March 24, 20233 yr Is there a way to trigger a sound event with an AAO script? I have the event name and the animation code from the model interior xml file. Thanks! Below is the data from the model xml file: <UseTemplate Name="ASOBO_GT_Anim_Code"> <ANIM_NAME>PG_att_lock_mark</ANIM_NAME> <ANIM_CODE>(L:PG_knob_att_lock_var) 100 *</ANIM_CODE> <ANIM_LENGTH>100</ANIM_LENGTH> <ANIM_LAG>400</ANIM_LAG> </UseTemplate> <UseTemplate Name="ATS_PG_switch_template"> <AnimName>PG_knob_att_lock</AnimName> <WWISE_EVENT_1>knob_att_lock</WWISE_EVENT_1> <WWISE_EVENT_2>knob_att_unlock</WWISE_EVENT_2> <TOOLTIP_ID>@TT_Package.INSTRUMENT_KNOB_ATITUDE_ACTION_CAGE</TOOLTIP_ID> <TOOLTIP_ID_ACTION>@TT_Package.INSTRUMENT_KNOB_ATITUDE_ACTION_CAGE</TOOLTIP_ID_ACTION> <TT_VALUE_ON>(R:1:@TT_Package.GT_STATE_CAGED)</TT_VALUE_ON> <TT_VALUE_OFF>(R:1:@TT_Package.GT_STATE_RELEASED)</TT_VALUE_OFF> </UseTemplate> Edited March 24, 20233 yr by hs118 My MSFS 2020 repaints: Flightsim.to - Profile of HStreet Working on MSFS 2024 versions.
March 24, 20233 yr Commercial Member Not sure. If it can be done with a Coherent Call or Trigger, you can do it by sending those to the AAO InGame Panel from an RPN script. But I haven't really looked into it yet. LORBY-SI
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