June 6, 200916 yr I would like to excluded (remove) a small default fuel island. See screenshot.I have tried ExcBuilder and SBuilder without success.Any suggestions? This is for FS2004.Thanks in advance.
June 6, 200916 yr I would like to excluded (remove) a small default fuel island. See screenshot.I have tried ExcBuilder and SBuilder without success.Any suggestions? This is for FS2004.Thanks in advance.Well it is a library object so it should go. Is there any chance that there is a second version somewhere? Jon ------- Microsoft Flight Sim MVP Airport Design Editor FSDeveloper.com
June 6, 200916 yr Went back, no wayyy back to the FS-Freeflow forums circa 2006, because I faintly recalled a smiliar problem with a fuel site. David, make sure you're checking to take out the trigger in ExcBuilder. Reading my old posts said something about it not going away using just a scenery object checkmark. And make sure the exclusion is singular in nature, as FS9 had a problem where excluding different things within the same code/BGL wouldn't work as expected.
June 6, 200916 yr Author Went back, no wayyy back to the FS-Freeflow forums circa 2006, because I faintly recalled a smiliar problem with a fuel site. David, make sure you're checking to take out the trigger in ExcBuilder. Reading my old posts said something about it not going away using just a scenery object checkmark. And make sure the exclusion is singular in nature, as FS9 had a problem where excluding different things within the same code/BGL wouldn't work as expected.Problem Solved!!The fellow I was trying help had nine or ten individual excludes (for default buildings and trees etc.) and when I removed them and created just two - one, which was a fairly large exclude that caught the fuel island too, it worked properly.Apparently FS2004 could not process the multiple small excludes but could handle a nominal number.I guess I should have "seen" that as a problem but did not look closely at what had been done previously.Thanks a millon for pointing me in the right direction!! :( :(
June 7, 200916 yr Wow, I just used ExcBuilder and there was an option to delete a trigger, so I just deleted it that way. After that, putting up a new fuel pump/trigger was easy.Who taught me all this FS Mod goodness? Why, you did, Opa! ** Bows humbly in your presence ** :)
June 9, 200916 yr Problem Solved!!The fellow I was trying help had nine or ten individual excludes (for default buildings and trees etc.) and when I removed them and created just two - one, which was a fairly large exclude that caught the fuel island too, it worked properly.Apparently FS2004 could not process the multiple small excludes but could handle a nominal number.I guess I should have "seen" that as a problem but did not look closely at what had been done previously.Thanks a millon for pointing me in the right direction!! :( :(The problem that I have just encountered with FS9 excludes is that if there are several overlapping exclusion rectangles with different exclusion flags set then only the first one read (that is the first one in the source file) is acted upon. So a taxi sign exclusion that covers and comes before a library object exclusion will stop the library object exclusion working. I have not tested what happens if there is a partial overlap. But we have modified that way that ADE for FS9 works to ensure that no exclusion overlaps another. Jon ------- Microsoft Flight Sim MVP Airport Design Editor FSDeveloper.com
June 9, 200916 yr From what I remember, we determined a few years ago in this forum that exclusions must include all flags, that is, in FS 9:excludeAllObjects = XexcludeBeaconObjects = X excludeEffectObjects = X excludeGenericBuildingObjects = X excludeLibraryObjects = X excludeTaxiwaySignObjects = X excludeTriggerObjects = X excludeWindsockObjects = XX being either "TRUE" or "FALSE" of course.If the exclusion only indicated one flag, for example, excludeTriggerObjects = "TRUE"and was followed by other exclusions in the same file, then only the first exclusion is taken into account.So, to remedy this, it is sufficient to include all flags in every exclusion, for example:excludeAllObjects = "FALSE"excludeBeaconObjects = "FALSE" excludeEffectObjects = "FALSE" excludeGenericBuildingObjects = "FALSE" excludeLibraryObjects = "FALSE" excludeTaxiwaySignObjects = "FALSE" excludeTriggerObjects = "TRUE" excludeWindsockObjects = "FALSE"Of course, one can exclude multiple items in the same exclusion by indicating "TRUE" at the required flag.Perhaps there are some exclusion tools that only create the code with a single flag. In which case, having multiple exclusions will lead to this problem.Best regards.Luis Hot, humid Caribbean paradise!
June 10, 200916 yr From what I remember, we determined a few years ago in this forum that exclusions must include all flags, that is, in FS 9:excludeAllObjects = XexcludeBeaconObjects = X excludeEffectObjects = X excludeGenericBuildingObjects = X excludeLibraryObjects = X excludeTaxiwaySignObjects = X excludeTriggerObjects = X excludeWindsockObjects = XX being either "TRUE" or "FALSE" of course.If the exclusion only indicated one flag, for example, excludeTriggerObjects = "TRUE"and was followed by other exclusions in the same file, then only the first exclusion is taken into account.So, to remedy this, it is sufficient to include all flags in every exclusion, for example:excludeAllObjects = "FALSE"excludeBeaconObjects = "FALSE" excludeEffectObjects = "FALSE" excludeGenericBuildingObjects = "FALSE" excludeLibraryObjects = "FALSE" excludeTaxiwaySignObjects = "FALSE" excludeTriggerObjects = "TRUE" excludeWindsockObjects = "FALSE"Of course, one can exclude multiple items in the same exclusion by indicating "TRUE" at the required flag.Perhaps there are some exclusion tools that only create the code with a single flag. In which case, having multiple exclusions will lead to this problem.Best regards.LuisA reason for not using deleteAll is to avoid removing autogen like trees. Maybe not an issue in most cases. Jon ------- Microsoft Flight Sim MVP Airport Design Editor FSDeveloper.com
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