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arno

How to create a macro library?

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Maybe it's just a stupid question but I didn't find an answer for it yet. How is it possible to add - for example - this macro to a library.bgl as Dynkit does?-------------------------------------Area( 5 %1 %2 10 )IfVarRange( : 346 %12 4 ) PerspectiveCall( :MakroTeil1 ) Jump( : ):MakroTeil1PerspectiveRefPoint( 7 :MakroEnde %4 %1 %2 v1= 5000 v2= 7 )RotatedCall( :MakroTeil2 0 0 %5 ):MakroEnde Return:MakroTeil2 ShadowCall( :MakroTeil3 ):MakroTeil3Points( 0 -5 0 -7 ; 0 -5 0 8 ; 1 5 0 8 ; 2 5 0 -7 ; 3 -5 4 -7 ; 4 -5 4 8 ; 5 5 4 8 ; 6 5 4 -7 ; 7)LoadBitmap( 0 6 EF 0 0 0 Texture1.BMP )TexPoly( a ; vorne 0 51 135 4 51 106 7 88 106 3 88 135 )TexPoly( a ; hinten 2 49 135 6 49 106 5 88 106 1 88 135 )TexPoly( a ; links 1 9 135 5 9 106 4 123 106 0 123 135 )TexPoly( a ; rechts 3 8 135 7 8 106 6 123 106 2 123 135 )LoadBitmap( 0 W6 EF 0 0 0 Dach.BMP )TexPoly( a ; Dach 4 0 0 5 0 255 6 255 255 7 255 0 )ReturnEndA----------------------------------The most important thing is that I want to call custom macros in the dynamic scenery.Thx!Sasa

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Hi Sasahope this helps, this is what I do, although their may be variations on this themeThis portion calls the library object;------------------------------------------------------------------------------------------------------------------------------------------------------------; Portacabin;---------------------------------------------------------------------------- Area( 5 52:37:56.343348 -03:09:1.049954 5 ) ; Start of library call IfVarRange( : 346 2 32767 ) PerspectiveCall( :persp ) Jump( : ):persp; Perspective RefPoint( rel :EndV 0.1 52:37:56.343348 -03:09:1.049954 V1= 6000 V2= 1200 ) RotatedCall( :objcall 0 0 306 ) ; rotate object to user preset:EndV Return :objcall CallLibObj( 0 0013CC70 0013CC6E 00517344 4D415407 ) ReturnEndA--------------------------------------------------------------------------------------------------------------------------------------And this is the library object;---------------------------------------------------------------------------------------------; PORTA-CABIN;---------------------------------------------------------------------------------------------ObjId( 0013CC70 0013CC6E 00517344 4D415407 ) LibObj( PWR 100 SIZE 0 SCALE 1 TYPE 0x203 NAME Portacabin ) ; CRASH DetectionIfVarRange3( :NoCrash 37E 0 100 382 0 25 386 -15 13 )SetVar( 0284 14 ):NoCrashCall32( :Part0 )Call32( :Part1 )Call32( :Part2 )Call32( :Part3 )Call32( :Part4 ):SkipReturn:ExitJump( :End );; Part: Portacab:Part0MAIN BODY OF FILEReturn:EndEndObj ; End of LibraryObject----------------------------------------------------------------------------------------------------------------------------------------Hope this helps and this is what you mean'tTry these linkshttp://www.combatflight.de/ Mat's scasm Editor has a section on Library fileshttp://www.combatflight.de/html/scasm-tut/...g.html#_libraryyou need to click on Tutorials, then on 'Second Enhanced part'for explanation on Library filesDave

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I do something like Dave. You must copy the part of the macro that contains the actual object (so not the Area, RefPoint etc) and then I paste that in a framework I use for the library object. That framework consists of the code that adds the GUID for example.I can post some example source when I get home this evening.


Arno

If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

FSDeveloper.com | Former Microsoft FS MVP | Blog

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Hi Dave!Thanks for your great help. I've got it!But now I need to scale some macros for the dynamic scenery. The SCASM documentation says something about possible values of 1.0, 0.5, 0.1 and 0.001 for the object library. Isn't there any possibility to use other scales? The documentation also says something about "SuperScale" but that isn't explained anymore.@ ArnoIf would be great if you could send me some tutorials. Thanks!Sasa

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I don't have a real tutorial, but this is what I ussually do.First I have the template for the library, this looks like this:Header( 1 N80:00:00.00 S80:00:00.00 E180:00:00.00 W178:60:00.00 )LatRange( S80:00:00.00 N80:00:00.00 )ObjId( 00000000 11111979 14122000 06012003 )LibObj( PWR 0 SCALE 0.5 )Include( molen1.sca )ReturnEndObjObjId( 00000001 11111979 14122000 06012003 )LibObj( PWR 0 SCALE 0.5 )Include( molen2.sca )ReturnEndObjObjId( 00000002 11111979 14122000 06012003 )LibObj( PWR 0 SCALE 0.5 )Include( molen2w.sca )ReturnEndObjI place the actual code of the object in a seperate SCASM file to keep the code better to read, those files are then included with the Include command.If I want to add another object I just copy one entry from the template, change the GUID to the new value I want and I change the include to the file I want. I never really found out if the PWR and SCALE parameters really have any effect (they don't seem to have much effect I think).Then the second step is to make the SCASM file for the object (the one I include). Ussually this is all the code in your macro between the label where RotatedCall refers to and the Return command for that piece of code.If your code is a bit more complex you might need to pay some extra attention to make sure that all calls are returned properly etc.About the scaling, I think you must just place the object in the library and then you can use the calling macro to set the scale correct. My library has objects with different scales (0.01, 0.1 and 0.5 mainly) and that works fine. Just enter the scale you need in the calling macro (or in the program you use to place the macro) and then the scale should not be a real problem.PS. I noticed in the code of your origional macro that you have the ShadowCall after the RotatedCall in the source, this is not optimal and can give problems with transparant textures. It's better to place the ShadowCall right after the PerspectiveCall.


Arno

If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

FSDeveloper.com | Former Microsoft FS MVP | Blog

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Hi Arno!Thanks for your info about including files - I used it many times now.Are you sure there is no way to put a scale directly into the library file? With Dynkit it was possible to do that. My problem is, that the call "CallDLibObj" does not allow any scales. If this could be solved it wouldn't be a problem anymore to create dynamic sceneries like Emma Field.Sasa

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Have you tried calling your section 10 object library by a dynamic (section 15) scenery then? As far as I know this is not possible. The libraries for the dynamic scenery have a special format (and probably have a scale indeed).


Arno

If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

FSDeveloper.com | Former Microsoft FS MVP | Blog

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I didn't now this. :( :( :(Isn't there some way to create dynamic object libraries without Dynkit? The problem is that Dynkit is so old that it's not supporting all the new commands.Sasa

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;=================HEADER=================Header( 1 80 -80 -179 180 )LatRange( S94:21:19.18 N94:21:19.18 )ObjID( AAB2BDA9 21061989 21061989 48A01442 )LibObj( PWR 100 SIZE 2 SCALE 0.01 TYPE 2 NAME "Firetruck" ) ShadowPosInd( 0000 )ReScale( :L014 0 0 0.01000 )ShadowCallVI( :L044 0018 ):L014RefPoint( ofs :L036 0 0 0000 )ReScale( :L036 0 0 0.01000 )PBHCall( :L044 0018 )ReScale( :L036 0 0 0.01000 )SetVar( 2C 2 ):L036Return:L044;=================HEADER=================;=================OBJECT CODE=================Points( 0 74 119 387 ; 0 66 119 392 ; 1 66 119 400 ; 2 74 119 405 ; 3 82 119 400 ; 4 82 119 392 ; 5 74 100 386 ; 6 65 100 391 ; 7 65 100 401 ; 8 74 100 406 ; 9 83 100 401 ; 10 83 100 391 ; 11 110 -15 475 ; 12 110 93 435 ; 13 -109 93 435 ; 14 -109 -15 475 ; 15 110 -15 -196 ; 16 110 93 -196 ; 17 -109 93 -196 ; 18 -109 -15 -196 ; 19 110 -147 475 ; 20 110 -15 475 ; 21 -109 -15 475 ; 22 -109 -147 475 ; 23 110 -147 -196 ; 24 110 -15 -196 ; 25 -109 -15 -196 ; 26 -109 -147 -196 ; 27 110 -15 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I still haven't succeeded in that (I have done some tests with it). But I haven't tested the code above here yet, maybe that can help (although there is no other text with it :)).


Arno

If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

FSDeveloper.com | Former Microsoft FS MVP | Blog

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