheelAndContinuousLeft_LeftSingle">
<CLOCKWISE_CODE>(L:#PULL_ANIM_VAR#) 0 == if{ #INC_CODE# }</CLOCKWISE_CODE>
<ANTICLOCKWISE_CODE>(L:#PULL_ANIM_VAR#) 0 == if{ #DEC_CODE# }</ANTICLOCKWISE_CODE>
<LEFT_SINGLE_CODE>(L:#LEVER_ANIM_VAR#) 1 != if{ #PULL_CODE# }</LEFT_SINGLE_CODE>
</UseTemplate>
</Component>
</Template>
<Template Name="MD11_Flap_Lever">
<Parameters Type="Default">
<LEVER_ANIM_LENGTH>100</LEVER_ANIM_LENGTH>
<LEVER_ANIM_LAG>1000</LEVER_ANIM_LAG>
<LATCH_ANIM_LENGTH>10</LATCH_ANIM_LENGTH>
<LATCH_ANIM_LAG>100</LATCH_ANIM_LAG>
<THRESHOLD_INPUT>0.2</THRESHOLD_INPUT>
<THRESHOLD_MOUSE>0.075</THRESHOLD_MOUSE>
</Parameters>
<Component ID="#NODE_NAME#" Node="#NODE_NAME#">
<Animation Name="#LEVER_ANIM_NAME#" Length="#LEVER_ANIM_LENGTH#" Type="Sim"
TypeParam="AutoPlay">
<Parameter>
<Code>(L:#LEVER_ANIM_VAR#)</Code>
<Lag>#LEVER_ANIM_LAG#</Lag>
</Parameter>
</Animation>
<Animation Name="#LATCH_ANIM_NAME#" Length="#LATCH_ANIM_LENGTH#" Type="Sim"
TypeParam="AutoPlay">
<Parameter>
<Code>(L:#LATCH_ANIM_VAR#) 2 *</Code>
<Lag>#LATCH_ANIM_LAG#</Lag>
</Parameter>
</Animation>
<UseTemplate Name="ASOBO_GT_Interaction_WheelAndContinuousLeft">
<SWITCH_DIRECTION>Vertical</SWITCH_DIRECTION>
<ALWAYS_USE_ANIM_LAG>True</ALWAYS_USE_ANIM_LAG>
<CLOCKWISE_CODE>#INC_CODE#</CLOCKWISE_CODE>
<ANTICLOCKWISE_CODE>#DEC_CODE#</ANTICLOCKWISE_CODE>
</UseTemplate>
</Component>
</Template>
<Template Name="MD11_Clickspot">
<Component ID="#NODE_NAME#" Node="#NODE_NAME#">
<UseTemplate Name="ASOBO_GT_MouseRect">
<MOUSEFLAGS_DEFAULT_IM>LeftSingle</MOUSEFLAGS_DEFAULT_IM>
<MOUSEFLAGS_DRAG_IM>LeftSingle</MOUSEFLAGS_DRAG_IM>
<CURSOR_DEFAULT_IM>Hand</CURSOR_DEFAULT_IM>
<CURSOR_DRAG_IM>Hand</CURSOR_DRAG_IM>
<CALLBACKCODE_DEFAULT_IM>(M:Event) &apos;LeftSingle&apos; scmi 0 == if{ #CODE# }</CALLBACKCODE_DEFAULT_IM>
<CALLBACKCODE_DRAG_IM>(M:Event) &apos;LeftSingle&apos; scmi 0 == if{ #CODE# }</CALLBACKCODE_DRAG_IM>
</UseTemplate>
</Component>
</Template>
<Template Name="MD11_Vistag_Item">
<Component ID="#NODE_NAME#" Node="#NODE_NAME#">
<Visibility>
<Parameter>
<Code>#VIS_CODE#</Code>
</Parameter>
</Visibility>
</Component>
</Template>
<Template Name="MD11_Tiller">
<Parameters Type="Default">
<ANIM_LENGTH>100</ANIM_LENGTH>
<ANIM_LAG>1000</ANIM_LAG>
</Parameters>
<Parameters Type="Override">
<Condition Check="ANIM_VAR">
<False>
<ANIM_VAR>#ANIM_NAME#</ANIM_VAR>
</False>
</Condition>
</Parameters>
<Component ID="#NODE_NAME#" NODE="#NODE_NAME#">
<Animation Name="#ANIM_NAME#" Length="#ANIM_LENGTH#" Type="Sim" TypeParam="AutoPlay">
<Parameter>
<Code>(L:#ANIM_VAR#)</Code>
<Lag>#ANIM_LAG#</Lag>
</Parameter>
</Animation>
<UseTemplate Name="ASOBO_GT_Interaction_DraggingXAxis_Code">
<POSITION_TYPE>L</POSITION_TYPE>
<POSITION_VAR>#ANIM_VAR#</POSITION_VAR>
<REVERSE_INTERACTION>True</REVERSE_INTERACTION>
</UseTemplate>
</Component>
</Template>
</ModelBehaviors>

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@ -0,0 +1,66 @@
<?xml version="1.0" encoding="utf-8"?>
<ModelBehaviors>
<Template Name="MD11_MISC">
<!-- FLIGHTDECK DOOR START -->
<!-- NOTE: Node name extracted from blender -->
<UseTemplate Name="MD11_2Pos_Switch">
<NODE_NAME>flight_deck_doorknob_new</NODE_NAME>
<ANIM_NAME>MD11_FLIGHTDECK_DOOR</ANIM_NAME>
<ANIM_LENGTH>50</ANIM_LENGTH>
<ANIM_LAG>500</ANIM_LAG>
<ANIM_CODE>(L:MD11_FLIGHTDECK_DOOR) 50 *</ANIM_CODE>
<CODE>70047 (&gt;L:CEVENT)</CODE>
</UseTemplate>
<!-- FLIGHTDECK DOOR END -->
<!-- EFB START -->
<UseTemplate Name="MD11_Clickspot">
<NODE_NAME>MD11_EFB_TOGGLE</NODE_NAME>
<CODE>94465 (&gt;L:CEVENT)</CODE>
</UseTemplate>
<!-- NOTE: Node name extracted from blender -->
<UseTemplate Name="MD11_Clickspot">
<NODE_NAME>MD11_EFB_TOGGLE_FO</NODE_NAME>
<CODE>94465 (&gt;L:CEVENT)</CODE>
</UseTemplate>
<Component ID="MD11_Vistag_Container">
<!-- NOTE: Node name extracted from blender -->
<UseTemplate Name="MD11_Vistag_Item">
<NODE_NAME>MD11_EFB</NODE_NAME>
<VIS_CODE>(L:MD11_OPT_EFB, bool)</VIS_CODE>
</UseTemplate>
<!-- NOTE: Node name extracted from blender -->
<UseTemplate Name="MD11_Vistag_Item">
<NODE_NAME>L_EFB_glass</NODE_NAME>
<VIS_CODE>(L:MD11_OPT_EFB, bool)</VIS_CODE>
</UseTemplate>
<!-- NOTE: Node name extracted from blender -->
<UseTemplate Name="MD11_Vistag_Item">
<NODE_NAME>efb_screens</NODE_NAME>
<VIS_CODE>(L:MD11_OPT_EFB, bool)</VIS_CODE>
</UseTemplate>
</Component>
<!-- EFB END -->
<!-- WIPERS START -->
<UseTemplate Name="MD11_Animation">
<NODE_NAME>MD11_WIPER_L</NODE_NAME>
<ANIM_LENGTH>100</ANIM_LENGTH>
<ANIM_LAG>0</ANIM_LAG>
</UseTemplate>
<UseTemplate Name="MD11_Animation">
<NODE_NAME>MD11_WIPER_R</NODE_NAME>
<ANIM_LENGTH>100</ANIM_LENGTH>
<ANIM_LAG>0</ANIM_LAG>
</UseTemplate>
<!-- WIPERS END -->
<!-- TILLER START -->
<!-- NOTE: Node name extracted from blender -->
<UseTemplate Name="MD11_Tiller">
<NODE_NAME>nws_tiller</NODE_NAME>
<ANIM_NAME>MD11_TILLER</ANIM_NAME>
</UseTemplate>
<!-- TILLER END -->
</Template>
</ModelBehaviors>

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@ -109,5 +109,46 @@
<POSITION_VAR_REV>MD11_THR_R_REV_RNG</POSITION_VAR_REV>
</UseTemplate>
<!-- THROTTLE LEVERS END-->
<!-- SPOILER LEVER START -->
<UseTemplate Name="MD11_Spoiler_Lever">
<NODE_NAME>MD11_SPDBRK_HANDLE</NODE_NAME>
<LEVER_ANIM_NAME>MD11_SPDBRK_RNG</LEVER_ANIM_NAME>
<LEVER_ANIM_VAR>MD11_SPDBRK_RNG</LEVER_ANIM_VAR>
<PULL_ANIM_NAME>MD11_SPDBRK_HANDLE</PULL_ANIM_NAME>
<PULL_ANIM_VAR>MD11_SPDBRK_HANDLE</PULL_ANIM_VAR>
<LATCH_ANIM_NAME>MD11_SPDBRK_LATCH</LATCH_ANIM_NAME>
<LATCH_ANIM_VAR>MD11_SPDBRK_LATCH</LATCH_ANIM_VAR>
<INC_CODE>77853 (&gt;L:CEVENT)</INC_CODE>
<DEC_CODE>77828 (&gt;L:CEVENT)</DEC_CODE>
<PULL_CODE>77829 (&gt;L:CEVENT)</PULL_CODE>
</UseTemplate>
<!-- SPOILER LEVER END -->
<!-- FLAP LEVER AND DAF START -->
<UseTemplate Name="MD11_Flap_Lever">
<NODE_NAME>MD11_FLAP_LATCH</NODE_NAME>
<LEVER_ANIM_NAME>MD11_FLAP_RNG</LEVER_ANIM_NAME>
<LEVER_ANIM_VAR>MD11_FLAP_RNG</LEVER_ANIM_VAR>
<LATCH_ANIM_NAME>MD11_FLAP_LATCH</LATCH_ANIM_NAME>
<LATCH_ANIM_VAR>MD11_FLAP_LATCH</LATCH_ANIM_VAR>
<INC_CODE>77831 (&gt;L:CEVENT)</INC_CODE>
<DEC_CODE>77830 (&gt;L:CEVENT)</DEC_CODE>
</UseTemplate>
<UseTemplate Name="MD11_Animation">
<NODE_NAME>MD11_DIALAFLAP_IND_RNG</NODE_NAME>
<ANIM_LENGTH>100</ANIM_LENGTH>
<ANIM_LAG>1000</ANIM_LAG>
</UseTemplate>
<UseTemplate Name="MD11_Infinite_Knob">
<NODE_NAME>MD11_DIALAFLAP_WHEEL_RNG</NODE_NAME>
<ANIM_CODE>(L:MD11_DIALAFLAP_WHEEL_RNG)</ANIM_CODE>
<ANIM_LENGTH>100</ANIM_LENGTH>
<ANIM_LAG>1000</ANIM_LAG>
<INC_CODE>77832 (&gt;L:CEVENT)</INC_CODE>
<DEC_CODE>77833 (&gt;L:CEVENT)</DEC_CODE>
<SWITCH_DIRECTION>Vertical</SWITCH_DIRECTION>
</UseTemplate>
<!-- FLAP LEVER AND DAF END -->
</Template>
</ModelBehaviors>

20
TODO.MD
View File

@ -0,0 +1,20 @@
- Yoke
- Pedals
- Doors
- VISTAGS
As an extra:
- Yoke hide (individual)
Final Checks
- Check for issues in MSFS behaviour debug
- Double check DOESN'T EXIST list
After:
- Split into "Base", "PAX", "F" configs
- DIFF OG FILES
- Remove PAX only in F
- Finish pax specific (doors, evac, counter, cab light (perhaps))
# Then, MSFS2024 Test of interior before tackling exterior