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The GMAX terminal gates alive

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I have gate animation it extends stairs drop boot docks hurray!!!!!!!!!!!!! Now for the control variables?:-lol

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Hurray from me too... If You could just share with us, how You did it would make this animation even bigger hurray!RegardsGoran

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As soon as I figure out the how to combine the forward and reverse sequence with the nav freq variable I will definatley right outan Instruction tutorial as how to acomplish this task!

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Too all I have Arno helping with this project being ashe understand more about the coding that needs to beinserted for nav freq calls hope all goes well because this will be great break through for all!

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Just give me some time :). I am thinking about the best structure for the freq checking, etc now. As soon as I have some results I will post them here again.One question rusty. You want to gate to start animating when you select a certain NAV freq, right? Do you want it to move back when you select another or when you leave the selected freq?Arno


Member Netherlands 2000 Scenery Team[a href=http://home.wanadoo.nl/arno.gerretsen]http://home.wanadoo.nl/arno.gerretsen/banner.jpg[/a]

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Arno have it move back when you leave selected freq.Thanks Rusty Harris

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Hi Arno and Rusty!I see you guys are already able to animate using tick18_ in gmax. Is it possible if you could post maybe a sample code that will enable me to activate the animation suing nav freq? What I'm trying to do is to make hangar doors open and close using the nav freq variable. At the moment I am completely ignorant as to how the animation is activated in the scenery aside from naming the doors tick18_door_1, tick18_door_2, up to tick18_door_8. The scene exports okay and I have even implemented it as part of library using Fsregen. Problem is them darn doors don't move an inch because maybe they are waiting for variable to be set. A simple example of a code could help me start an experiment.Thanks in advance.Manny

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Hi Manny,The code GMax makes should animate always. If it does not animate something is wrong with your GMax export. Might have something to do with the library (I have not tested animation from a library yet).And about the nav freq activation, I still get BGLC errors in that. When I have solved it I will post the code here.Arno


Member Netherlands 2000 Scenery Team[a href=http://home.wanadoo.nl/arno.gerretsen]http://home.wanadoo.nl/arno.gerretsen/banner.jpg[/a]

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Thanks Arno. Will try it as separate object outside of the library.Looking forward to your post on navfreq.manny3

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i just solved the same problem w/ tick18 if your keyframes are right try using just the makemdl that came w/ the game, i was using middleman and it would not enable the animations(xp?) sorry to but ingood luck rusty and arno...waiting and hoping!ODOG

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OK, just a little update to let all of you know I am not sleeping :). I have changed the gates so that the animation is called when the nav2 freq is changed.But this not work correct, as the animation plays all the time and this means you can jump into it in the middle. So I still need to think of something that let's you only switch at the start and also lets it stop at the end.I'll keep you up to date and when I have done everything I'll make a tutorial about it.Arno


Member Netherlands 2000 Scenery Team[a href=http://home.wanadoo.nl/arno.gerretsen]http://home.wanadoo.nl/arno.gerretsen/banner.jpg[/a]

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Arno is real persistent and good friend to us allwe all need to give him all our support lethim know we appreciate his help and support ofthe fs scenery designers!Rusty Harris

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Yep, you're right, Rusty.I also must thanks Arno's experience.I learned a lot by his tests, reading his posts and visiting his website. And thanks in advance for the tutorial he announced.Btw: I finally had success with my people mover, now it does move (that's it....)The only one thing I still can't understand is why only 'handmade' keyframe animations are successfully exported into FS, not also 'path constraint' animations.Is perhaps a different code generated, in that case (not compatible with FS)?

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