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* Submodel information is not sent with the [[Howto: Multiplayer|multiplayer]] protocol, so multiplayer users will not be effected by your bullets. The tracers, smoke and impact effects will only be seen by you. | * Submodel information is not sent with the [[Howto: Multiplayer|multiplayer]] protocol, so multiplayer users will not be effected by your bullets. The tracers, smoke and impact effects will only be seen by you. | ||
* The impact cylinder for models is fairly large, so you will see impacts occur outside of the target model's boundaries. | * The impact cylinder for models is fairly large, so you will see impacts occur outside of the target model's boundaries. | ||
== More complex/complete sample keyboard code == | |||
Different FlightGear aircraft use different locations for the main armament trigger. Two locations are commonly used: | |||
ai/submodels/trigger | |||
controls/armament/trigger | |||
The following code, which you can place in your keyboard.xml file or (if you are an aircraft designer) in your aircraft's -set.xml file, triggers both of those locations and works with almost all FG aircraft: | |||
<key n="101"> | |||
<name>e</name> | |||
<desc>Gun Trigger</desc> | |||
<binding> | |||
<command>property-assign</command> | |||
<property>ai/submodels/trigger</property> | |||
<value>true</value> | |||
</binding> | |||
<binding> | |||
<command>property-assign</command> | |||
<property>controls/armament/trigger</property> | |||
<value>true</value> | |||
</binding> | |||
<mod-up> | |||
<binding> | |||
<command>property-assign</command> | |||
<property>ai/submodels/trigger</property> | |||
<value>false</value> | |||
</binding> | |||
<binding> | |||
<command>property-assign</command> | |||
<property>controls/armament/trigger</property> | |||
<value>false</value> | |||
</binding> | |||
</mod-up> | |||
</key> |
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