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rotating windsock

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i've created a simple windsock api in fsds2 that produces the code below. i've read some other posts about rotation but can't figure out where to put the code. can someone point me in the right direction?-n;VODDATA Latitude Longitude Range Scale Rotation Not_used Not_used Not_used Not_used Visibility Altitude Scenery_complexity(0-5) Not_used Not_used;MACRODESC FSDS object 1x1 using scale 0.100000;Generated with FS Design Studio version 2;Copyright 2002; %1 = Latitude; %2 = Longitude; %3 = Range; %4 = Scale; %5 = Rotation; %6 = Not used; %7 = Not used; %8 = Not used; %9 = Not used; %10 = Visibility range; %11 = Altitude; %12 = Scenery complexitymif( 0 ); displays airport symbolArea( 5 %1 %2 1 )RotatedCall( :symbol 0 0 %5 )Jump( :endsymbl ):symbolRefPoint( 7 : 1 %1 %2 )Points( 1-7 0 -4-7 0 47 0 47 0 -40 0 0 )Poly( a 1 5 2 )Poly( a 2 5 3 )Poly( a 3 5 4 )Poly( a 4 5 1 )Return:endsymblEndAmifendSet( BUF 1024 )Set( areamx 1024 )Set( LINBUF 2048 )Area( 6 %1 %2 %3 )IfVarRange( :ExitComplex 0346 %12 5 )Jump( :ComplexOK ):ExitComplexJump32( :Exit ):ComplexOKPerspectiveCall( :PCall )ShadowCall( :PC02 )Jump32( :Exit ):PCallPerspective:PC02mif( %11 )RefPoint( 2 :Skip %4 %1 %2 E= %11 v1= %10 V2= 8 )melseRefPoint( 7 :Skip %4 %1 %2 v1= %10 v2= 8 )mifendJump( :Continue ):SkipReturn:ContinueRotatedCall( :B 0 0 %5 )Return:B; CRASH DetectionIfVarRange3( :NoCrash 37E 0 13 382 -3 79 386 -4 4 )SetVar( 0284 14 ):NoCrashBGLVersion( 0800 )TextureList( 0 6 FF 255 255 255 0 6.096000 "windsock.bmp" )MaterialList( 0 0.447059 0.447059 0.447059 1.000000 0.250980 0.250980 0.250980 1.000000 0.023529 0.023529 0.023529 1.000000 0.176471 0.176471 0.176471 1.000000 0.000000 0.752941 0.752941 0.752941 1.000000 0.250980 0.250980 0.250980 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 )VertexList( 0 -0.000000 77.388138 0.725281 -0.000000 0.454182 0.890909 0.000000 0.000000 0.277553 77.388138 0.670072 0.340937 0.454182 0.823093 0.000000 0.000000 0.277553 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-0.098596 -0.919247 0.937500 1.000000 -2.737595 -21.482311 -0.925293 -0.381135 -0.098596 -0.919247 0.801880 0.000061 -2.354337 -21.482315 -1.001529 -0.000507 -0.135956 -0.990715 0.814026 0.000061 -2.999413 2.120905 -2.999412 -0.705663 -0.066589 -0.705411 0.875000 1.000000 -3.062530 -21.482315 -0.708188 -0.705663 -0.066589 -0.705411 0.786194 0.000061 -3.918923 2.120905 -1.623269 -0.922966 -0.045079 -0.382234 0.812500 1.000000 -3.279639 -21.482321 -0.383268 -0.922966 -0.045079 -0.382234 0.768555 0.000061 -4.241810 2.120905 0.000000 -0.999296 -0.037508 0.000000 0.750000 1.000000 -3.355877 -21.482309 0.000000 -0.999296 -0.037508 0.000000 0.750000 0.000061 -3.918922 2.120905 1.623272 -0.922965 -0.045079 0.382234 0.687500 1.000000 -3.279639 -21.482321 0.383269 -0.922965 -0.045079 0.382234 0.731506 0.000061 -2.999412 2.120905 2.999414 -0.705663 -0.066589 0.705412 0.625000 1.000000 -3.062530 -21.482315 0.708188 -0.705663 -0.066589 0.705412 0.713867 0.000061 -1.623271 2.120905 3.918922 -0.381135 -0.098596 0.919247 0.562500 1.000000 -2.737595 -21.482311 0.925293 -0.381135 -0.098596 0.919247 0.698120 0.000061 ); Draw Main ModelCall32( :_tmp_0_Tube_0 )Call32( :_tmp_0_Tube_2_1 )Call32( :_tmp_0_Tube_1_2 )EndVersionReturn; Part: Tube:_tmp_0_Tube_0Transform_Mat( 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 )SetMaterial( 0 -1 )DrawTriList( 0 0 1 2 0 2 3 1 4 5 1 5 2 4 6 7 4 7 5 6 8 9 6 9 7 8 10 11 8 11 9 10 12 13 10 13 11 12 14 15 12 15 13 14 16 17 14 17 15 16 18 19 16 19 17 18 20 21 18 21 19 20 22 23 20 23 21 22 24 25 22 25 23 24 26 27 24 27 25 26 28 29 26 29 27 28 30 31 28 31 29 30 0 3 30 3 31 30 28 26 30 26 24 30 24 22 30 22 20 30 20 18 30 18 16 30 16 14 30 14 12 30 12 10 30 10 8 30 8 6 30 6 4 30 4 1 30 1 0 3 2 5 3 5 7 3 7 9 3 9 11 3 11 13 3 13 15 3 15 17 3 17 19 3 19 21 3 21 23 3 23 25 3 25 27 3 27 29 3 29 31 )TransformEndReturn; Part: Tube.2:_tmp_0_Tube_2_1Transform_Mat( 7.040880 69.079872 0.000000 0.788011 0.615662 0.000000 -0.615662 0.788011 0.000000 0.000000 0.000000 1.000000 )SetMaterial( 1 -1 )DrawLineList( 32 0 1 1 2 2 3 3 0 4 5 5 6 6 7 7 4 8 9 9 10 10 11 11 8 12 13 13 14 14 15 15 12 16 17 17 18 18 19 19 16 20 21 21 22 22 23 23 20 24 25 25 26 26 27 27 24 28 29 29 30 30 31 31 28 32 33 33 34 34 35 35 32 36 37 37 38 38 39 39 36 40 41 41 42 42 43 43 40 44 45 45 46 46 47 47 44 48 49 49 50 50 51 51 48 52 53 53 54 54 55 55 52 56 57 57 58 58 59 59 56 60 61 61 62 62 63 63 60 64 65 65 66 66 67 67 68 68 69 69 70 70 71 71 72 72 73 73 74 74 75 75 76 76 77 77 78 78 79 79 64 80 81 81 82 82 83 83 84 84 85 85 86 86 87 87 88 88 89 89 90 90 91 91 92 92 93 93 94 94 95 95 80 )TransformEndReturn; Part: Tube.1:_tmp_0_Tube_1_2Transform_Mat( 9.646920 65.727074 0.000000 0.788011 0.615662 0.000000 -0.615662 0.788011 0.000000 0.000000 0.000000 1.000000 )SetMaterial( 1 0 )DrawTriList( 128 0 1 2 0 2 3 1 4 5 1 5 2 4 6 7 4 7 5 6 8 9 6 9 7 8 10 11 8 11 9 10 12 13 10 13 11 12 14 15 12 15 13 14 16 17 14 17 15 18 19 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do you see the command RotatedCall( :B 0 0 %5 )this tells fs to display the object at a rotation on the z axis that will be supplied by variable %5 (which as you can see in the commented variable list is indeed rotation)replace that command with TransformCall( :B 0 0 0 0 0 0 0 0 C74 )which tells the engine to transform the object with a rotation in the z axis as directed by variable C74 which is the wind direction.Good luckBob Bernstein

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thanks very much for your quick reply bob!i've stuck in that bit of code and it looks like its working.-n

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hi goran,why do i need a second api using the c74 variable? i'm currently using a single windsock api which will display with the correct heading relating to the wind direction. the only problem i have is that if the wind direction changes, the scenery lib has to be reloaded before the windsock reflects this change. would having a second api using c74 help this?this is the code after using bob's tip:;Generated with FS Design Studio version 2;Copyright 2002; %1 = Latitude; %2 = Longitude; %3 = Range; %4 = Scale; %5 = Rotation; %6 = Not used; %7 = Not used; %8 = Not used; %9 = Not used; %10 = Visibility range; %11 = Altitude; %12 = Scenery complexitymif( 0 ); displays airport symbolArea( 5 %1 %2 1 )TransformCall( :B 0 0 0 0 0 0 0 0 C74 )Jump( :endsymbl ):symbolRefPoint( 7 : 1 %1 %2 )Points( 1-7 0 -4-7 0 47 0 47 0 -40 0 0 )Poly( a 1 5 2 )Poly( a 2 5 3 )Poly( a 3 5 4 )Poly( a 4 5 1 )Return:endsymblEndAmifendSet( BUF 1024 )Set( areamx 1024 )Set( LINBUF 2048 )Area( 6 %1 %2 %3 )IfVarRange( 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-1.623271 2.120905 3.918922 -0.381135 -0.098596 0.919247 0.562500 1.000000 -2.737595 -21.482311 0.925293 -0.381135 -0.098596 0.919247 0.698120 0.000061 ); Draw Main ModelCall32( :_tmp_0_Tube_0 )Call32( :_tmp_0_Tube_2_1 )Call32( :_tmp_0_Tube_1_2 )EndVersionReturn; Part: Tube:_tmp_0_Tube_0Transform_Mat( 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 )SetMaterial( 0 -1 )DrawTriList( 0 0 1 2 0 2 3 1 4 5 1 5 2 4 6 7 4 7 5 6 8 9 6 9 7 8 10 11 8 11 9 10 12 13 10 13 11 12 14 15 12 15 13 14 16 17 14 17 15 16 18 19 16 19 17 18 20 21 18 21 19 20 22 23 20 23 21 22 24 25 22 25 23 24 26 27 24 27 25 26 28 29 26 29 27 28 30 31 28 31 29 30 0 3 30 3 31 30 28 26 30 26 24 30 24 22 30 22 20 30 20 18 30 18 16 30 16 14 30 14 12 30 12 10 30 10 8 30 8 6 30 6 4 30 4 1 30 1 0 3 2 5 3 5 7 3 7 9 3 9 11 3 11 13 3 13 15 3 15 17 3 17 19 3 19 21 3 21 23 3 23 25 3 25 27 3 27 29 3 29 31 )TransformEndReturn; Part: Tube.2:_tmp_0_Tube_2_1Transform_Mat( 7.040880 69.079872 0.000000 0.788011 0.615662 0.000000 -0.615662 0.788011 0.000000 0.000000 0.000000 1.000000 )SetMaterial( 1 -1 )DrawLineList( 32 0 1 1 2 2 3 3 0 4 5 5 6 6 7 7 4 8 9 9 10 10 11 11 8 12 13 13 14 14 15 15 12 16 17 17 18 18 19 19 16 20 21 21 22 22 23 23 20 24 25 25 26 26 27 27 24 28 29 29 30 30 31 31 28 32 33 33 34 34 35 35 32 36 37 37 38 38 39 39 36 40 41 41 42 42 43 43 40 44 45 45 46 46 47 47 44 48 49 49 50 50 51 51 48 52 53 53 54 54 55 55 52 56 57 57 58 58 59 59 56 60 61 61 62 62 63 63 60 64 65 65 66 66 67 67 68 68 69 69 70 70 71 71 72 72 73 73 74 74 75 75 76 76 77 77 78 78 79 79 64 80 81 81 82 82 83 83 84 84 85 85 86 86 87 87 88 88 89 89 90 90 91 91 92 92 93 93 94 94 95 95 80 )TransformEndReturn; Part: Tube.1:_tmp_0_Tube_1_2Transform_Mat( 9.646920 65.727074 0.000000 0.788011 0.615662 0.000000 -0.615662 0.788011 0.000000 0.000000 0.000000 1.000000 )SetMaterial( 1 0 )DrawTriList( 128 0 1 2 0 2 3 1 4 5 1 5 2 4 6 7 4 7 5 6 8 9 6 9 7 8 10 11 8 11 9 10 12 13 10 13 11 12 14 15 12 15 13 14 16 17 14 17 15 18 19 20 18 20 21 19 22 23 19 23 20 22 24 25 22 25 23 24 26 27 24 27 25 26 28 29 26 29 27 28 30 31 28 31 29 30 32 33 30 33 31 32 0 3 32 3 33 )TransformEndReturn:ExitEndA

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Hi norbrook.It's been found that using a transformcall with the c74 variable to get rotation with the wind won't work right unless there are 2 rotating objects in the visual display.I've used a microscopic ground poly in the same BGL, but in a different Area Structure. This works fine. It uses the same refpoint as the rotating object:; -----------------------;Area( B N42:37:42.00 W088:35:58.80 22 );IfVarRange2( : 0346 2 5 ) ; same as your large rotating objectLayerCall( :_PlaceGP 8 ) Jump( : );:_PlaceGP ; places a tiny triangular groundpoly right under the rotating object.. it needs no color definition... V1 needs to be same as rotating object's;RefPoint( rel :_PlaceGPFail 0.001953125 N42:37:42.00 W088:35:58.80 V1= 400 V2= 2 )TransformCall( :_TinyTriangle 0 0 0 0 0000 0 0000 0 0C74 );:_PlaceGPFailReturn;;:_TinyTriangle;Points( 0-1 0 -1 ; 01 0 -1 ; 10 0 1 ; 2);Poly( a 0 1 2 );;:_TinyTriangleReturnReturn;;EndA; -----------------------This insures the rotation with wind changes... same BGL, different Area statement... same refpoint and v1. You can't see the textureless tiny triangle.Dick

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