Woodylepic wrote on Apr 14
th, 2007 at 5:32pm:
Thank now its work !
But i have a little proble its only work whene the light is on ?
any idea why its only work whene light is on (i have test some other plane whit flame effect and they not have this probleme ?
Yes, unless you use a control gauge which switches the light on and off based on the throttle. Many planes do that or use the SMOKESYSTEM (which is tougher to deal with) instead of the lights, either way most of the better ones use an XML gauge to control it. You will loose the function of the light channel being reserved for that exhaust FX but since military jets do not use recognition and other lights a passenger aircraft need, its easy to use a free light switch and never see a problem with the other lights.
That is why I suggested you may wish to look into the packages I posted. They use a XML gauge and a free light switch to turn the FX on and off dynamic and leave you control of the other lights
Here is a clip from my Nicks AI jet Exhaust tutorial...
Lets look at an example. Open the MS_AIRCRAFT.txt file provided in this package. Scroll down to the first aircraft entry which is the Boeing 737-400. Look at the [LIGHTS] heading. You will notice a header that looks like this:
[LIGHTS]
//Types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit, 5=landing
The first row of information below the [LIGHTS] heading are the *Light Types* available to the aircraft. I also call these *Light Channels* because they can be switched on and off through a switch or XML gauge. What are missing from the above line are all the available light channels. Microsoft left out 5 more available light types in the line above and it should actually read like this:
[LIGHTS]
//Types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit, 5=landing, 6=taxi, 7=recognition, 8=wing, 9=logo 10= cabin
In order to have the ability to change effects based on throttle conditions it required a *switched* output to work with so one light channel became the switch. This effects package uses light type 7 from the line above. That is why the recognition light is not available when the effects are applied to an aircraft that normally makes use of that light type (see #1 KNOWN_ISSUES.txt). Now that you understand what all the light types are, the following will be a bit easier to explain.
Below the header and the line shown above there are a list of supporting code lines for each light the aircraft uses. To understand how the simulator references line and the other data of the line... below is an example of a single code line which could be found under a typical [LIGHTS] heading in the aircraft.cfg file:
light.10=7, -17.4, -6.3, -6.0, fx_nicksmokeAI__XXXX
A B C
This line is decoded as follows:
light.XX=Y, A, B, C, fx_filename_aircraft-type
**** KEY: ***
light.XX - is the numerical order of the line in the list, starting with: light.0 = with a maximum of light.18 = allowed.
=Y, - is the light type that is being switched on and off (#1 through #10 but for this effect, ALWAYS #7)
A, B, C, - is the X,Y,Z mathematical location of the center of the effect in reference to the aircraft
fx_filename_aircraft-type - is the effects file name to be played which is designed for the scale/type of aircraft