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arno

EOD Macros

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Hi all! I have a quick (hopefully) question about EOD macros. First, let me say this. I use and have used FSDS1 and 2 to make macros. I can take those macros and place them anywhere I want without having any affect on the auto-gen. I just started to make a scenery, and used some macros made with EOD. I did not make these by the way. They remove auto-gen for about 500' in every direction, maybe further. What causes that, and is there something I can do to the api macro itself to change that? I hate having to add trees that were there just to use a macro. That kind of defeats the auto-gen affect. Any ideas would be appreciated. Thanks all!!Don

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Hi Don,If you search the forum you will find a long post about autogen exclusion in Fs2002. I have not tested if the same happens in Fs2004, but I guess it is rather similar.Normaly a macro should only remove autogen in a rectangle that fits around the entire object. So it could be that your object has a strange shape and therefore that rectangle is a bit big.I am not sure but the v2 might also have some effects, this has also been discussed in that thread. I can't really remember what the outcome was. Here is the link to it:http://forums.avsim.net/dcboard.php?az=sho...ing_type=search

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Thanks for the reply Arno. I looked through the thread you supplied, but it seems that has more to do with scenery (ground itself) than objects. I'm not up to speed in the reading of these macro lines and their functions to make the connection between the two. This is just a small little truck I am trying to add. I went in and played with some of the figures within the macro, but to no avail. Like I said, the FSDS 1 and 2 are always fine. I seem to only encounter this in EOD made macros. Don

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Can you post the source here? Maybe we can see something in that. If the source is really big you can also post the first part only, that should be the most interesting :).

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I am hoping this is the part you need. If not, I can send you the macro. It's a small file. My e-mail address is alaskabydon@aol.comDon%1 = Latitude; %2 = Longtitude; %4 = Scale; %5 = Rotation; %6 = Not Used; %7 = Not Used; %8 = Not Used; %9 = Not Used; %10 = Visibility range; %11 = Altitude; %12 = Detail level; 812 = Radial visibility range (*2); %15 = User definedArea( B %1 %2 22 ) mif( %12 ) IfVarRange( : 0346 %12 5 ) mifend PerspectiveCall( :Psp ) ShadowCall( :Pos ) Jump( : ) :Psp Perspective :Pos mif( %11 ) RefPoint( 2 :End %4 %1 %2 v1= %10 E= %11 ) melse RefPoint( 7 :End %4 %1 %2 v1= %10 ) mifend mif( %5 ) RotatedCall( :Begin 0 0 %5 ) melse Call( :Begin ) mifend :End Return :Begin

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LOL!!! The forum took : P and turned it into :(. Just think colonP !Don

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Hi Don,To avoid the smiles you can check the box saying:Check if you DO NOT wish to use emotion icons in your messageat the bottom of the message window.Regarding your problem I think it would be a good idea to post here the complete macro. May be it would be aslo useful if you make a test before sending the macro - I mean just remove the macro in your scenery and check that the autogen reappears. Then we would be confident that the problem is on the macro!I see no problem on the first part of your macro.Kind Regards, Luis

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Hi Luis! Good to hear from you. This macro was made by Tom Fica and is a fantastic looking macro. It is his Unimog truck. I did isolate it to the truck. Once removed, the trees are all back in place. Here is the entire text from it:Don;macrodesc unimog (EOD);defaultscale 1;textures tfunimog.bmp;designshape -38,-73,-38,47,37,47,37,-73;--------------------------------------------; Filename: unimog.api; Project: ; Designer: Tom Fica; Date: 03-03-14; Update: 03-03-16; Credits: ; Macro generated using EOD 2.1.72; Any commercial distribution or use of this file is prohibited;--------------------------------------------; %1 = Latitude; %2 = Longtitude; %4 = Scale; %5 = Rotation; %6 = Not Used; %7 = Not Used; %8 = Not Used; %9 = Not Used; %10 = Visibility range; %11 = Altitude; %12 = Detail level; 812 = Radial visibility range (*2); %15 = User definedArea( B %1 %2 22 ) mif( %12 ) IfVarRange( : 0346 %12 5 ) mifend PerspectiveCall( :Psp ) ShadowCall( :Pos ) Jump( : ) :Psp Perspective :Pos mif( %11 ) RefPoint( 2 :End %4 %1 %2 v1= %10 E= %11 ) melse RefPoint( 7 :End %4 %1 %2 v1= %10 ) mifend mif( %5 ) RotatedCall( :Begin 0 0 %5 ) melse Call( :Begin ) mifend :End Return :Begin TransformCall( :part000 0 95 0 0 0 0 0 0 0 ) ;Cube 1 TransformCall( :part001 0 135 0 0 0 0 0 0 0 ) ;Extended Cube 2 TransformCall( :part002 0 175 -32 0 0 0 0 0 0 ) ;Extended Cube 3 TransformCall( :part003 0 230 -46 0 0 0 0 0 0 ) ;Extended Cube 4 TransformCall( :part004 0 127 -218 0 0 0 0 0 0 ) ;Cube 5 TransformCall( :part005 0 135 -170 0 0 0 0 0 0 ) ;Cube 6 TransformCall( :part006 0 135 -266 0 0 0 0 0 0 ) ;Cube 6_02 TransformCall( :part007 -123 135 -218 0 0 0 0 0 0 ) ;Cube 6_03 TransformCall( :part008 123 135 -218 0 0 0 0 0 0 ) ;Cube 6_04 TransformCall( :part009 0 135 -218 0 0 0 0 0 0 ) ;Base 10 TransformCall( :part010 -125 60 -218 0 0 0 0 0 0 ) ;Cylinder 11 TransformCall( :part010 -125 60 85 0 0 0 0 0 0 ) ;Cylinder 11_02 TransformCall( :part010 125 60 85 0 0 0 0 0 0 ) ;Cylinder 11_03 TransformCall( :part010 125 60 -218 0 0 0 0 0 0 ) ;Cylinder 11_04 TransformCall( :part014 -138 60 85 0 0 0 0 0 0 ) ;Cylinder 15 TransformCall( :part015 137 60 85 0 0 0 0 0 0 ) ;Cylinder 15_02 TransformCall( :part016 0 55 -81 0 0 0 0 0 0 ) ;Cube 17 TransformCall( :part017 0 95 -218 0 0 0 0 0 0 ) ;Cube 18 TransformCall( :part018 -97 95 -269 0 0 0 0 0 0 ) ;Cube 19 TransformCall( :part019 98 95 -269 0 0 0 0 0 0 ) ;Cube 19_02 TransformCall( :part020 0 85 163 0 0 0 0 0 0 ) ;Extended Cube 21 TransformCall( :part021 0 30 85 0 0 0 0 0 0 ) ;Extended Cube 22 TransformCall( :part022 0 75 -237 0 0 0 0 0 0 ) ;Extended Cube 23 TransformCall( :part023 0 30 -218 0 0 0 0 0 0 ) ;Extended Cube 22_02 TransformCall( :part024 -125 41 -291 0 0 0 0 0 0 ) ;Wall 25 TransformCall( :part025 0 65 -29 0 0 0 0 0 0 ) ;Wall 27 TransformCall( :part026 -125 95 -273 0 0 0 0 0 0 ) ;Cube 28 TransformCall( :part027 0 77 -210 0 0 0 0 0 0 ) ;Wall 27_02 TransformCall( :part024 125 41 -291 0 0 0 0 0 0 ) ;Wall 25_02 TransformCall( :part026 125 95 -273 0 0 0 0 0 0 ) ;Cube 28_02Return;-------:part000; 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2 125 0 -2 ; 3 125 40 2 ; 4 -125 40 2 ; 5 -125 40 -2 ; 6 125 40 -2 ; 7)LoadBitmap( 0 6 EF 0 0 0 "tfunimog.bmp" )ShadedTexPoly( 0 0 32767 2 48 6 82 52 6 101 53 86 101 49 86 82 ) ;FrontShadedTexPoly( 0 32767 0 40 52 6 91 55 6 94 54 86 94 53 86 91 ) ;TopReturn;-------:part007; cube - Cube 6_03VecPoints( a 56 2 0 -46 ; 0 2 0 46 ; 1 -2 0 46 ; 2 -2 0 -46 ; 3 2 40 -46 ; 4 2 40 46 ; 5 -2 40 46 ; 6 -2 40 -46 ; 7)LoadBitmap( 0 6 EF 0 0 0 "tfunimog.bmp" )ShadedTexPoly( 32767 0 0 2 56 6 82 60 6 101 61 86 101 57 86 82 ) ;FrontShadedTexPoly( 0 32767 0 40 60 6 91 63 6 94 62 86 94 61 86 91 ) ;TopReturn;-------:part008; cube - Cube 6_04VecPoints( a 64 -2 0 46 ; 0 -2 0 -46 ; 1 2 0 -46 ; 2 2 0 46 ; 3 -2 40 46 ; 4 -2 40 -46 ; 5 2 40 -46 ; 6 2 40 46 ; 7)LoadBitmap( 0 6 EF 0 0 0 "tfunimog.bmp" )ShadedTexPoly( -32767 0 0 2 64 6 82 68 6 101 69 86 101 65 86 82 ) ;FrontShadedTexPoly( 0 32767 0 40 68 6 91 71 6 94 70 86 94 69 86 91 ) ;TopReturn;-------:part009; base - Base 10 zBias( 1 ) ;ZBias: Drawing priorityVecPoints( a 72 -123 0 -48 ; 0 123 0 -48 ; 1 123 0 48 ; 2 -123 0 48 ; 3)LoadBitmap( 0 6 EF 0 0 0 "tfunimog.bmp" )ShadedTexPoly( 0 32767 0 0 72 9 84 75 9 99 74 81 99 73 81 84 ) ;TopShadedTexPoly( 0 -32767 0 0 73 111 75 74 111 50 75 70 50 72 70 75 ) ;Bottom ZBias( 0 ) Return;-------:part010; cylinder - Cylinder 11VecPoints( a 76 -20 -60 0 ; 0 -20 -55 23 ; 1 -20 -42 42 ; 2 -20 -23 55 ; 3 -20 0 60 ; 4 -20 23 55 ; 5 -20 42 42 ; 6 -20 55 23 ; 7 -20 60 0 ; 8 -20 55 -23 ; 9 -20 42 -42 ; 10 -20 23 -55 ; 11 -20 0 -60 ; 12 -20 -23 -55 ; 13 -20 -42 -42 ; 14 -20 -55 -23 ; 15 20 -60 0 ; 16 20 -55 23 ; 17 20 -42 42 ; 18 20 -23 55 ; 19 20 0 60 ; 20 20 23 55 ; 21 20 42 42 ; 22 20 55 23 ; 23 20 60 0 ; 24 20 55 -23 ; 25 20 42 -42 ; 26 20 23 -55 ; 27 20 0 -60 ; 28 20 -23 -55 ; 29 20 -42 -42 ; 30 20 -55 -23 ; 31)LoadBitmap( 0 6 EF 0 0 0 "tfunimog.bmp" )ShadedTexPoly( 0 -32019 -6961 58.63 91 98 84 107 98 96 92 116 96 76 116 84 ) ;Side 16ShadedTexPoly( 0 -27043 -18503 58.379 90 98 84 106 98 96 107 116 96 91 116 84 ) ;Side 15ShadedTexPoly( 0 -18503 -27043 58.379 89 98 84 105 98 96 106 116 96 90 116 84 ) ;Side 14ShadedTexPoly( 0 -6961 -32019 58.63 88 98 84 104 98 96 105 116 96 89 116 84 ) ;Side 13ShadedTexPoly( 0 6961 -32019 58.63 87 98 84 103 98 96 104 116 96 88 116 84 ) ;Side 12ShadedTexPoly( 0 18503 -27043 58.379 86 98 84 102 98 96 103 116 96 87 116 84 ) ;Side 11ShadedTexPoly( 0 27043 -18503 58.379 85 98 84 101 98 96 102 116 96 86 116 84 ) ;Side 10ShadedTexPoly( 0 32019 -6961 58.63 84 98 84 100 98 96 101 116 96 85 116 84 ) ;Side 9ShadedTexPoly( 0 32019 6961 58.63 83 98 84 99 98 96 100 116 96 84 116 84 ) ;Side 8ShadedTexPoly( 0 27043 18503 58.379 82 98 84 98 98 96 99 116 96 83 116 84 ) ;Side 7ShadedTexPoly( 0 18503 27043 58.379 81 98 84 97 98 96 98 116 96 82 116 84 ) ;Side 6ShadedTexPoly( 0 6961 32019 58.63 80 98 84 96 98 96 97 116 96 81 116 84 ) ;Side 5ShadedTexPoly( 0 -6961 32019 58.63 79 98 84 95 98 96 96 116 96 80 116 84 ) ;Side 4ShadedTexPoly( 0 -18503 27043 58.379 78 98 84 94 98 96 95 116 96 79 116 84 ) ;Side 3ShadedTexPoly( 0 -27043 18503 58.379 77 98 84 93 98 96 94 116 96 78 116 84 ) ;Side 2ShadedTexPoly( 0 -32019 6961 58.63 76 98 84 92 98 96 93 116 96 77 116 84 ) ;Side 1ShadedTexPoly( -32767 0 0 20 76 62 48 77 60 38 78 54 30 79 46 24 80 36 22 81 26 24 82 18 30 83 12 38 84 10 48 85 12 58 86 18 66 87 26 72 88 36 74 89 46 72 90 54 66 91 60 58 ) ;BottomShadedTexPoly( 32767 0 0 20 107 60 38 106 54 30 105 46 24 104 36 22 103 26 24 102 18 30 101 12 38 100 10 48 99 12 58 98 18 66 97 26 72 96 36 74 95 46 72 94 54 66 93 60 58 92 62 48 ) ;TopReturn;-------:part014; cylinder - Cylinder 15VecPoints( a 108 13 0 -85 ; 0 13 29 -79 ; 1 13 53 -60 ; 2 13 69 -33 ; 3 13 75 0 ; 4 13 69 33 ; 5 13 53 60 ; 6 13 29 79 ; 7 13 0 85 ; 8 13 -29 79 ; 9 13 -53 60 ; 10 13 -69 33 ; 11 13 -75 0 ; 12 13 -69 -33 ; 13 13 -53 -60 ; 14 13 -29 -79 ; 15 -12 0 -70 ; 16 -12 25 -65 ; 17 -12 46 -49 ; 18 -12 60 -27 ; 19 -12 65 0 ; 20 -12 60 27 ; 21 -12 46 49 ; 22 -12 25 65 ; 23 -12 0 70 ; 24 -12 -25 65 ; 25 -12 -46 49 ; 26 -12 -60 27 ; 27 -12 -65 0 ; 28 -12 -60 -27 ; 29 -12 -46 -49 ; 30 -12 -25 -65 ; 31)LoadBitmap( 0 6 EF 0 0 0 "tfunimog.bmp" )ShadedTexPoly( 15623 -17456 -22911 -64.488 115 106 48 131 107 77 130 112 77 114 112 48 ) ;Inside Side 7ShadedTexPoly( 13997 -24995 -15906 -64.002 114 100 48 130 101 77 129 106 77 113 106 48 ) ;Inside Side 6ShadedTexPoly( 12109 -29939 -5544 -63.824 113 94 48 129 95 77 128 100 77 112 100 48 ) ;Inside Side 5ShadedTexPoly( 11993 -29983 5552 -63.871 112 88 48 128 88 77 127 93 77 111 94 48 ) ;Inside Side 4ShadedTexPoly( 13009 -25372 16146 -64.528 111 82 48 127 82 77 126 87 77 110 88 48 ) ;Inside Side 3ShadedTexPoly( 15110 -17621 23127 -64.856 110 76 48 126 76 77 125 81 77 109 82 48 ) ;Inside Side 2ShadedTexPoly( 16450 -5558 27788 -65.388 109 70 48 125 70 77 124 75 77 108 76 48 ) ;Inside Side 1ShadedTexPoly( -15110 17621 23127 64.855 114 106 48 130 106 77 131 111 77 115 112 48 ) ;Side 7ShadedTexPoly( -13009 25372 16146 64.527 113 100 48 129 100 77 130 105 77 114 106 48 ) ;Side 6ShadedTexPoly( -11993 29983 5552 63.87 112 94 48 128 94 77 129 99 77 113 100 48 ) ;Side 5ShadedTexPoly( -12109 29939 -5544 63.823 111 88 48 127 89 77 128 94 77 112 94 48 ) ;Side 4ShadedTexPoly( -13997 24995 -15906 64.001 110 82 48 126 83 77 127 88 77 111 88 48 ) ;Side 3ShadedTexPoly( -15623 17456 -22911 64.487 109 76 48 125 77 77 126 82 77 110 82 48 ) ;Side 2ShadedTexPoly( -16616 5539 -27693 65.245 108 70 48 124 71 77 125 76 77 109 76 48 ) ;Side 1Return;-------:part015; cylinder - Cylinder 15_02VecPoints( a 140 13 0 -70 ; 0 13 25 -65 ; 1 13 46 -49 ; 2 13 60 -27 ; 3 13 65 0 ; 4 13 60 27 ; 5 13 46 49 ; 6 13 25 65 ; 7 13 0 70 ; 8 13 -25 65 ; 9 13 -46 49 ; 10 13 -60 27 ; 11 13 -65 0 ; 12 13 -60 -27 ; 13 13 -46 -49 ; 14 13 -25 -65 ; 15 -12 0 -85 ; 16 -12 29 -79 ; 17 -12 53 -60 ; 18 -12 69 -33 ; 19 -12 75 0 ; 20 -12 69 33 ; 21 -12 53 60 ; 22 -12 29 79 ; 23 -12 0 85 ; 24 -12 -29 79 ; 25 -12 -53 60 ; 26 -12 -69 33 ; 27 -12 -75 0 ; 28 -12 -69 -33 ; 29 -12 -53 -60 ; 30 -12 -29 -79 ; 31)LoadBitmap( 0 6 EF 0 0 0 "tfunimog.bmp" )ShadedTexPoly( -15533 -17908 -22621 -64.699 147 107 48 163 106 77 162 112 77 146 112 48 ) ;Inside Side 7ShadedTexPoly( -13821 -25559 -15146 -64.014 146 101 48 162 100 77 161 106 77 145 106 48 ) ;Inside Side 6ShadedTexPoly( -12094 -29962 -5448 -64.152 145 95 48 161 94 77 160 100 77 144 100 48 ) ;Inside Side 5ShadedTexPoly( -12000 -29999 5454 -64.27 144 88 48 160 88 77 159 94 77 143 93 48 ) ;Inside Side 4ShadedTexPoly( -12996 -25877 15335 -65.176 143 82 48 159 82 77 158 88 77 142 87 48 ) ;Inside Side 3ShadedTexPoly( -15089 -18054 22805 -65.434 142 76 48 158 76 77 157 82 77 141 81 48 ) ;Inside Side 2ShadedTexPoly( -16457 -5741 27747 -65.951 141 70 48 157 70 77 156 76 77 140 75 48 ) ;Inside Side 1ShadedTexPoly( 15089 18054 22805 65.433 146 106 48 162 106 77 163 112 77 147 111 48 ) ;Side 7ShadedTexPoly( 12996 25877 15335 65.175 145 100 48 161 100 77 162 106 77 146 105 48 ) ;Side 6ShadedTexPoly( 12000 29999 5454 64.269 144 94 48 160 94 77 161 100 77 145 99 48 ) ;Side 5ShadedTexPoly( 12094 29962 -5448 64.151 143 89 48 159 88 77 160 94 77 144 94 48 ) ;Side 4ShadedTexPoly( 13821 25559 -15146 64.013 142 83 48 158 82 77 159 88 77 143 88 48 ) ;Side 3ShadedTexPoly( 15533 17908 -22621 64.698 141 77 48 157 76 77 158 82 77 142 82 48 ) ;Side 2ShadedTexPoly( 16599 5724 -27665 65.687 140 71 48 156 70 77 157 76 77 141 76 48 ) ;Side 1Return;-------:part016; 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ecube - Extended Cube 23VecPoints( a 220 -70 0 -25 ; 0 70 0 -25 ; 1 70 0 25 ; 2 -70 0 25 ; 3 -100 20 -25 ; 4 100 20 -25 ; 5 100 20 25 ; 6 -100 20 25 ; 7)LoadBitmap( 0 6 EF 0 0 0 "tfunimog.bmp" )ShadedTexPoly( 0 0 -32767 25 220 172 62 224 163 74 225 223 74 221 214 62 ) ;FrontShadedTexPoly( -18176 -27264 0 38.829 223 94 124 227 94 128 224 121 128 220 121 124 ) ;LeftShadedTexPoly( 18176 -27264 0 38.829 221 6 204 225 6 208 226 33 208 222 33 204 ) ;RightReturn;-------:part023; ecube - Extended Cube 22_02VecPoints( a 228 -125 0 -3 ; 0 125 0 -3 ; 1 125 0 3 ; 2 -125 0 3 ; 3 -125 65 -15 ; 4 125 65 -15 ; 5 125 65 15 ; 6 -125 65 15 ; 7)LoadBitmap( 0 6 EF 0 0 0 "tfunimog.bmp" )ShadedTexPoly( 0 -5949 -32222 2.95 228 72 2 232 72 42 233 184 42 229 184 2 ) ;FrontShadedTexPoly( 0 -5949 32222 2.95 230 72 2 234 72 42 235 184 42 231 184 2 ) ;BackReturn;-------:part024; wall - Wall 25VecPoints( a 236 -20 0 0 ; 0 -20 58 16 ; 1 20 58 16 ; 2 20 0 0 ; 3)LoadBitmap( 0 6 EF 0 0 0 "tfunimog.bmp" )ShadedTexPoly( 0 8714 -31587 0 236 220 1 237 220 39 238 248 39 239 248 1 ) ;FrontShadedTexPoly( 0 -8714 31587 0 239 220 1 238 220 39 237 248 39 236 248 1 ) ;BackReturn;-------:part025; wall - Wall 27VecPoints( a 240 0 0 191 ; 0 0 30 191 ; 1 0 30 -191 ; 2 0 0 -191 ; 3)RGBSColor( EF 32 36 32 )ShadedPoly( a 240 241 242 243 ) ;FrontShadedPoly( a 243 242 241 240 ) ;BackReturn;-------:part026; cube - Cube 28VecPoints( a 244 -20 0 -2 ; 0 20 0 -2 ; 1 20 0 2 ; 2 -20 0 2 ; 3 -20 4 -2 ; 4 20 4 -2 ; 5 20 4 2 ; 6 -20 4 2 ; 7)LoadBitmap( 0 6 EF 0 0 0 "tfunimog.bmp" )ShadedTexPoly( 0 0 -32767 2 244 72 62 248 72 70 249 110 70 245 110 62 ) ;FrontShadedTexPoly( 0 0 32767 2 246 72 62 250 72 70 251 110 70 247 110 62 ) ;BackShadedTexPoly( -32767 0 0 20 247 72 62 251 72 70 248 110 70 244 110 62 ) ;LeftShadedTexPoly( 32767 0 0 20 245 72 62 249 72 70 250 110 70 246 110 62 ) ;RightShadedTexPoly( 0 32767 0 4 248 72 62 251 72 70 250 110 70 249 110 62 ) ;TopReturn;-------:part027; wall - Wall 27_02VecPoints( a 252 0 0 46 ; 0 0 50 46 ; 1 0 50 -46 ; 2 0 0 -46 ; 3)RGBSColor( EF 32 36 32 )ShadedPoly( a 252 253 254 255 ) ;FrontShadedPoly( a 255 254 253 252 ) ;BackReturnEndA

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Interesting. The macro doesn't look really different from a FSDS macro. The only difference I can see is the use of the TransformCall commands, but I am not sure if that can have such a big effect on the autogen. That is something I would have to test,

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>Area( B %1 %2 22 )> mif( %12 )> IfVarRange( : 0346 %12 5 )> mifend> PerspectiveCall( :Psp )> ShadowCall( :Pos )RotatedCall( :End 0 0 0 )> Jump( : )Hi Don,As Arno pointed out the code seems OK! The TransformCall()s make the macro even more autogen friendly than if there were no TransformCall()s. May be the exclusion you are getting is normal. Therefore I can only suggest to insert a dummy call as shown just before the Jump( : ). With this dummy call nothing will be excluded. So be prepared for autogen trees mixed with you macro.Kind Regards, Luis

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I will give her a shot guys, and I'll report back to you. Thanks for your time!!! :)Don

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That worked like a charm guys!!! I now have a Unimog AND trees! Thanks guys!!! I appreciate the help and the FAST replies!! :)Don

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Hi Bob,We have no real answer to it, it is just something that we found in the big autogen discussion some time ago. The only explanation we could then find it that it must confuse the algorithm in FS that determines the size of the object and therefore nothing is excluded, but that is a wild guess :).

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