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<h1><img src="Mission Art/fsx-bannerhelicop.jpg" width="800" height="200"></h1>
<h1>Mission Creation</h1>
<h2><a class="mozTocH2" name="mozTocId858271"></a>Overview</h2>




The purpose of this document is to explain how to create missions for
<i>Flight Simulator X</i>. A mission is a structured flight that can be an
adventure, a tutorial, a test of knowledge or skill, a fun ride, or
whatever the creator can dream up. These missions are stored in XML
files and are made available to the user through the Missions menu of
<i>Flight Simulator X</i>.<br>




<br>




Creating Missions involves use of the Object Placement Tool, which is
powerful but not the easiest or most obvious tool to use. <br>




<br>




The Tutorial section of this document
explains how to install the tool, how to create a simple mission using
it, and&nbsp;how to add that Mission so that it shows up in <i>Flight Simulator X</i>.<br>




<br>




The Reference section of this document explains all the options
available to make more complex and involved missions.<br>




<h2><a class="mozTocH2" name="mozTocId834042"></a>Table
of Contents</h2>




<ul id="mozToc">


<!--mozToc h2 2 h3 3 h4 4--><li><a href="#mozTocId858271">Overview</a>
    
    
    <ul>


      <li><a href="#mozTocId834042">Table
of Contents</a></li>


      <li><a href="#mozTocId106293">Setup</a>
        
        
        <ul>


          <li><a href="#mozTocId303429">Testing
for a successful setup</a></li>
        </ul>
      </li>


      <li><a href="#mozTocId560021">Tutorial:
Creating
a Mission</a>
        
        
        <ul>


          <li><a href="#mozTocId792006">Step
1: Design the Mission</a></li>


          <li><a href="#mozTocId149034">Step
2: Create the Mission Metadata</a></li>


          <li><a href="#CreatingNewCategories">Creating New Categories </a></li>
          <li><a href="#mozTocId719520">Step
3: Link the Mission to a Flight File</a></li>


          <li><a href="#mozTocId897845">Step
4: Test for successful creation of the Mission</a></li>


          <li><a href="#mozTocId146637">Step
5: Record the Audio for the Mission</a></li>


          <li><a href="#mozTocId327918">Step
6: Introduce the Mission to the User</a></li>


          <li><a href="#mozTocId843444">Step
7: Add a Property Trigger, or two</a></li>


          <li><a href="#mozTocId815338">Step
8: Add a Proximity Trigger</a></li>


          <li><a href="#mozTocId771940">Step
9: Add an Object Activation Action</a></li>


          <li><a href="#mozTocId576633">Step
10: Add an Airport Landing Trigger</a></li>


          <li><a href="#mozTocId676947">Step
11: Add Goals and Rewards</a></li>


          <li><a href="#CreatingRewards">Creating Rewards </a></li>
          <li><a href="#mozTocId437720">Step
12: Test and Refine the Mission</a></li>
          <li><a href="#CreatinganSPBfile">Creating an SPB file </a></li>
        </ul>
      </li>


      <li><a href="#mozTocId306992">Mission
Object Reference</a>
        
        
        <ul>


          <li><a href="#mozTocId820386">Actions</a>
            
            
            <ul>


              <li><a href="#mozTocId448368">Generic Action
Properties</a></li>


              <li><a href="#mozTocId692410">Activate
Waypoints Action</a></li>


              <li><a href="#mozTocId663686">Adjust
Payload Action</a></li>


              <li><a href="#mozTocId322416">Attach
Droppable Payload Action</a></li>


              <li><a href="#mozTocId733308">Attach
Effect Action</a></li>


              <li><a href="#mozTocId75384">Change
Object Type Action</a></li>


              <li><a href="#mozTocId47317">Count Action</a></li>


              <li><a href="#CustomAction">Custom Action </a></li>
              <li><a href="#mozTocId711688">Dialog Action</a></li>


              <li><a href="#mozTocId970830">Failure Action</a></li>


              <li><a href="#mozTocId509379">Goal
Resolution Action</a></li>


              <li><a href="#mozTocId781026">Grant
Reward Action</a></li>


              <li><a href="#mozTocId329770">Object Activation Action</a></li>


              <li><a href="#mozTocId565159">One
Shot Sound Action</a></li>


              <li><a href="#mozTocId569150">Play
Animation Action</a></li>


              <li><a href="#mozTocId280836">Play
List Action</a></li>


              <li><a href="#mozTocId879571">Point
Of Interest Activation Action</a></li>


              <li><a href="#mozTocId459153">Random Action</a></li>


              <li><a href="#ResetTimer_Action">ResetTimer Action </a></li>
              <li><a href="#Rumble_Action">Rumble Action </a></li>
              <li><a href="#mozTocId959277">Spawn Action</a></li>


              <li><a href="#mozTocId114889">Timer
Adjust Action</a></li>
            </ul>
          </li>


          <li><a href="#mozTocId179044">AI
Object</a>
            
            
            <ul>


              <li><a href="#mozTocId77975">AircraftAI Object</a></li>


              <li><a href="#mozTocId154288">TakeoffAI Object</a></li>


              <li><a href="#mozTocId125406">LandingAI Object</a></li>


              <li><a href="#mozTocId544545">TaxiAI Object</a></li>


              <li><a href="#mozTocId91004">GroundVehicleAI
Object</a></li>


              <li><a href="#mozTocId824152">Waypoint List
Object&nbsp;</a></li>


              <li><a href="#mozTocId362131">Waypoint Object</a></li>
            </ul>
          </li>


          <li><a href="#mozTocId21676">Area Definition Object</a></li>


          <li><a href="#mozTocId198683">Group
Object</a></li>


          <li><a href="#mozTocId174756">Mission
Object</a>
            
            
            <ul>


              <li><a href="#mozTocId23068">Camera Mission Object</a></li>


              <li><a href="#mozTocId43567">Attached
World Position Object</a></li>


              <li><a href="#mozTocId17684">Attached
World Object</a></li>


              <li><a href="#mozTocId222783">Picture
In Picture View Controller Mission Object</a></li>


              <li><a href="#mozTocId827498">Point Of Interest Mission
Object</a></li>


              <li><a href="#mozTocId502709">Realism
Overrides Mission Object</a></li>


              <li><a href="#Ridge_Lift_Mission_Object">Ridge Lift Mission Object </a></li>
              <li><a href="#mozTocId656543">Scenario
Metadata Mission Object</a></li>
              <li><a href="#Thermal_Mission_Object">Thermal Mission Object </a></li>
            </ul>
          </li>


          <li><a href="#mozTocId24492">Scenery Objects</a></li>


          <li><a href="#Mobile_Scenery_Objects">Mobile Scenery Objects </a></li>
          <li><a href="#mozTocId427893">Spawn
List</a></li>


          <li><a href="#mozTocId465497">Triggers</a>
            
            
            <ul>


              <li><a href="#mozTocId597428">Generic Trigger
Properties</a></li>


              <li><a href="#mozTocId278303">Airport
Landing Trigger</a></li>


              <li><a href="#mozTocId622050">Area
Landing Trigger</a></li>


              <li><a href="#mozTocId155889">Counter Trigger</a></li>


              <li><a href="#mozTocId441894">Menu
Prompt Trigger</a></li>


              <li><a href="#mozTocId601153">Parking Trigger</a></li>


              <li><a href="#mozTocId69539">Property Trigger</a></li>


              <li><a href="#mozTocId304373">Proximity Trigger</a></li>


              <li><a href="#mozTocId59883">Timer Trigger</a></li>
            </ul>
          </li>


          <li><a href="#mozTocId458813">Goal Object</a></li>
          <li><a href="#Disabled_Traffic_Airports_Object">Disabled Traffic Airport Object </a></li>
        </ul>
      </li>
    </ul>


  </li>
</ul>




<h2><a class="mozTocH2" name="mozTocId106293"></a><a name="Setup"></a>Setup</h2>




<p>The tool itself is coded in Object_Placement.dll. Object_Placement.dll can be found in
  the <i>Microsoft Flight Simulator X\SDK\Mission Creation Kit</i> directory.<br>
  
  
  
  
  <br>
  To install the dll, the dll.xml file  in the <i>&lt;Drive&gt;:\Documents and   Settings\&lt;alias&gt;\Application   Data\Microsoft\FSX</i> folder should contain the following bold lines (if the dll.xml file already exists in this folder), or the dll.xml file should contain all the following (if the dll.xml file does not already exist at the right location).<br>
</p>
<table cellspacing="2" cellpadding="4">
  <tr>
    <td><p>&lt;?xml version=&quot;1.0&quot; encoding=&quot;Windows-1252&quot;?&gt;</p>
      <p>&lt;SimBase.Document Type=&quot;Launch&quot; version=&quot;1,0&quot;&gt;<br>
  &lt;Descr&gt;Launch&lt;/Descr&gt;<br>
  &lt;Filename&gt;dll.xml&lt;/Filename&gt;<br>
  &lt;Disabled&gt;False&lt;/Disabled&gt;<br>
  &lt;ManualLoad&gt;False&lt;/ManualLoad&gt;</p>
      <p><br>
        <b>&lt;Launch.Addon&gt;<br>
&lt;Name&gt;Object Placement Tool &lt;/Name&gt;<br>
&lt;Disabled&gt;False&lt;/Disabled&gt;<br>
&lt;Path&gt;..\Microsoft&nbsp;Flight&nbsp;Simulator&nbsp;X&nbsp;SDK\SDK\Mission&nbsp;Creation&nbsp;Kit\Object_Placement.dll&lt;/Path&gt;<br>
&lt;/Launch.Addon&gt;</b></p>
      <p>&nbsp;</p>
      <p>&lt;/SimBase.Document&gt; </p>
    </td>
  </tr>
</table>
<br>




Note that the Disabled entries must be False, and that the Path is either absolute or relative to the installation <i>Microsoft Flight Simulator X</i> folder. 




The path given above will change if the SDK or <i>Flight Simulator</i> were not installed to their default folders. If there are other addons that need to be loaded in addition to the
Object Placement tool, then they will also need
&lt;Launch.Addon&gt; entries.<br>




This is all the setup that is necessary.<br>




<br>




<h3><a class="mozTocH3" name="mozTocId303429"></a>Testing
for a successful setup</h3>




You will know that <i>Flight Simulator</i> has correctly installed the tool when you start
up <i>Flight Simulator</i>. Firstly there will be a diagnostic window for SimConnect that
should report that the dll has been launched. Secondly the tool will be
available in the Tools menu of <i>Flight Simulator</i>.<br>




Ensure that <i>Flight Simulator</i> is running in Windows mode and not full screen mode
(you can toggle between these modes by pressing Alt-Enter).<br>




<br>




If you get an error message in the SimConnect diagnostic window, check
the SimConnect.xml file for the correct path to the tool, and check the
tool is where is should be.<br>




<br>




If the tool has been installed correctly, clicking on Object Placement
in the Tools menu will give you the dialog below:<br>




<br>




<img style="width: 800px; height: 600px;" alt="" src="Mission Art/Mops1.jpg">
<br>




<span style="font-style: italic;"></span>
<h5>Recommendation</h5>
<dl>




  <dd>Because of the size of the dialogs, it can be easier to
create missions
using dual screens: one containing the tool dialogs, and the other
showing the terrain where the Mission objects are being placed. If you
are using a single small monitor, you will have to keep moving the tool
dialogs out of the way to correctly position your objects.</dd>
</dl>




 <h5>&nbsp;</h5>
 <p>&nbsp; </p>
 Close <i>Flight Simulator</i> for now. The first step in creating a mission is
done outside of the program.<br>




<br>




<h2><a class="mozTocH2" name="mozTocId560021"></a><a name="Tutorial:_Creating_a_Mission"></a>Tutorial:
Creating
a Mission</h2>




This section goes through all the steps necessary to create a simple
take-off, perform a single task, and landing mission.<br>




<br>




<h3><a class="mozTocH3" name="mozTocId792006"></a>Step
1: Design the Mission</h3>




For experienced mission designers it&nbsp;is a very good idea to
design the mission in some detail before even starting to use the tool
to create it. However for newcomers to the tool it is easier simply to
start with a basic outline. For the purposes of this tutorial in how to
use the tool, the outline of our mission is:<br>




<ol>




  <li>Fly a Cessna out of Boeing Field</li>




  <li>Reach a certain altitude and speed
(1000 feet and 80 knots)</li>




  <li>Complete a left or right traffic pattern</li>




  <li>Land back at Boeing Field, trying to land on the runway
number</li>




  <li>When the aircraft has landed, the mission is over</li>




</ol>




The mission will simply be called MissionCreationTutorial.<br>




<br>




Having decided on this the next stage is to do a bit of preparatory
work before working the tool. <i>Flight Simulator</i> loads up the missions
that are in the <i>Microsoft Flight Simulator X/missions </i>directory, so start by adding a sub-directory
to this called&nbsp;<i>Missions in Progress</i>, and a sub-directory to
this
called&nbsp;<i>Creation Tutorial</i>.<br>




<br>

Now add three files to the <i>Creation Tutorial</i> directory: two images
files and one HTML briefing file. The two image files should be square
and will appear in the Missions list of <i>Flight Simulator</i>. The first
will be used before the mission has been completed by the user,
and
the second for when the mission has been completed. The&nbsp;images
should be 380 pixels wide by 232 
pixels in height and  either 256 color or 5-6-5 format (use the Imagetool utility to convert 24 bit bmp files to 5-6-5 format.).
 The image should
give some idea of what the mission is about. For our tutorial we will
use a simple picture of a Cessna:<br>




<br>




<img alt="" src="Mission Art/Cessna_Complete.jpg"><br>




<br>




The briefing file should be an HTML file describing the mission. You
will probably not be able to complete the briefing file until the final
mission is completed and tested, but for now use one of the images and
our mission description. For example:<br>




<br>




<hr style="width: 100%; height: 2px;">
<p><font style="font-weight: bold;" size="+3">Mission Creation
  Tutorial</font></p>
<table class="T1" cellspacing="2" cellpadding="4">
  <tr>
    <td width="392"><img alt="" src="Mission Art/Cessna_Complete.jpg"></td>
    <td width="246"><b>Fly a Cessna out of Boeing Field, reach a certain altitude and speed
    (1000 feet and 80 knots), then land back at Boeing Field.</b></td>
  </tr>
</table>
<br>
<br>
<hr style="width: 100%; height: 2px;"><br>




In summary the
<i>Creation Tutorial </i>directory now contains three files:<br>




<ul>




  <li>Cessna_Complete.jpg</li>




  <li>Cessna_Incomplete.jpg</li>




  <li>MissionCreationTutorial.HTML</li>




</ul>




<h3><a class="mozTocH3" name="mozTocId149034"></a><a name="Step_2:_Create_the_Mission_Metadata"></a>Step
2: Create the Mission Metadata</h3>




The next step is to create metadata for the mission. Some of this
information is simply for your own use in organizing and retrieving the
missions that you are working on. Start up <i>Flight Simulator</i> again, and
select FREE FLIGHT. For aircraft select the Cessna C172P Skyhawk
and for airport select Boeing Field King Co Intl. Then select Fly Now
and click on the Object Placement Tool from the tools menu.<br>




<br>




In the main Mission tab, first click New Mission then enter a
suitable name and description. Enter&nbsp;<span style="font-weight: bold;">Mission Creation Tutorial</span>
for
the name, and some appropriate text for the description. These do not
appear when the mission is
being run, but are simply for your own use in cataloging and
maintaining your own missions. Next click on the Objects tab, this will
give you the following screen:<br>




<br>




<img style="width: 800px; height: 600px;" alt="" src="Mission Art/Mops2.jpg"><br>




<span style="font-style: italic;"><br>




</span>Click on the Add button, then in the First drop down list
(activated by clicking within the box) select MissionObject. Click in
the Second box to display the drop down list of mission objects, and
select ScenarioMetadata. Click on Add again and the dialog should look
like this:<br>




<br>




<img style="width: 800px; height: 600px;" alt="" src="Mission Art/Metadata1.jpg"><br>




<br>




<h5>Note</h5>


<dl>




  <dd>If you get the error message "You need to be looking at or
closer to
the ground" - use the hat switch on the joystick to lower the green
cross hairs so that they point at the ground. This can be necessary
even though the object being entered is not relevant to any particular
ground location.</dd>




</dl>




<p>The next step is to add the appropriate values for the properties of
  the metadata. To edit any value double click on the entry in the Value
  box. For our simple mission, enter&nbsp;<span style="font-weight: bold;">Mission</span> into
  ScenarioType,&nbsp;<span style="font-weight: bold;">Seattle</span> into LocationDesc, select Beginner for skill level, and &nbsp;enter <span style="font-weight: bold;">15
    minutes</span>
  for EstimatedTime. The DifficultyLevel can be any integer value, and is
  used to
  sort the list of missions by difficulty - easiest appearing first.
  Leave this at <span style="font-weight: bold;">0</span>
  so that the mission appears at the top of the list
  each time you start <i>Flight Simulator</i>, for convenience. When you have
  completed creating the mission, if it is to be used by others, then
  compare the
  difficulty (and the DifficultyLevel value) with other missions and then
  change this to an appropriate
  value.<br>
  
  
  
  
  <br>
  
  
  
  
  UncompletedImage refers to the bitmap that is to be
  displayed before the mission has been completed by the user, so type <span style="font-weight: bold;">Cessna_Incomplete.jpg</span>
  here, and obviously the CompletedImage refers
  to the bitmap that will be used when the mission has been completed,
  so type <span style="font-weight: bold;">Cessna_Complete.jpg</span>.
  For MissionBrief type <span style="font-weight: bold;">MissionCreationTutorial.HTML</span>.&nbsp;It
  is important not to add a filename to the metadata until that file
  acutally exists, otherwise the tool may crash. This is why we created
  the briefing file and images first.<br>
  
  
  
  
  <br>
  Leave&nbsp;the text messages and CategoryRef unchanged for
  now.&nbsp;<br>
  
  
  
  
  <br>
  Now save off the mission, by going back to the Mission tab and clicking
  Save Mission.&nbsp;The default is to&nbsp;save the mission file into
  your <i>My
  Documents\Flight Simulator Files X </i>  directory, but instead navigate to the <i>Microsoft Flight Simulator X\missions\Missions in
  Progress\Creation Tutorial</i> directory, and save the mission there with the filename MissionCreationTutorial. Saving a mission will write out the details of the mission to an XML
  file. If you open up the file that has just been saved it should look
similar to this:</p>
<p>&nbsp;</p>
<table width="500" border="1" cellspacing="2" cellpadding="4">
  <tr>
    <td><div><span class="b">&nbsp;</span><span style="font-weight: bold;"> </span><span class="m">&lt;?</span><span class="pi">xml version="1.0" encoding="Windows-1252" </span><span class="m">?&gt;</span><span style="font-weight: bold;" class="m"><br>
      </span>&nbsp;<span class="m">&lt;</span><span class="t">SimBase.Document</span><span class="t"> Type</span><span class="m">="</span><span style="font-weight: bold;">MissionFile</span><span class="m">"</span><span class="t"> version</span><span class="m">="</span><span style="font-weight: bold;">1,0</span><span class="m">"</span><span class="m">&gt;</span><span class="b"><span style="font-weight: bold;"><br>
      </span></span><span class="m">&nbsp;&nbsp;&nbsp;
  &lt;</span><span class="t">Descr</span><span class="m">&gt;</span><span class="tx"><span style="font-weight: bold;">This is a mission created simply
    to explain the use of the Object Placement Tool</span>.</span><span class="m">&lt;/</span><span class="t">Descr</span><span class="m">&gt;</span>
  <div class="e">
    <div style="margin-left: 1em; text-indent: -2em;"><span class="b">&nbsp;</span> &nbsp;&nbsp;&nbsp; <span class="m">&lt;</span><span class="t">Filename</span><span class="m">&gt;</span><span style="font-weight: bold;" class="tx">C:\Program Files\Microsoft Games\Microsoft Flight Simulator X\missions\Missions
      in Progress\Creation Tutorial\MissionCreationTutorial.xml</span><span class="m">&lt;/</span><span class="t">Filename</span><span class="m">&gt;</span> </div>
  </div>
  <div class="e">
    <div style="margin-left: 1em; text-indent: -2em;"><span class="b">&nbsp;&nbsp;&nbsp; &nbsp;</span><span class="m">&lt;</span><span class="t">Title</span><span class="m">&gt;</span><span style="font-weight: bold;" class="tx">Mission
      Creation Tutorial</span><span class="m">&lt;/</span><span class="t">Title</span><span class="m">&gt;</span> </div>
  </div>
  <div class="e">
    <div class="c" style="margin-left: 1em; text-indent: -2em;">&nbsp;&nbsp;&nbsp; <span class="m">&lt;</span><span class="t">WorldBase.Flight</span><span class="m">&gt;</span></div>
    <div>
      <div class="e">
        <div class="c" style="margin-left: 1em; text-indent: -2em;">&nbsp;&nbsp;&nbsp; <span class="m">&lt;</span><span class="t">SimMissionUI.ScenarioMetadata</span><span class="t"> InstanceId</span><span class="m">="</span><span style="font-weight: bold;">{871EB828-3439-4C4E-8BDA-4DDEAD4C9B2E}</span><span class="m">"</span><span class="m">&gt;</span></div>
        <div>
          <div class="e">
            <div style="margin-left: 1em; text-indent: -2em;"><span class="b">&nbsp;</span> <span class="m">&nbsp;&nbsp;&nbsp;
              &nbsp;&nbsp;&nbsp; &lt;</span><span class="t">Descr</span><span class="m">&gt;</span><span style="font-weight: bold;" class="tx">ScenarioMetadata1</span><span class="m">&lt;/</span><span class="t">Descr</span><span class="m">&gt;</span> </div>
          </div>
          <div class="e">
            <div style="margin-left: 1em; text-indent: -2em;"><span class="b">&nbsp;</span> &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; <span class="m">&lt;</span><span class="t">ScenarioType</span><span class="m">&gt;</span><span style="font-weight: bold;" class="tx">Mission</span><span class="m">&lt;/</span><span class="t">ScenarioType</span><span class="m">&gt;</span> </div>
          </div>
          <div class="e">
            <div style="margin-left: 1em; text-indent: -2em;"><span class="b">&nbsp;</span> &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; <span class="m">&lt;</span><span class="t">LocationDescr</span><span class="m">&gt;</span><span style="font-weight: bold;" class="tx">Seattle</span><span class="m">&lt;/</span><span class="t">LocationDescr</span><span class="m">&gt;</span> </div>
          </div>
          <div class="e">
            <div style="margin-left: 1em; text-indent: -2em;"><span class="b">&nbsp;</span> &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; <span class="m">&lt;</span><span class="t">DifficultyLevel</span><span class="m">&gt;</span><span style="font-weight: bold;" class="tx">0</span><span class="m">&lt;/</span><span class="t">DifficultyLevel</span><span class="m">&gt;</span> </div>
          </div>
          <div class="e">
            <div style="margin-left: 1em; text-indent: -2em;"><span class="b">&nbsp;</span> <span class="m">&nbsp;&nbsp;&nbsp;
              &nbsp;&nbsp;&nbsp; &lt;</span><span class="t">EstimatedTime</span><span class="m">&gt;</span><span style="font-weight: bold;" class="tx">15 minutes</span><span class="m">&lt;/</span><span class="t">EstimatedTime</span><span class="m">&gt;<br>
                &nbsp; &lt;UncompletedImage&gt;<span style="font-weight: bold;">Cessna_Incomplete.jpg</span>&lt;/UncompletedImage&gt; <br>
                &nbsp; &lt;CompletedImage&gt;<span style="font-weight: bold;">Cessna_Complete.jpg</span>&lt;/CompletedImage&gt; <br>
                &nbsp; &lt;MissionBrief&gt;<span style="font-weight: bold;">MissionCreationTutorial.HTML</span>&lt;/MissionBrief&gt; </span> </div>
          </div>
          <div><span class="b">&nbsp;</span> <span class="m">&lt;/</span><span class="t">SimMissionUI.ScenarioMetadata</span><span class="m">&gt;</span></div>
        </div>
      </div>
      <div><span class="b">&nbsp;</span> <span class="m">&lt;/</span><span class="t">WorldBase.Flight</span><span class="m">&gt;</span></div>
    </div>
  </div>
  <div class="e">
    <div><span class="b">&nbsp;</span> <span class="m">&lt;</span><span class="t">MissionBuilder.MissionBuilder</span> <span class="m">/&gt;</span><span class="b"><br>
    </span><span class="m">&lt;/</span><span class="t">SimBase.Document</span><span class="m">&gt;</span></div>
  </div>
    </div></td>
  </tr>
</table>
<p>&nbsp;</p>
<p>Now is a good time to
enter the category of your mission. The category
(referenced by&nbsp;a GUID in the CategoryRef property of the
metadata)&nbsp;will idenfity the mission as one from the following
list: 
<ul style="font-weight: normal;">
  <li>Tutorial</li>
  <li>Just for Fun</li>
  <li>The Good Life</li>
  <li>Backcountry</li>
  <li>Pilot for Hire</li>
  <li>Emergency</li>
  <li>Airline Pilot</li>
  <li>Challenges</li>
</ul>

<p>To set the category GUID in your
metadata cut and paste the value out of this&nbsp;<a href="Mission Art/FSCategories.xml">Category file</a>.&nbsp;We
will use the Tutorial category for this mission. Typically a tool such
as Notepad is used to make this kind of edit to the mission data. Make
sure to include the brackets {} when you cut and paste the GUID.</p>

<h5>Creating New Categories <a name="CreatingNewCategories"></a></h5>
<dl>
  <dd><span style="font-weight: normal;">It is
possible to create your own categories. To
do this create a new file and add the appropriate text and GUID entries to it. The file should be placed in the <i>Microsoft Flight Simulator X/categories</i>
folder. Refer to the Hints and Tips section of the <a href="../SDK Overview.html">SDK Overview</a> documentation for information on how to generate your own
GUIDs.&nbsp;<br>
  <br>
  </span><span style="font-weight: normal;">The format of a new categories file follows, add as many &lt;SimMissionUI.ScenarioCategory&gt; elements as necessary (change the items in bold  appropriately):<br>
  </span><br>
  <table class="T1" cellspacing="2" cellpadding="4">
    <tr>
      <td><p> &lt;?xml version=&quot;1.0&quot; encoding=&quot;UTF-16&quot; ?&gt; <br>
        - &lt;SimBase.Document Type=&quot;AceXML&quot; version=&quot;1,0&quot; id=&quot;FSCategories&quot;&gt;<br>
        &lt;Descr&gt;AceXML Document&lt;/Descr&gt; <br>
        &lt;Filename&gt;<b>YourFSCategories</b>.xml&lt;/Filename&gt; </p>
          <p>&nbsp;</p>
        <p>- &lt;SimMissionUI.ScenarioCategory id=&quot;{<b>GUID</b>}&quot;&gt;<br>
          &lt;Descr&gt;<b>Description of your new category</b>.&lt;/Descr&gt; <br>
          &lt;Title&gt;<b>Title of your new category </b>&lt;/Title&gt; <br>
          &lt;PreviewImage&gt;<b>banner_image.bmp</b>&lt;/PreviewImage&gt; <br>
          &lt;/SimMissionUI.ScenarioCategory&gt;</p>
        <p>&nbsp; </p>
        <p>&lt;/SimBase.Document&gt;</p></td>
    </tr>
  </table>
  <br>
  <br>
  The banner image should be 335 pixels wide by 75 pixels in height, and it too should be placed in the <span style="font-weight: normal;"><i>Microsoft Flight Simulator X/categories</i> folder</span>.<span style="font-weight: normal;"></span></dd>
</dl>

<h5><span style="font-weight: normal;"></span>References</h5>


<ul style="font-weight: normal;">


  <li><a href="#Scenario_Metadata_Mission_Object">Scenario metadata mission object</a>
    </div>




    <span style="font-family: Courier New; font-weight: bold;"></span></li>
</ul>


<h3><a class="mozTocH3" name="mozTocId719520"></a>Step
3: Link the Mission to a Flight File</h3>




The next step is to link the mission we have just started to a flight
file. It is flights that are loaded into <i>Flight Simulator</i>, not
missions, so we need to attach the two. If you have not done so
already, at the start of Step 2,&nbsp;set up the starting location
within <i>Flight Simulator</i>, namely create a flight with your chosen
aircraft at the chosen airport. For this sample mission, we are using a
Cessna at Boeing Field airport.<br>




<br>




Having placed your aircraft at the right location, simply select Save
Flight from the Flights menu and save it off. Name the saved file
<span style="font-weight: bold;">MissionCreationTutorial</span>.
Now close <i>Flight Simulator</i>.<br>




<br>




Next go to the <i>My Documents\Flight Simulator Files</i> X  directory and cut
and paste (or
move) the flight
file and weather file of the flight that you just saved over to the
location where you saved the mission. In our example, the mission was
saved to the <i>Missions in Progress\Creation Tutorial</i> directory, which,
after moving the flight and weather files,
should now contains six files: <br>




<ul>




  <li>MissionCreationTutorial.xml</li>




  <li>MissionCreationTutorial.FLT</li>




  <li>MissionCreationTuturial.WX</li>




  <li>Cessna_Complete.jpg</li>




  <li>Cessna_Incomplete.jpg</li>




  <li>MissionCreationTutorial.HTML</li>




</ul>

In the <i>Creation Tutorial</i> directory, open up the flight file
(MissionCreationTutorial.FLT)  in Notepad.<br>




<br>




The first section of a flight file should be <b>[Main]</b>. Under this should
be <b>Title</b>= and <b>Description</b>=. This is the text that will appear as the
title and description for the mission in the Missions menu (along with
the image file created earlier), so edit the text, perhaps adding
spaces, so that it is what you want. For example:<br>




<br>




<span style="font-weight: bold;">
[Main]</span><br style="font-weight: bold;">




<span style="font-weight: bold;">
Title=Mission Creation Tutorial</span><br style="font-weight: bold;">




<span style="font-weight: bold;">
Description=Take off and fly!</span><br>




<br>




Now go to the very end of the file and type the
following section entry:<br>




<br>




<span style="font-weight: bold;">
[ObjectFile]</span><br style="font-weight: bold;">




<span style="font-weight: bold;">
File=MissionCreationTutorial</span><br>




<br>




Note that the xml file extension is not added to the filename, and that
there are no spaces around the equals signs. This links the mission to
the flight file.<br>




<br>




Now save off the flight file.<br>




<br>




<h3><a class="mozTocH3" name="mozTocId897845"></a>Step
4: Test for successful creation of the Mission</h3>




The next step is simply to test what we have done so far. Start up
<i>Flight Simulator</i>, select Missions in the left hand menu, and check that
the Mission Creation Tutorial has appeared with the correct image and
text.<br>




<br>




Select the mission. The first thing that should appear is the short
briefing file we created. Then click Fly Now. You should be sitting on
the runway in a
Cessna at Boeing Field. If all is well select End Flight. An End of
Mission dialog should appear, but without any goals or rewards, as we
have not yet added any to our mission.<br>




<br>




If all this appears correctly then the first steps are complete, if not
examine the xml and flight files to check for mistakes.<br>




<br>




<h3><a class="mozTocH3" name="mozTocId146637"></a><a name="Step_5:_Record_the_Audio_for_the_Mission"></a>Step
5: Record the Audio for the Mission</h3>




You can of course record the audio for your mission at any time, but as
you are going to start adding dialog and other actions to the mission,
now might be a good time to do it. Each piece of spoken text, by a
co-pilot, ATC, instructor, passenger, or whoever, should be recorded,
probably in mono. Also, any special sound effects should be created
too, which could be in mono or stereo&nbsp;sound as appropriate. <br>

<br>




Most sound files should be created as 22KHz mono wave (.wav)
files. There is no point sampling at a higher rate as
the&nbsp;sound
engine will downsample any such files to 22KHz. MS-ADPCM compression is
an option, but is not required. Typically audio content will sound
better uncompressed, but this will use up about four times the storage
space.<br>




<br>




You wiill probably have to revisit your sound recordings during the
testing of your mission, but having the recordings handy now will
increase the value of that testing.<br>




<br>




Create a sub-directory of your mission directory called <i>sound</i>, and move
all the recordings into this directory.<br>




<br>




For our simple mission add to the <i>sound</i> directory with the following
recordings:<br>




<ul>




  <li>Mission1.wav: "Welcome to Boeing Field. Take off when you
are ready".</li>




  <li>Mission2.wav: "Good, now climb to an alitude of 1000ft with
a speed of at least 80 knots".</li>




  <li>Mission3.wav: "Great, now complete a left or right
traffic pattern and land back at Boeing Field. Try to land on the
runway number."</li>




  <li>Mission4.wav: "Nicely done, now bring the aircraft to a
complete stop."</li>




  <li>Mission5.wav: "Good job, you have completed the mission".</li>




</ul>




Of course a real mission will have many more recordings, including good
advice for when the participant is not doing so well.<br>

<br>




<h5>Note</h5>

<dl>

  <dd>The audio engine of Flight
Simulator does not support pre-rendered 5.1 surround sound (six channel
wave files), but will render mono sounds (not stereo) in the correct 3D
location, and will render in 5.1 surround sound if such a system is
installed. However this does not apply to sounds recorded for missions, &nbsp;so mission audio is limited to mono and stereo.</dd>

</dl>




<h3><a class="mozTocH3" name="mozTocId327918"></a><a name="Step_6:_Introduce_the_Mission_to_the"></a>Step
6: Introduce the Mission to the User</h3>




<p>Ensure you have <i>Flight Simulator</i> up and running. First click Settings, then General, then select the Show Captioning check box, as shown below. This will ensure that you can both see the dialog text as well as hear the sound file. By default, the Show Captioning check box is left unchecked. </p>
<p>&nbsp;</p>
<p><img src="Mission Art/MissionSettings.JPG" width="800" height="600"></p>
<p>&nbsp;</p>
<p> When you have done this, make sure the&nbsp;<i>Allow realism
  changes during Missions </i> check box is selected - this will make adding triggers and
  actions&nbsp;easier. Now click on
  the Mission Creation Tutorial in the list of Missions, and then click <i>Go To Briefing</i>. When the
  briefing document appears, click <i>Fly!</i>. Then open up the Object Placement Tool.<br>
  
  
  
  
  <br>
  The first thing that most missions will do is introduce the mission to
  the user with some speech and text. The text will appear on the screen
  the same time as the text is being rendered by the audio system. The
  first step is to add the dialog actions. Do this by
  clicking on Add, selecting Action in the First box, then DialogAction
  in
  the Second box, and then enter the Text and SoundFileName properties as
  appropriate:<br>
  
  
  
  
  <br>
  
  
  
  
  <img style="width: 800px; height: 600px;" alt="" src="Mission Art/AddDialog.jpg"><br>
  
  
  
  
  <br>
  Repeat this process of adding Dialog actions for all five recordings
  you have made for this mission. In each case you should only be typing
  into the Text and SoundFileName properties. Notice how each action is
  appended with a number in the All Items list.<br>
  
  
  
  
  <br>
  The next step is to add a timer trigger, that will initiate the first
  of our dialog actions.<br>
  
  
  
  
  <br>
  To do this go to the Object tab of the tool, click Add, then select
  Trigger from the First box, and TimerTrigger from the Second box. Click
  Add again and you will see the list of properties associated with a
  timer trigger:<br>
  
  
  
  
  <br>
  
  
  
  
  <img style="width: 800px; height: 600px;" alt="" src="Mission Art/AddTimer.jpg"><br>
  
  
  
  
  <br>
  It is best to let the user wait a few seconds before introducing the
  mission to the
  user, so change the StopTime value to <span style="font-weight: bold;">5.0</span>. Leave the
  StartTime at <span style="font-weight: bold;">0.0</span>,
  so the timer starts when the flight is loaded. Actions are initiated by
  timer triggers when the stop time is reached, so these two values will
  initiate the text
  and speech&nbsp;5 seconds into the mission.<br>
  
  
  
  
  <br>
  The property OneShot set to True simply means that the
  action should only be fired once (this is not very important for timer
  triggers, which are only fired once, but you will have to decide with
  other triggers whether you want them to keep firing their actions if a
  user keeps triggering them). Activated should be True - this means
  that this trigger is to be considered active, and is not waiting for
  any other event before it is to become active. Leave the other
  properties as they
  are.<br>
</p>
<h5>Note</h5>




<dl>




  <dd>The All Items box, in the top right corner of the dialog,
now
contains the additional item we have added. Clicking on any item
in this box will bring up that item and its properties to the boxes
below.</dd>




</dl>




We have not finished yet, as we have not yet linked the timer trigger
and the dialog action. Do this by&nbsp;clicking
on&nbsp;Property Set for the Actions property. This will bring up a
list
of items in the Elements box that this trigger <span style="font-style: italic;">could </span>be linked
to.
Double click on&nbsp;DialogAction1 in the Elements box to link the
trigger and action. This will be shown both by a&nbsp;+ sign
appended to
the name in the Elements box, and also an entry in the References box,
as shown below:<br>




<br>




<img style="width: 800px; height: 600px;" alt="" src="Mission Art/LinkTimerDialog.jpg"><br>




<br>




This is all we need to do to introduce our mission.<br>




<br>




Go back to the Missions tab and save off the mission. Then exit the
flight&nbsp;start the mission again,
wait five seconds, and you should both see and hear&nbsp;the
text&nbsp;<span style="font-style: italic;">Welcome to
Boeing
Field Take off when you are ready</span>. If you do, then all is
well, if not, go back and check the properties
for the trigger and action.<br>




<br>




This is one of the most simple examples of a trigger and action, but
this process of linking these two elements of a mission applies
throughout the tool.<br>




<h5>Notes</h5>




<dl>




  <dd>The Latched property appears in all the triggers, but this
is not
a value that is set when creating a mission. Latched&nbsp;will be
set
to True when a trigger fires, so if a mission is saved off part way
through, and reloaded later, the system will have recorded where the
user is within the mission.</dd>




</dl>

<dl>

  <dd>Actions in a mission are queued up one after another as they are
fired. Dialog actions do not&nbsp;pass processing to the next action
until the attached wave file (if there is one) has completed playing.
There can also be an additional delay added to the end of a dialog
action by entering a value into the DelaySeconds property for the
action. This is to ensure the user both has time to read the text
and/or hear the wave file, but also extra time to respond to any
request that this speech has made, as the next action may well be
testing for that response.</dd>

</dl>


<h5>References</h5>


<ul>


  <li><a href="#Dialog">Dialog actions</a></li>


  <li><a href="#Timer_Trigger">Timer triggers</a></li>


</ul>




<h3><a class="mozTocH3" name="mozTocId843444"></a><a name="Step_7:_Add_a_Property_Trigger_or_two"></a>Step
7: Add a Property Trigger, or two</h3>




If it is not still loaded, reload the mission and open up the Object
Placement Tool.<br>




<br>




All our mission does so far is ask the user to take off. To give them
the next stage in the mission, we can give them some more details just
after the aircraft has taken off. To do this we can use a property
trigger and link it to our second dialog action.<br>




<br>




Click Add, then select Trigger and&nbsp;PropertyTrigger. A property
trigger is one that tests one or more
conditions, typically speed or altitude of the aircraft, but there are
many hundreds of other possibilities.<br>




<br>




In the Properties box of the property trigger, ensure Activated is
True, and click on the Property Set for Actions. Then double click on
DialogAction2 (in the Elements list) to link it to the property
trigger. Then double click on the Property Set for the Condition property.
This will bring up the Conditional Editor dialog box. Click Add Term and
select Simvar.AltitudeAMSL for the left hand side of the condition
(LHS). Leave the Operator as Greater Than, and type <span style="font-weight: bold;">50.0</span> for the right
hand side (RHS), so the dialog
looks like this:<br>




<br>




<img style="width: 500px; height: 400px;" alt="" src="Mission Art/Condition1.jpg"><br>




<br>

The simple condition we have entered indicates that the trigger will be
fired when the user's aircraft is more than 50 feet above ground
level. The units of a condition appear under the Simvar property. If
the unit of measurement for any simulation
variable is not obvious, refer to the <a href="../Core Utilities Kit/Variables/Simulation Variables.html">Simulation Variables</a> document. Click OK to add the condition to the trigger. <br>




<h5>Notes</h5>




<dl>




  <dd>Both the left and right hand sides of a condition can be
one of:
Property, Double, Long, Unsigned, Boolean or String. If Property is
selected the next box will by default contain [User].&nbsp;[User]
refers to
the user's aircraft, obviously, but there can be other aircraft under
control of the AI component of <i>Flight Simulator</i>, and if these
aircraft existed property triggers could be set on them too.</dd>

  <dt>&nbsp;</dt>
  <dd>There is an issue with the Object Placement Tool that some options are presented that simply do not apply given the selections that have been made. This applies both in the main dialog and the Conditional Editor. Mission designers should study the Mission Object Reference, and be prepared for some trial and error, in the creation of missions using this tool. </dd>
  <dt>&nbsp;</dt>
</dl>




 For reference, the PropertyTrigger2 properties should now look like
this:<br>




<br>




<img style="width: 800px; height: 600px;" alt="" src="Mission Art/Dialog2.jpg"><br>




<br>




In our sample
mission we want the user to fly up to an altitude of 1000 feet, with a
minimum speed of 80 knots, before returning. To do this we should now
enter a
second property trigger, this time with two conditions, and of course a
link to
the third speech dialog to indicate when this has been done.<br>




<br>




Enter two conditions into the property editor:<br>




<ul>




  <li>Simvar.AltitudeAMSL &nbsp; &nbsp; &nbsp;
&nbsp;Greater Than &nbsp; &nbsp; &nbsp; &nbsp;
&nbsp; &nbsp; 1000.0</li>




  <li>Simvar.IndicatedAirspeed &nbsp; Greater Than &nbsp;
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;
&nbsp; 80.0</li>




</ul>




And click on the Actions Property Set to link to DialogAction3.<br>




<h5>Notes
</h5>




<dl>




  <dd>In the first property trigger the AltitudeAGL (above ground
level)
value is used, to ensure that the aircraft has taken off, but in the
second property trigger AltitudeAMSL (above mean sea level) is more
appropriate.</dd>




</dl>




<dl>




  <dd>With multiple conditions usually they will all have to be
true
for the
trigger to fire, so the default is for conditions&nbsp;to be ANDed
together. Set the Term list operator box value to OR if only one
condition has to be true
to fire the trigger. Note that conditions involving both OR and AND
logical operators cannot be created using the Condition Editor. It is
easy to see how quite complex conditions could be entered as
property triggers. They can test for both success and for troubling
situations like
excessive G forces, ptich angles, airspeed and so on.</dd>




</dl>




<dl>




  <dd>If multiple conditions are entered each can be edited or
deleted
by selecting them in the condition box (which will have the number of
the condition and the total number of conditions preceding it), such
as: </dd>




</dl>




<br>




<img style="width: 500px; height: 400px;" alt="" src="Mission Art/Condition2.jpg"><br>




<br>




<br>




Save off the mission, then restart it and test that both property
trigger dialog actions are triggered at the appropriate points. Notice
how simply climbing above 1000 feet does not fire the second property
trigger, it is necessary to increase the speed to 80 knots before it
does fire.<br>


<h5>References</h5>


<ul>


  <li><a href="#Property_Trigger">Property Trigger</a></li>


</ul>




<br>




<h3><a class="mozTocH3" name="mozTocId815338"></a><a name="Step_8:_Add_a_Proximity_Trigger"></a>Step
8: Add a Proximity Trigger</h3>




A proximity trigger will fire if the specified object (usually the
user's aircraft) enters a specified box. The box is defined by a
length, width and height, and can be placed anywhere in the world. It
is usually most useful to move to the approximate location for the
proximity
trigger first. The joystick and hat switch can be used to move the
cross hairs, you may also want to use the Slew feature to move larger
distances. In our example we want to create a proximity trigger at
the ideal landing spot on the runway (the runway number). First use the
joystick to select
the center of the runway number, then click Add and select
AreaDefinition and RectangleArea. The length,
width and height property values can be edited, so change them to a
length and width of 100 (units are in meters), and a height of 20.<br>




<br>




<img style="width: 1024px; height: 768px;" alt="" src="Mission Art/AreaDefinition.jpg"><br>




<br>




The orientation about each axis can also be changed (though is not
necessary in this case), and set the
Rendered property to True if the box should actually appear in view.
Set Rendered to be True for this sample.<br>




<br>




The next step is to add the proximity trigger and attach it to this
area definition. To do this select Add then select Trigger and
ProximityTrigger, then in the Properties box click on Areas, then
double click RectangularArea1 in the Elements box. This links the trigger to
the
area. Also, select the OnEnterActions property and link it to
DialogAction4, to link entering the area with the appropriate speech.<br>




<br>




For this proximity trigger we do not want it to be activated until the
user is airborne, and has completed the previous step (climbed to
1000ft with a speed of 80 knots), so we set the Activated property to
False. The next step is to change the activated property to true, at
the appropriate time.<br>




<h5>Notes</h5>




<dl>




  <dd>When a mission is saved off, area definitions become
locked, and
the properties cannot be edited until the Locked box is unchecked. This
is to help prevent accidental changes to a carefully placed area.</dd>

</dl>

<dl>

  <dd>For future reference, more than one proximity trigger can be
attached to a single area definition, and it is also possible to attach
proximity triggers to moving objects. This is more advanced than we
need for our first mission, but refer to the reference for more
information on how to do these things.</dd>

</dl>

<dl>




  


  <dd>Make sure you are saving off the mission regularly.</dd>




  

</dl>


<h5>References</h5>


<ul>


  <li><a href="#Area_Definition">Area Definition object</a></li>


  <li><a href="#Proximity_Trigger">Proximity Trigger</a></li>


</ul>




<h3><a class="mozTocH3" name="mozTocId771940"></a>Step
9: Add an Object Activation Action</h3>




<br>




To link the inactive proximity trigger to the completion of a previous
action, go through the following steps.<br>




<br>




First, add an ObjectActivationAction to the mission. It only requires a
few properties: leave NewObjectState as True, and&nbsp;click on
ObjectReferenceList to display a list in the Elements box. Double click
on&nbsp;ProximityTrigger4. This means when the object activation
action occurs it will
activate the proximity trigger.<br>




<br>




Next, select PropertyTrigger3 (with the altitude of 1000 feet and speed
of 80 knots condition) from the All Items list, and&nbsp;click
on Actions. Double click&nbsp;on the ObjectActivationAction5 entry
under Elements. PropertyTrigger3 now fires two actions, a dialog
action and the object activation action.<br>




<br>




The logic here should be fairly clear. The proximity trigger is
inactive until the user's aircraft reaches the required altitude and
speed. When the aircraft does meet these requirements the proximity
trigger becomes active.<br>




<h5>Note</h5>




  <dd>A trigger can activate any number of actions.</dd>






<h5>References</h5>


<ul>


  <li><a href="#Object_Activation">Object activation action</a></li>


</ul>




<h3><a class="mozTocH3" name="mozTocId576633"></a><a name="Step_10:_Add_an_Airport_Landing_Trigger"></a>Step
10: Add an Airport Landing Trigger</h3>

<p>Many missions will end with a successful landing. Add an
  AirportLandingTrigger and enter the four digit Airport identification
  code to identify the correct airport (KSEA for SeatTac International or
  KBFI for Boeing Field,
  for example). Again set the Activated property to False. Set the
  Actions property to trigger&nbsp;DialogAction5, which is the
  appropriate mission completed text. For this case leave the landing as
  FullStop (the alternatives are TouchDown and Any), and leave the
  RunwayFilter entry for now (it is possible to specify which runway must
  be landed on to fire the trigger).<br>
  
  
  
  
  <br>
  
  
  
  
  Go back to the ObjectActivationAction created in Step 9 (click on it
  in the All
  Items list) and add the AirportLandingTrigger to the actions that
become active when the object activation action fires.  </p>
<h5>References</h5>


<ul>


  <li><a href="#Airport_Landing_Trigger">Airport landing trigger</a></li>


  <li><a href="#Object_Activation">Object activation action</a></li>


</ul>




<br>




<h3><a class="mozTocH3" name="mozTocId676947"></a><a name="Step_11:_Add_Goals_and_Rewards"></a>Step
11: Add Goals and Rewards</h3>




<p><br>
  
  
  
  
  For this mission we might decide that there are two goals, one for the user
  to enter the proximity trigger box
  and land on the painted runway number, and the second for a correct landing (coming to a complete stop). <br>
  
  
  
  
  <br>
  Add goals by clicking Add, then selecting Goal. The goal state should
  be left as pending. The text entered here will appear in the End
  Mission dialog, along with the final state of the goal (pending,
  completed, or failed).&nbsp;Enter two goals,
  one for landing on the runway
  number, and another for a correct landing. The text can be <span style="font-style: italic;">Landed
    on the Painted Number </span>, with an Order number of 1, for the first
  goal, and <i>Complete Stop</i>, with an Order number of 2, for the second
  goal.<br>
  
  
  
  
  <br>
  Next, add a GoalResolutionAction for each goal. The Goals property of
  this action should be linked in the usual way to the goals themselves.
  Go
  to the ProximityTrigger and add the second goal resolution action
  (Landed on the Painted Number) to
  its list of actions. Finally go back to the AirportLandingTrigger and add the correct goal
  resolution action (Complete Stop) to the list of
  &nbsp;actions which it fires.<br>
  
  
  
  
  <br>
  
  
  
  
There is currently no concept of an <i>optional</i> goal in the Mission system.</p>
<h4>Creating Rewards <a name="CreatingRewards"></a></h4>
<p>Rewards are different from goals, they are persistent and added to
  the user's pilot records. A reward can be serious in the sense of a certificate for achieving some level of skill, or more trivial, for example a reward for photographing a humpback whale off Hawaii. The rewards that ship with <i>Flight Simulator</i> are integrated into the missions and tutorials that are provided, so it makes most sense to create your own rewards, if you choose to use them. </p>
<p>&nbsp;</p>
<p>To create the simplest form of reward, go through the following steps:</p>
<ol>
  <li>Create artwork for the reward. Use appropriate art tools to create one detailed piece of art for the reward (300 pixels wide by 370 pixels in height) and one thumbnail piece of art (100 pixels wide by 80 pixels in height). These will be referenced by the reward file and appear on the user's screen when aiming at and achieving the reward. The artwork can be .bmp or .jpg files. </li>
  <li>Fill out an xml file that matches the following format.<br>
    <br>
  </li>
<table class="T1" cellspacing="2" cellpadding="4">
  
  <tr>
    <td width="546">&lt;?xml version=&quot;1.0&quot; encoding=&quot;ISO-8859-1&quot; ?&gt; <br>
      - &lt;FSData version=&quot;9.0&quot;&gt;<br>
      - &lt;Reward rewardId=&quot;{<i><b>GUID</b></i>}&quot; name=&quot;<b><i>name of the  reward</i></b>&quot; description=&quot;<b><i>description of the reward</i></b>.&quot; type=&quot;<b>TROPHY</b>&quot; bitmap = &quot;<i><b>artwork_small.bmp</b></i>&quot; rewardDetailBitmap="<b><i>artwork_large.bmp</i></b>"&gt;      <br>
&lt;/Reward&gt;<br>
&lt;/FSData&gt;</td>
  </tr>
</table>
  <li>Create and enter a GUID for the reward, to be referenced by the mission itself.</li>
  <li>Enter a name to appear in <i> Flight Simulator X</i>. </li>
  <li>Enter a description to appear when the user selects <i>View details</i>.</li>
  <li>Enter a type for the reward, which can be one of: TROPHY, BADGE, MEDAL, CERTIFICATE, POSTCARD or SPECIAL_ITEM.</li>
  <li>Enter the filename for the thumbnail piece of art, and the detailed piece of art. </li>
  <li>Ensure that both pieces of art and the xml file are in the same folder, then run the command line tool, BGLComp with the xml file as input (entering the command: <b>BGLComp <i>reward</i>.xml</b>). Alternatively drag the reward xml file over the BGLComp icon. The <a href="../Environment Kit/BGL Compiler SDK/The BGL Compiler.html">BGLComp tool </a>is in the <i>SDK\Environment Kit\BGLComp SDK</i> folder. This will create a rewards file, with a .rwd extension. Copy the rewards file to the <i>Microsoft Flight Simulator X/rewards</i> folder. This file includes the artwork, so is the only file required.</li>
  <li>Add the
  reward to a mission by selecting its GUID  in a <a href="#Grant_Reward">Grant Reward action</a>, and then link this action it to the final
  trigger.</li>
</ol>
<p>A rewards file can contain any number of rewards, simply by entering as many &lt;Reward&gt; &lt;/Reward&gt; entries in the xml file as there are rewards. More complex rewards can be created by adding a &lt;Criteria&gt; section to a reward. The following table shows an example with  all the possible criteria.</p>
<p>&nbsp;</p>
<table class="T1" cellspacing="2" cellpadding="4">
  <tr>
    <td><p>&lt;! An example comment: hours include decimal places, 2.5 hours for example &gt; </p>
      <p>&nbsp;</p>
      <p>&lt;Criteria landings=&quot;2&quot; differentAirports=&quot;2&quot;&gt;<br>
  &lt;RewardHours hours=&quot;10&quot; hoursType=&quot;ANY&quot; /&gt; <br>
  &lt;RewardHours hours=&quot;10&quot; hoursType=&quot;DAY&quot; /&gt; <br>
  &lt;RewardHours hours=&quot;10&quot; hoursType=&quot;NIGHT&quot; /&gt; <br>
  &lt;RewardHours hours=&quot;10&quot; hoursType=&quot;VFR&quot; /&gt; <br>
  &lt;RewardHours hours=&quot;10&quot; hoursType=&quot;IFR&quot; /&gt; <br>
  &lt;RewardHours hours=&quot;10&quot; hoursType=&quot;SAILPLANE&quot; /&gt; <br>
  &lt;RewardHours hours=&quot;10&quot; hoursType=&quot;LANDPLANE&quot; /&gt; <br>
  &lt;RewardHours hours=&quot;10&quot; hoursType=&quot;SEAPLANE&quot; /&gt; <br>
  &lt;RewardHours hours=&quot;10&quot; hoursType=&quot;ROTORCRAFT&quot; /&gt; <br>
  &lt;RewardHours hours=&quot;10&quot; hoursType=&quot;MULTI_ENGINE&quot; /&gt; <br>
  &lt;RewardAirport ident=&quot;KORD&quot; /&gt; <br>
  &lt;RewardAirport ident=&quot;KSEA&quot; /&gt; <br>
  &lt;RewardAirport ident=&quot;KBFI&quot; /&gt; <br>
  &lt;DependantRewardId rewardId=&quot;{GUID}&quot; /&gt; <br>
  &lt;DependantRewardId rewardId=&quot;{GUID}&quot; /&gt; <br>
  &lt;/Criteria&gt;</p></td>
  </tr>
</table>
<p>&nbsp;</p>
<p>The criteria in the above example are not very realistic, they require the user to have completed two landings at two different airports and landed at the list of the three specified (KORD, KSEA, and KBFI). It also requires 10 hours experience in a whole range of situations, and that two other rewards must have been earned before this one can be given. All criteria are logically ANDed to make up the requirement for a reward, and all equals signs should be interpreted as greater than or equal to (in other words, at least 10 hours experience in all the aicraft and situations listed in the example above). The following table gives some more realistic examples: </p>
<p>&nbsp;</p>
<table class="T1" cellspacing="2" cellpadding="4">
  
  <tr>
    <td>- &lt;Reward rewardId=&quot;{GUID}&quot; name=&quot;10 hours flying &quot; description=&quot;<b>Earn a medal for flying any aircraft for a total of 10 hours flying time</b>.&quot; type=&quot;MEDAL&quot; bitmap=&quot;small.jpg&quot; rewardDetailBitmap=&quot;large.jpg&quot;&gt;<br>
      - &lt;Criteria&gt;<br>
&lt;RewardHours hours=&quot;10&quot; hoursType=&quot;ANY&quot; /&gt; <br>
&lt;/Criteria&gt;<br>
&lt;/Reward&gt;</td>
  </tr>
  <tr>
    <td>- &lt;Reward rewardId=&quot;{GUID}&quot; name=&quot;15 hours at night &quot; description=&quot;<b>Earn a certificate for flying any aircraft for a total of 15 hours flying at night.</b>&quot; type=&quot;CERTIFICATE&quot; bitmap=&quot;small.jpg&quot; rewardDetailBitmap=&quot;large.jpg&quot;&gt;<br>
      - &lt;Criteria&gt;<br>
&lt;RewardHours hours=&quot;15&quot; hoursType=&quot;NIGHT&quot; /&gt; <br>
&lt;/Criteria&gt;<br>
&lt;/Reward&gt;</td>
  </tr>
  <tr>
    <td>- &lt;Reward rewardId=&quot;{GUID}&quot; name=&quot;25 landings&quot; description=&quot;<b>Earn a badge for completing 25 landings.</b>&quot; type=&quot;BADGE&quot; bitmap=&quot;small.jpg&quot; rewardDetailBitmap=&quot;large.jpg&quot;&gt;<br>
&lt;Criteria landings=&quot;25&quot; /&gt; <br>
&lt;/Reward&gt;</td>
  </tr>
  <tr>
    <td>- &lt;Reward rewardId=&quot;{GUID}&quot; name=&quot;Remote location&quot; description=&quot;<b>Earn a postcard for landing  on Easter Island</b>.&quot; type=&quot;POSTCARD&quot; bitmap=&quot;small.jpg&quot; rewardDetailBitmap=&quot;large.jpg&quot;&gt;<br>
      - &lt;Criteria&gt;<br>
&lt;RewardAirport ident=&quot;SCIP&quot; /&gt; <br>
&lt;/Criteria&gt;<br>
&lt;/Reward&gt;</td>
  </tr>
  <tr>
    <td>- &lt;Reward rewardId=&quot;{GUID}&quot; name=&quot;Busy airports &quot; description=&quot;<b>Earn a trophy for landing at 3 of the busiest airports in the world: London Heathrow, Atlanta and Singapore.</b>&quot; type=&quot;TROPHY&quot; bitmap=&quot;small.jpg&quot; rewardDetailBitmap=&quot;large.jpg&quot;&gt;<br>
      - &lt;Criteria&gt;<br>
&lt;RewardAirport ident=&quot;EGLL&quot; /&gt; <br>
&lt;RewardAirport ident=&quot;KATL&quot; /&gt; <br>
&lt;RewardAirport ident=&quot;WSSS&quot; /&gt; <br>
&lt;/Criteria&gt;<br>
&lt;/Reward&gt;</td>
  </tr>
</table>
<p>&nbsp;</p>
<h5>References</h5>
<ul>


  <li><a href="#Goal_Object">Goal objects</a></li>


  <li><a href="#Goal_Resolution">Goal resolution action</a></li>


  <li><a href="#Grant_Reward">Grant Reward action</a></li>


</ul>




<h3><a class="mozTocH3" name="mozTocId437720"></a>Step
12: Test and Refine the Mission</h3>




<p>Having completed building the mission, ensure you have saved it all
  off, and then test it thoroughly. The best designed mission can still
  exhibit strange behaviour during testing.<br>
  
  
  
  
  <br>
  
  
  
  
  There are of course many cases where the mission might inappropriately
  reward a user. For example, the proximity trigger in our example will
  still fire correctly if the aircraft is landing upside down, without
  its gear down, too fast, or whatever. To tighten up a mission you will
  need to add conditions to many of the triggers, especially the
  proximity triggers.<br>
  
  
  
  
  <br>
  
  
  
  
  This ends the tutorial section of this document. The most popular and
  useful actions and triggers are covered in the tutorial, but there are
  many others, and the following reference section describes all the
Mission Objects. </p>
<p>&nbsp;</p>
<p> You can also refer to the missions provided with
    <i>Flight Simulator</i> (by loading them into the Object Placement Tool, or
  viewing the XML in an appropriate editor) for examples of how different
  triggers, actions, goals and rewards can be used. 
Mission files created using this tool are in an open XML format. Mission files supplied with <i>Flight Simulator X</i> are in a binary format with the .SPB extension. If both are present in the same folder, the .SPB file is read in preference. To help in the understanding of the mission system, the XML files used to create the default missions are supplied in a sub-folder of this SDK.</p>
<h4>Creating an SPB file<a name="CreatinganSPBfile"></a></h4>
<p>Mission files can either be in XML or SPB (Sim-Prop Binary) format. The binary format is faster to load that its XML equivalent. To  create an SPB file, run the simpropcompiler.exe tool, which is in the <i>SDK\Core Utiliites Kit\SimProp</i> folder. This is a command-line tool, so open a command window, navigate to the <i>SDK\Core Utiliites Kit\SimProp</i> folder, then enter the following command:</p>
<p>&nbsp;</p>
<code><b>&gt; Simpropcompiler 2spb   &ndash;symbols <span class="tx" style="font-weight: bold;">C:\Program Files\Microsoft Games\Microsoft Flight Simulator X</span>\propdefs\*.xml <i>yourMission</i>.xml <i>yourMission</i>.spb</b></code>
<p>&nbsp;</p>
<p>Note that file extensions are required for both the input and output filenames. To simply validate the xml file without creating any output file, change the keyword <b>2spb</b> to <b>validate</b>. </p>
<h4>Error Reports</h4>
<p>To get more detailed error reports when there is an error in a mission file, make sure the following entry is in the fsx.cfg file, which is in the <i>Documents and Settings\&lt;username&gt;\Application Data\Microsoft\FSX</i> folder. </p>
<p>&nbsp;</p>
<code>[DEBUG]<br>
ReportLoadErrors=1</code>
<p>&nbsp; </p>
<h2><a class="mozTocH2" name="mozTocId306992"></a>Mission
Object Reference</h2>




This section contains a reference of all the properties that apply to each of the Mission Objects.<br>




<ul>




  <li><a href="#Actions">Actions</a></li>




  <li><a href="#AI_Object">AI Objects</a></li>




  <li><a href="#Area_Definition">Area Definition
Objects</a></li>




  <li><a href="#Group_Object">Group Objects </a></li>
  <li><a href="#Mission_Object">Mission Objects</a></li>




  <li><a href="#Scenery_Objects">Scenery Objects</a></li>




  <li><a href="#Mobile_Scenery_Objects">Mobile Scenery Objects </a></li>
  <li><a href="#Spawn_List">Spawn Lists</a></li>




  <li><a href="#Triggers">Triggers</a></li>




  <li><a href="#Goal_Object">Goal Object</a></li>




  <li><a href="#Disabled_Traffic_Airports_Object">Disabled Traffic Airport Object </a></li>
</ul>




<br>




<h3><a class="mozTocH3" name="mozTocId820386"></a><a name="Actions"></a>Actions</h3>




<p>An action is a declarative way to cause something to happen in
the world.<span style="">&nbsp; </span>Examples
of actions are playing a sound file, completing an objective, showing
text in the adventure window, failing an engine, completing a goal, etc.</p>




<h4><a class="mozTocH4" name="mozTocId448368"></a><a name="Generic_Properties"></a>Generic Action
Properties</h4>




All actions include the following properties.<br>




<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">id</td>




      <td align="undefined" valign="undefined">Reserved.
Do not edit this field.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Descr</td>




      <td align="undefined" valign="undefined">The
name of the
action.
The system will generate a name such as <span style="font-weight: bold;">DialogAction1</span>, simply be
appending the number of the next action to the type of action. This
name can be edited to help identifiy it further. Make sure though that
the name is unique.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">InstanceId</td>




      <td align="undefined" valign="undefined">This
is the GUID generated to ensure the object has a unique reference. Do
not edit this field</td>




    </tr>




  
  
  
  </tbody>
</table>




<h4><a class="mozTocH4" name="mozTocId692410"></a><a name="Activate_Waypoints_Action"></a>Activate
Waypoints Action</h4>




Waypoints are essential for the movement of certain AI objects. The
activate waypoints action provides one or more AI object with a new
list of waypoints.<br>




&nbsp;<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined"><a href="#Generic_Properties">Generic Action Properties</a></td>




      <td align="undefined" valign="undefined">See
description above.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">ObjectReference<br>




      </td>




      <td align="undefined" valign="undefined">List
of one or more <a href="#AI_Object">AI objects</a>
that are to use the new waypoint list.      </td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">WaypointList<br>




      </td>




      <td align="undefined" valign="undefined">List
of one or more <a href="#Waypoint_Object">waypoints</a>
that are to become active.      </td>




    </tr>




  
  
  
  </tbody>
</table>




<br>




<br>




<h4><a class="mozTocH4" name="mozTocId663686"></a><a name="Adjust_Payload_Action"></a>Adjust
Payload Action</h4>
<br>
An adjust payload action is used to set, or add to, the weight on a payload station.<br>
<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined"><a href="#Generic_Properties">Generic Action Properties</a></td>




      <td align="undefined" valign="undefined">See
description above.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">ObjectReference<br>




      </td>




      <td align="undefined" valign="undefined">The
list of objects to which the payload adjustment applies.      </td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">StationIndex<br>




      </td>




      <td align="undefined" valign="undefined">The index number of the station.      </td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">AdjustmentType<br>




      </td>




      <td align="undefined" valign="undefined">One
of: <span style="font-weight: bold;">Set</span> or <span style="font-weight: bold;">Add</span>.




      </td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Weight</td>




      <td align="undefined" valign="undefined">The quantitiy of the adjustment.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Units</td>




      <td align="undefined" valign="undefined">One
of: <span style="font-weight: bold;">number</span>,
      <span style="font-weight: bold;">feet</span>, <span style="font-weight: bold;">g_force</span>, <span style="font-weight: bold;">knots</span>, <span style="font-weight: bold;">pounds</span>, <span style="font-weight: bold;">percent</span>, <span style="font-weight: bold;">boolean</span>, <span style="font-weight: bold;">degrees</span> or <span style="font-weight: bold;">radians</span>.</td>




    </tr>




  
  
  
  </tbody>
</table>




<h4><a class="mozTocH4" name="mozTocId322416"></a><a name="Attach_Droppable_Payload_Action"></a>Attach
Droppable Payload Action</h4>
<br>
An attach droppable payload action is used to change the payload that
gets dropped when the user presses a key configured to drop the payload.<br>
<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined"><a href="#Generic_Properties">Generic Action Properties</a></td>




      <td align="undefined" valign="undefined">See
description above.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">PayloadName<br>




      </td>




      <td align="undefined" valign="undefined">The name of the container that becomes the object to be dropped.      </td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">PayloadCount<br>




      </td>




      <td align="undefined" valign="undefined">The
number of the payload objects that should be attached.      </td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">ObjectReferenceList<br>




      </td>




      <td align="undefined" valign="undefined">The
objects which are each to get the assigned payload.      </td>




    </tr>




  
  
  
  </tbody>
</table>




<h4><a class="mozTocH4" name="mozTocId733308"></a><a name="Attach_Effect_Action"></a>Attach
Effect Action</h4>




<br>




The attach effect action attaches a single special effect (such as
smoke, fire, contrail etc.) to one or more objects.<br>




<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined"><a href="#Generic_Properties">Generic Action Properties</a></td>




      <td align="undefined" valign="undefined">See
description above.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">EffectName<br>




      </td>




      <td align="undefined" valign="undefined">Filename
of special effect.      </td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">AttachPointName<br>




      </td>




      <td align="undefined" valign="undefined">The
name of the attach point (physical location) of where the effect is to
be applied. See the <a href="../Environment Kit/Modeling SDK/Modeling Tools.html">Modeling Tools</a> documentation for
information on attach points.      </td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">ObjectReferenceList<br>




      </td>




      <td align="undefined" valign="undefined">List
of objects that the effect applies to.      </td>




    </tr>




  
  
  
  </tbody>
</table>




<h4><a class="mozTocH4" name="mozTocId75384"></a><a name="Change_Object_Type_Action"></a>Change
Object Type Action</h4>
<br>
A change object type action changes the object the user is in. For
example, it can be used to change from one type of aircraft to another.<br>
<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined"><a href="#Generic_Properties">Generic Action Properties</a></td>




      <td align="undefined" valign="undefined">See
description above.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">ObjectType<br>




      </td>




      <td align="undefined" valign="undefined">The ID of the new object.      </td>




    </tr>




  
  
  
  </tbody>
</table>




<h4><a class="mozTocH4" name="mozTocId47317"></a><a name="Count_Action"></a>Count Action</h4>




A count action will add the value of the Count property to the list of
triggers (which should be <a href="#Counter_Trigger">Counter
triggers</a>). Counter triggers will fire when a certain
specified count is reached.
<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined"><a href="#Generic_Properties">Generic Action Properties</a></td>




      <td align="undefined" valign="undefined">See
description above.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Count<br>




      </td>




      <td align="undefined" valign="undefined">Value
to be added to the <a href="#Counter_Trigger">Counter
triggers</a> current counter.      </td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Triggers<br>




      </td>




      <td align="undefined" valign="undefined">List
of  <a href="#Triggers"></a> <a href="#Counter_Trigger">Counter
triggers</a> to have their counts incremented. Note that these must be counter triggers, even though the Object Placement Tool lists other trigger types. </td>




    </tr>




  
  
  
  </tbody>
</table>




<h4>Custom Action <a name="CustomAction"></a></h4>
<p>A custom action is used to enable communications between a mission and a <a href="../Core Utilities Kit/SimConnect SDK/SimConnect.htm">SimConnect</a> client application. </p>
<p>&nbsp; </p>
<table border="1" cellpadding="2" cellspacing="2" style="text-align: left; width: 640px; height: 101px;">
  <tbody>
    <tr>
      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>
      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined"><a href="#Generic_Properties">Generic Action Properties</a></td>
      <td align="undefined" valign="undefined">See
        description above.</td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">PayloadString<br>
      </td>
      <td align="undefined" valign="undefined">Text that will be transmitted to the SimConnect client when the action is initiated. The text can be any string that the client might find useful. </td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">WaitForCompletion<br>
      </td>
      <td align="undefined" valign="undefined">Set this to <b>True</b> if a completion message must be received from the SimConnect client, before the mission progresses. Set to <b>False</b> otherwise. </td>
    </tr>
  </tbody>
</table>
<h4><a class="mozTocH4" name="mozTocId711688"></a><a name="Dialog"></a>Dialog Action</h4>
A dialog action is used to add speech to be rendered over the audio
system, and/or text to be displayed on the screen. See the <a href="#Step_6:_Introduce_the_Mission_to_the">explanation in
the tutorial</a> for an example.<br>




<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined"><a href="#Generic_Properties">Generic Action Properties</a></td>




      <td align="undefined" valign="undefined">See
description above.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Text</td>




      <td align="undefined" valign="undefined">The
text to appear on the screen. Can be left blank.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">SoundFileName</td>




      <td align="undefined" valign="undefined">The
wave file to be rendered by the audio system. The file should be in the \sounds directory of the mission. Can be left blank.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">DelaySeconds</td>




      <td align="undefined" valign="undefined">A
delay in seconds after the text and audio are rendered. Can be used to
allow time for the user to respond to the dialog, before performing
another action.</td>




    </tr>




  
  
  
  </tbody>
</table>




<br>




<h4><a class="mozTocH4" name="mozTocId970830"></a><a name="Failure"></a>Failure Action</h4>




<br>




A failure action is used to change the behavior of one of the
aircraft's systems. It is possible also to change a failing system's
status back to fully functional, by changing its HealthPercent value to
100. Failures only apply to the user aircraft. <br>




<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined"><a href="#Generic_Properties">Generic Action Properties</a></td>




      <td align="undefined" valign="undefined">See
description above.</td>
    </tr>





    <tr>




      <td align="undefined" valign="undefined">System<br>      </td>




      <td align="undefined" valign="undefined"><p>One
        of: <span style="font-weight: bold;">Engine</span>,
        <span style="font-weight: bold;">EngineFire, Coolant, OilSystem</span>,
        <b>OilLeak</b>, <span style="font-weight: bold;">VacuumSystem, </span> <b>Pitot</b>, <b>Static</b>, 
        <span style="font-weight: bold;">ElectricalSystem</span>,
        <span style="font-weight: bold;">Generator</span>,        <b>FuelPump, FuelLeak, APU, APUFire, TurbineIgnition, HydraulicPump, HydraulicLeak, LeftMagneto, RightMagneto, Elevator, LeftAileron, RightAileron, Rudder, RearTail, LeftFlap, RightFlap, LeftWing, LeftWingTip, RightWing, RightWingTip, CenterGear, RightGear, LeftGear, AuxGear, LeftBrake, RightBrake, BrakeSystemHydraulicSource, AltitudeIndicator, AirspeedIndicator, Altimeter, DirectionalGyro, Compass, TurnCoordinator, VSI, ComRadios, NavRadios, ADFRadios, </b>or<b> Transponder. </b><br>
          
          
          
          
        </p>      </td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">SystemIndex<br>      </td>




      <td align="undefined" valign="undefined">If
an aircraft has
multiple systems (usually applies to engines), enter the index of the
system that the failure should apply to.      </td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">Behavior</td>




      <td align="undefined" valign="undefined">One
of: <span style="font-weight: bold;">Failed</span>,
      <span style="font-weight: bold;">Failing</span>,
      <span style="font-weight: bold;">Burn</span>
or <span style="font-weight: bold;">Leak</span>.</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">HealthPercent</td>




      <td align="undefined" valign="undefined">Enter
a value of between 0 (complete failure) and 100 (fully functional).</td>
    </tr>
  </tbody>
</table>




<br>




<h5>See Also</h5>




<ul>




  <li><a href="#Failure_Trigger">Failure
Trigger</a></li>




</ul>




<h4><a class="mozTocH4" name="mozTocId509379"></a><a name="Goal_Resolution"></a>Goal
Resolution Action</h4>




<br>




The goal resolution action is used to set whether goals have been
completed or not. See the <a href="#Step_11:_Add_Goals_and_Rewards">explanation
in the tutorial</a> for an example.<br>




<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined"><a href="#Generic_Properties">Generic Action Properties</a></td>




      <td align="undefined" valign="undefined">See
description above.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">GoalResolution<br>




      </td>




      <td align="undefined" valign="undefined">Set
to <span style="font-weight: bold;">completed</span>
or <span style="font-weight: bold;">failed</span>.




      </td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Goals<br>




      </td>




      <td align="undefined" valign="undefined">List
of <a href="#Goal_Object">Goal &nbsp;Objects</a>
to have their resolution changed.      </td>




    </tr>




  
  
  
  </tbody>
</table>




<h4><a class="mozTocH4" name="mozTocId781026"></a><a name="Grant_Reward"></a>Grant
Reward Action</h4>




<br>




The grant reward action rewards the user with a single reward, to be
placed in their pilot records. See <a href="#CreatingRewards">Creating Rewards</a> for more details.<br>




<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined"><a href="#Generic_Properties">Generic Action Properties</a></td>




      <td align="undefined" valign="undefined">See
description above.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">RewardRef<br>




      </td>




      <td align="undefined" valign="undefined">GUID
of the appropriate reward.      </td>




    </tr>




  
  
  
  </tbody>
</table>




<h4><a class="mozTocH4" name="mozTocId329770"></a><a name="Object_Activation"></a>Object Activation Action</h4>




The object activation action will change the state of &nbsp;most
different types of object, Triggers, AI objects, Scenery objects and
some Mission
objects.
Do not use it for points of interest, use <a href="#Point_Of_Interest_Activation">PointOfInterestActivationAction</a>
for that particular case.<br>




<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined"><a href="#Generic_Properties">Generic Action Properties</a></td>




      <td align="undefined" valign="undefined">See
description above.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">NewObjectState<br>




      </td>




      <td align="undefined" valign="undefined">Set
to <span style="font-weight: bold;">True</span> or <span style="font-weight: bold;">False</span>.




      </td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">ObjectReferenceList<br>




      </td>




      <td align="undefined" valign="undefined">List
of objects (<a href="#AI_Object">AI Object</a>,&nbsp;
      <a href="#Scenery_Objects">Scenery</a>, <a href="#Mission_Object">Mission Objects</a> and <a href="#Triggers">Triggers</a>) to have
their status changed.      </td>




    </tr>




  
  
  
  </tbody>
</table>




<br>




<h4><a class="mozTocH4" name="mozTocId565159"></a><a name="One_Shot_Sound"></a>One
Shot Sound Action</h4>




<br>




The one shot sound action will render a single wave file. Use this for sound effects rather than dialog (use the <a href="#Dialog">Dialog action</a> for speech audio).<br>




<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined"><a href="#Generic_Properties">Generic Action Properties</a></td>




      <td align="undefined" valign="undefined">See
description above.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">SoundFileName<br>




      </td>




      <td align="undefined" valign="undefined">The
wave file to be rendered. The file should be in the \sounds directory of the mission.      </td>




    </tr>




  
  
  
  </tbody>
</table>




<h4><a class="mozTocH4" name="mozTocId569150"></a><a name="Play_Animation_Action"></a>Play
Animation Action</h4>




<br>
The play animation action will initiate an animation sequence on one or more objects.<br>
<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined"><a href="#Generic_Properties">Generic Action Properties</a></td>




      <td align="undefined" valign="undefined">See
description above.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">AnimationGUID<br>




      </td>




      <td align="undefined" valign="undefined">GUID
of the animation.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">LoopAnimation<br>




      </td>




      <td align="undefined" valign="undefined">Set
to <span style="font-weight: bold;">True</span> to&nbsp;loop the animation<span style="font-weight: bold;"></span>.




      </td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">ObjectReferenceList<br>




      </td>




      <td align="undefined" valign="undefined">The list of objects that the animation is to apply to.      </td>




    </tr>




  
  
  
  </tbody>
</table>




<h4><a class="mozTocH4" name="mozTocId280836"></a><a name="Play_List_Action"></a>Play
List Action</h4>




<p class="MsoNormal">The play list action will play the
specified music items on
the adventure music track.<span style="">&nbsp; </span>Individual
play list items can be set to a random position within the play list.</p>




<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined"><a href="#Generic_Properties">Generic Action Properties</a></td>




      <td align="undefined" valign="undefined">See
description above.</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">PlayListItem<br>      </td>




      <td align="undefined" valign="undefined">Play
list item object. <span class="MsoNormal">To enter a play list, double click on
the
PlayListItem Property Set, this will bring up an&nbsp;Objects
dialog and
select New, Insert Before or Insert After to add items to the list.
Click OK when there are enough items in the list. This list will then
appear in the Property Sets box of the Objects tab. Clicking on any one
of these items will bring up the properties for each item.</span>      </td>
    </tr>
  </tbody>
</table>




<br>




<h5 class="MsoNormal">PlayList Item Object <a name="PlayList_Item_Object"></a></h5>
<p>&nbsp;</p>
<p>A playlist item is an audio track that forms part of a <a href="#Play_List_Action">playlist action</a>. <br>
</p>
<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">id<br>




      </td>




      <td align="undefined" valign="undefined">Reserved.
Do not edit this property.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Descr<br>




      </td>




      <td align="undefined" valign="undefined">The
name of the item.
The system will generate a name such as <span style="font-weight: bold;">PlayListItem1</span>. This
name can be edited to help identifiy it further. Make sure though that
the name is unique. </td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">SoundFileName<br>




      </td>




      <td align="undefined" valign="undefined">The
name of the wave file (typically music track) to be played.      </td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">RandomizeInList<br>




      </td>




      <td align="undefined" valign="undefined">Set
to <span style="font-weight: bold;">True</span> to
randomize the playing of this particular track in the playlist.      </td>




    </tr>




  
  
  
  </tbody>
</table>




<h4><a class="mozTocH4" name="mozTocId879571"></a><a name="Point_Of_Interest_Activation"></a>Point
Of Interest Activation Action</h4>




<p>A point of interest activation action will change the state of
one or
more <a href="#PointOfInterest">Point of Interest objects</a>.
It is very similar to <a href="#Object_Activation">ObjectActivationAction</a>,
but also sets the
current point of interest to be the one with the lowest cycle order in
its list.</p>
<p>&nbsp;</p>
<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined"><a href="#Generic_Properties">Generic Action Properties</a></td>




      <td align="undefined" valign="undefined">See
description above.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">NewObjectState<br>




      </td>




      <td align="undefined" valign="undefined">Set
to <span style="font-weight: bold;">True</span> or <span style="font-weight: bold;">False</span>.<br>




      </td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">ObjectReferenceList<br>




      </td>




      <td align="undefined" valign="undefined">List
of one or more <a href="#PointOfInterest">Point of
Interest objects</a> to have their status changed.<br>




      </td>




    </tr>




  
  
  
  </tbody>
</table>




<h4><a class="mozTocH4" name="mozTocId459153"></a><a name="Random_Action"></a>Random Action</h4>
<br>
The random action is used to initiate one action from a list of possibilites.<br>
<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined"><a href="#Generic_Properties">Generic Action Properties</a></td>




      <td align="undefined" valign="undefined">See
description above.</td>
    </tr>




    <tr>
      <td align="undefined" valign="undefined">ProbabilityPercent</td>
      <td align="undefined" valign="undefined">The probablity that any action at all will fire. Enter 100 to ensure an action will fire. </td>
    </tr>
    <tr>




      <td align="undefined" valign="undefined">Actions<br>      </td>




      <td align="undefined" valign="undefined">List
of <a href="#Actions">actions</a> from which one is chosen at random.      </td>
    </tr>
  </tbody>
</table>



<h4><a name="ResetTimer_Action"></a>ResetTimer Action</h4>
<br>
The reset timer action is used to set the current time of a list of timers back to their start times.<br>
<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined"><a href="#Generic_Properties">Generic Action Properties</a></td>




      <td align="undefined" valign="undefined">See
description above.</td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">Triggers<br>      </td>
      <td align="undefined" valign="undefined">List
        of <a href="#Timer_Trigger">Timer Triggers</a> to
        be reset. </td>
    </tr>
  </tbody>
</table>


<p>&nbsp;</p>
<h4>Rumble Action <a name="Rumble_Action"></a></h4>
<p>The rumble action is used to initiate rumble in the Universal Controller (typically an XBox controller). <br>
</p>
<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">
  <tbody>
    <tr>
      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>
      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined"><a href="#Generic_Properties">Generic Action Properties</a></td>
      <td align="undefined" valign="undefined">See
        description above.</td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">Intensity</td>
      <td align="undefined" valign="undefined">One of: <b>Off</b>, <b>Low</b>, <b>Med</b>, <b>High</b> </td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">Duration<br>
      </td>
      <td align="undefined" valign="undefined">Duration of the rumble in seconds, or fraction of a second. <br>
      </td>
    </tr>
  </tbody>
</table>
<h4><a class="mozTocH4" name="mozTocId959277"></a><a name="Spawn_Action"></a>Spawn Action</h4>




<p class="MsoNormal">A spawn action will create all the
new objects (including AI aircraft, scenery, actions and triggers)
specified in a <a href="#Spawn_List">Spawn List object</a>.
A spawn action that is called mutliple times will create multiple
objects.</p>




<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined"><a href="#Generic_Properties">Generic Action Properties</a></td>




      <td align="undefined" valign="undefined">See
description above.</td>
    </tr>





    <tr>




      <td align="undefined" valign="undefined">SpawnLists<br>      </td>




      <td align="undefined" valign="undefined">List
of one or more <a href="#Spawn_List">Spawn List objects</a>.      </td>
    </tr>
  </tbody>
</table>




<h4><a class="mozTocH4" name="mozTocId114889"></a><a name="Timer_Adjust_Action"></a>Timer
Adjust Action</h4>




The timer adjust action adds the DeltaTime property value to the timer trigger's internal clock.<br>




<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined"><a href="#Generic_Properties">Generic Action Properties</a></td>




      <td align="undefined" valign="undefined">See
description above.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">DeltaTime<br>




      </td>




      <td align="undefined" valign="undefined">A
positive or negative timer adjustment, in seconds.      </td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Triggers<br>




      </td>




      <td align="undefined" valign="undefined">List
of <a href="#Timer_Trigger">Timer Triggers</a> to
have the timer adjustment.      </td>




    </tr>




  
  
  
  </tbody>
</table>




<h3><a class="mozTocH3" name="mozTocId179044"></a><a name="AI_Object"></a>AI
Object</h3>




AI objects are computer controlled vehicles.&nbsp;Four types of
vehicle can be controlled by the AI (artificial
intelligence) component of <i>Flight Simulator</i>:<br>




<ol>




  <li>Aircraft</li>




  <li>Boats</li>




  <li>Ground vehicles</li>




  <li>Other</li>




</ol>




AI objects appear under the title PATH_CONTAINER_OBJECTS in the All
Items list. If an AI controlled object is added to the mission, the
following
properties apply to it:<br>




<br>




<table style="text-align: left; width: 640px; height: 351px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">Descr</td>




      <td align="undefined" valign="undefined">The
name of the object.
The system will generate a name such as <span style="font-weight: bold;">Aircraft1</span> or <span style="font-weight: bold;">Ferry1</span>, simply be
appending the number of the next object to
the type of the object. This name can be edited to help identifiy it
further. Make sure though that the name is unique.</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">InstanceId</td>




      <td align="undefined" valign="undefined">This
is the GUID generated to ensure the object has a unique reference. Do
not edit this field</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">ContainerTitle</td>




      <td align="undefined" valign="undefined">The
make and model of the aircraft, or type of boat or vehicle. This is the title that is listed in the <a href="../SimObject Creation Kit/SimObject Container SDK/Aircraft Configuration Files.htm">Aircraft Configuration File</a>. </td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">ContainerID</td>




      <td align="undefined" valign="undefined">An ID number given to this object. This can be used by&nbsp;<a href="#Change_Object_Type_Action">ChangeObjectTypeAction </a>to change, for example, the user's aircraft from one type to another.</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">IsOnGround</td>




      <td align="undefined" valign="undefined">Set
to <span style="font-weight: bold;">True</span> or <span style="font-weight: bold;">False</span>.</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">WorldPosition</td>




      <td align="undefined" valign="undefined">Latitude,
longitude, and altitude in feet. For example:<br>




      <span class="tx1"><b><font face="Verdana" size="2"><span style="font-size: 10pt; font-family: Verdana;">N22&deg;
21' 44.68",E114&deg; 1' 15.01",+000000.00</span></font></b></span></td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">Orientation</td>




      <td align="undefined" valign="undefined">Heading,
Pitch and Bank.</td>
    </tr>




    <tr>
      <td align="undefined" valign="undefined">EngineStarted</td>
      <td align="undefined" valign="undefined"><b>True</b> or <b>False</b>. </td>
    </tr>
    <tr>




      <td align="undefined" valign="undefined">IdentificationNumbers</td>




      <td align="undefined" valign="undefined">An
aircraft identifcation number such as <span style="font-weight: bold;">NAA000</span>. Not used for
ground
vehicles or boats.</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">AIType</td>




      <td align="undefined" valign="undefined">One
of: <b>None</b>, <span style="font-weight: bold;">Airplane</span>,
      <span style="font-weight: bold;">Helicopter</span>,
      <span style="font-weight: bold;">WanderBoat</span>,
      <span style="font-weight: bold;">GoundVehicle</span>,
      <span style="font-weight: bold;">FuelTruck</span>,
      <span style="font-weight: bold;">BaggageCart</span>,
      <span style="font-weight: bold;">BaggageLoader</span>,
or <span style="font-weight: bold;">AirportAmbient</span>.<br>




For ships on a course use <span style="font-weight: bold;">GroundVehicle</span>.
For small boats on the sea or lakes use <span style="font-weight: bold;">WanderBoat</span>.<br>




Only <span style="font-weight: bold;">Airplane</span>
and <span style="font-weight: bold;">GroundVehicle</span>
take objects that can be further specified. </td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">GroundVehicleAI</td>




      <td align="undefined" valign="undefined">If
the AIType is <span style="font-weight: bold;">GroundVehicle</span>
then clicking on this entry will initiate a <a href="#GroundVehicleAI_Object">GroundVehicleAI object</a>.
Expand the entry in the Property Sets box to expose the new objects.</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">AircraftAI</td>




      <td align="undefined" valign="undefined">If
the AIType is  <span style="font-weight: bold;">Airplane</span>
then clicking on this entry will initiate an <a href="#AircraftAI_Object">AircraftAI object</a>.
Expand the entry in the Property Sets box to expose the new objects.</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">Activated</td>




      <td align="undefined" valign="undefined">Set
to <span style="font-weight: bold;">True</span> or <span style="font-weight: bold;">False</span>. This can be
changed during a mission using the <a href="#Object_Activation">Object
Activation</a> action.</td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">MDLGuid</td>
      <td align="undefined" valign="undefined">Optional. If a model GUID is entered here, it will override the models referenced in the aircraft model.cfg file. </td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">LabelMode</td>
      <td align="undefined" valign="undefined"><p>One of: <b>UserDefined</b>, <b>On</b>, or <b>Off</b>. If <b>UserDefined</b> is set, the label format will be taken from the user settings in the Settings - Display/Traffic dialog. </p>
      </td>
    </tr>
  </tbody>
</table>




<h5><a class="mozTocH4" name="mozTocId77975"></a><a name="AircraftAI_Object"></a>AircraftAI Object</h5>
<p><br>
  
  
  
  
  AircraftAI objects are referenced by <a href="#AI_Object">AI
Objects</a>.</p>
<p>&nbsp; </p>
<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">Unit_Mode<br>      </td>




      <td align="undefined" valign="undefined">One
of: <span style="font-weight: bold;">Sleep</span>, <span style="font-weight: bold;">Zombie</span>, <span style="font-weight: bold;">Waypoint,</span> <span style="font-weight: bold;">Takeoff</span>, <span style="font-weight: bold;">Landing</span>, <span style="font-weight: bold;">Taxi</span>, <span style="font-weight: bold;">Working</span>, <span style="font-weight: bold;">Waiting</span></td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">GroundCruiseSpeed</td>
      <td align="undefined" valign="undefined">Ground speed
        in knots<span class="tx1"><b><font face="Verdana" size="2"><span style="font-size: 10pt; font-family: Verdana;">. </span></font></b></span></td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">GroundTurnSpeed</td>
      <td align="undefined" valign="undefined">Turning
        speed in knots. </td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">GroundTurnTime</td>
      <td align="undefined" valign="undefined">Time
        in seconds to make a 90 degree turn. A recommended minimum turn time is 0.5 seconds. </td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">WaypointList<br>      </td>




      <td align="undefined" valign="undefined"><a href="#Waypoint_List_Object">WaypointList object</a>.      </td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">Schedule</td>




      <td align="undefined" valign="undefined">Used internally only, for saving flight/mission information. </td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">TakeofAI</td>




      <td align="undefined" valign="undefined"><p><a href="#TakeoffAI_Object">TakeoffAI object.</a></p>
      <p>Provide this object only if the AircraftAIState is set to <b>SIMPLE_TAKEOFF</b>. </p></td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">LandingAI</td>




      <td align="undefined" valign="undefined"><p><a href="#LandingAI_Object">LandingAI object.</a></p>
      <p>Provide this object only if the AircraftAIState is set to <b>SIMPLE_LANDING</b>. </p></td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">TaxiAI</td>




      <td align="undefined" valign="undefined"><p><a href="#TaxiAI_Object">TaxiAI object.</a></p>
      <p>Provide this object only if the AircraftAIState is set to <b>SIMPLE_TAXI</b>. </p></td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">ICAOIdent</td>




      <td align="undefined" valign="undefined">Airport ID, such as <span style="font-weight: bold;">PAFA</span>. </td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">AircraftAIState</td>




      <td align="undefined" valign="undefined"><p>One
        of: </p>
      <p><span style="font-weight: bold;">SIMPLE_FLIGHT</span>, <span style="font-weight: bold;">SIMPLE_TAXI,</span> <span style="font-weight: bold;">SIMPLE_LANDING</span>, or <span style="font-weight: bold;">SIMPLE_TAKEOFF</span>.</p>
      </td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">MaxBank</td>




      <td align="undefined" valign="undefined">The maximum bank angle the aircraft should make, in degrees. </td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">WaypointTouchDistance</td>




      <td align="undefined" valign="undefined">The distance in meters from a waypoint that is acceptable as having reached the waypoint. </td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">PatternEntry</td>
      <td align="undefined" valign="undefined">One of: <b>Downwind</b>, <b>Base</b>, or <b>Straight_In</b>. </td>
    </tr>
  </tbody>
</table>




<h5><br>
<a class="mozTocH4" name="mozTocId154288"></a><a name="TakeoffAI_Object"></a>TakeoffAI Object</h5>
<p><br>
  
  
  
  
Takeoff AI objects are referenced by <a href="#AircraftAI_Object">AircraftAI objects</a>.</p>
<p>&nbsp; </p>
<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>
    </tr>





    <tr>




      <td align="undefined" valign="undefined">AITakeoffMode<br>      </td>




      <td align="undefined" valign="undefined">One
of: <span style="font-weight: bold;">None</span>, <span style="font-weight: bold;">Init, Start</span>_<span style="font-weight: bold;">Rolling</span>, <span style="font-weight: bold;">Rolling</span>, or <span style="font-weight: bold;">Airborne</span>.</td>
    </tr>
  </tbody>
</table>




<br>




<h5><a class="mozTocH4" name="mozTocId125406"></a><a name="LandingAI_Object"></a>LandingAI Object</h5>
<p>Landing AI objects are referenced by <a href="#AircraftAI_Object">AircraftAI objects</a>.</p>




<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>
    </tr>





    <tr>




      <td align="undefined" valign="undefined">InitialFlaps<br>      </td>




      <td align="undefined" valign="undefined">      A value between 0.0 (for no flaps) and 1.0 (flaps fully extended). </td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">ThresholdLLA<br>      </td>




      <td align="undefined" valign="undefined"><p>Latitude
          Longitude and Altitude in feet, of the splot that the aircraft should try to land on. For example:<br>
          <span class="tx1"><b><font face="Verdana" size="2"><span style="font-size: 10pt; font-family: Verdana;">N22&deg;
      21' 44.68",E114&deg; 1' 15.01",+000000.00</span></font></b></span></p>
      </td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">RunwayLength<br>      </td>




      <td align="undefined" valign="undefined"><br>      </td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">RunwayAlt<br>      </td>




      <td align="undefined" valign="undefined"></td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">RunwayHeading<br>      </td>




      <td align="undefined" valign="undefined"><br>      </td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">ApproachSlope</td>




      <td align="undefined" valign="undefined"></td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">InitialAlt</td>




      <td align="undefined" valign="undefined"></td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">MaxInterceptAngle</td>




      <td align="undefined" valign="undefined"></td>
    </tr>
  </tbody>
</table>




<br>




<br>




<h5><a class="mozTocH4" name="mozTocId544545"></a><a name="TaxiAI_Object"></a>TaxiAI Object</h5>
<p><br>
  
  
  
  
Taxi AI objects are referenced by <a href="#AircraftAI_Object">AircraftAI objects</a>.</p>
<p>&nbsp; </p>
<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>
    </tr>





    <tr>




      <td align="undefined" valign="undefined">NextWaypoint<br>      </td>




      <td align="undefined" valign="undefined">The
index in the taxi route of the next waypoint.      </td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">CurrentWaypoint<br>      </td>




      <td align="undefined" valign="undefined">The
index in the taxi route of the current waypoint.</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">CurrentWaypointL<br>      </td>




      <td align="undefined" valign="undefined">Current
waypoint latitude longitude and altitude in feet.      </td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">PrevWaypoint<br>      </td>




      <td align="undefined" valign="undefined">The
index in the taxi route of the previous waypoint, or <span style="font-weight: bold;">-1</span> if there is no
previous waypoint.</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">Destination<br>      </td>




      <td align="undefined" valign="undefined">Destination
latitude longitude and altitude in feet. </td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">HoldClearPoint<br>      </td>




      <td align="undefined" valign="undefined"></td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">HoldShortPoint<br>      </td>




      <td align="undefined" valign="undefined"></td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">HoldFlags<br>      </td>




      <td align="undefined" valign="undefined"></td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">HoldStartTime</td>




      <td align="undefined" valign="undefined"></td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">HasRunwayHeading</td>




      <td align="undefined" valign="undefined">&nbsp;</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">RunwayHeading</td>




      <td align="undefined" valign="undefined"></td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">IsPushingBack</td>




      <td align="undefined" valign="undefined">&nbsp;</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">PassOnComing</td>




      <td align="undefined" valign="undefined">&nbsp;</td>
    </tr>
  </tbody>
</table>




<br>




<h4><a class="mozTocH4" name="mozTocId91004"></a><a name="GroundVehicleAI_Object"></a>GroundVehicleAI
Object</h4>




<p>Ground &nbsp;vehicle AI objects are for those land or sea
vehicles
which are to follow a course. The course is made up of a series of
waypoints.</p>




<p>Ground vehicle AI objects are referenced by <a href="#AI_Object">AI Objects</a>.</p>
<p>&nbsp; </p>
<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">GroundCruiseSpeed</td>
      <td align="undefined" valign="undefined">Ground speed
        in knots<span class="tx1"><b><font face="Verdana" size="2"><span style="font-size: 10pt; font-family: Verdana;">. </span></font></b></span></td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">GroundTurnSpeed</td>
      <td align="undefined" valign="undefined">Turning
        speed in knots. </td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">GroundTurnTime</td>
      <td align="undefined" valign="undefined">Time
        in seconds to make a 90 degree turn. A recommended minimum turn time is 0.5 seconds. </td>
    </tr>





    <tr>




      <td align="undefined" valign="undefined">WaypointList<br>      </td>




      <td align="undefined" valign="undefined"><a href="#Waypoint_List_Object">WaypointList object.</a>Click&nbsp;on WaypointList in the Property Sets box to open up the
properties for a WaypointList object.      </td>
    </tr>
  </tbody>
</table>




<br>
<br>




<h4><a class="mozTocH4" name="mozTocId824152"></a><a name="Waypoint_List_Object"></a>Waypoint List
Object&nbsp;</h4>




<br>




A waypoint list object contains a list of waypoints, and some other
general properties for the motion of the AI object.<br>




Waypoint list objects are referenced by <a href="#GroundVehicleAI_Object">Ground vehicle AI </a>objects,<a href="#AircraftAI_Object"> Aircraft AI</a> and <a href="#MSOWaypointController_Object">MSOWaypointController</a> objects.<br>




<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">Waypoint<br>      </td>




      <td align="undefined" valign="undefined">List
of one or more <a href="#Waypoint_Object">Waypoint objects</a>.
Click on this entry to open up the Object dialog to add individual
waypoints.      </td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">WrapWaypoints<br>      </td>




      <td align="undefined" valign="undefined">Set
to <span style="font-weight: bold;">True</span> if, after reaching the last waypoint, the first waypoint should become the next in the list. </td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">CurrentWaypoint<br>      </td>




      <td align="undefined" valign="undefined">The
index of the waypoint the AI object is currently aiming for.      </td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">BackupToFirst<br>      </td>




      <td align="undefined" valign="undefined">Set
to <span style="font-weight: bold;">True</span> if the aircraft should backup to the first waypoint.      </td>
    </tr>
  </tbody>
</table>




<br>




<h4><a class="mozTocH4" name="mozTocId362131"></a><a name="Waypoint_Object"></a>Waypoint Object</h4>




<br>




A waypoint is a location in the world, with a set speed, that an AI
object should aim for.<br>




Waypoint objects are referenced by <a href="#Waypoint_List_Object">Waypoint
list objects</a>.<br>




<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Descr<br>




      </td>




      <td align="undefined" valign="undefined">The
name of the waypoint.
The system will generate a name such as <span style="font-weight: bold;">Waypoint1</span>. This
name can be edited to help identifiy it further. Make sure though that
the name is unique.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">InstanceID<br>




      </td>




      <td align="undefined" valign="undefined">This
is the GUID generated to ensure the object has a unique reference. Do
not edit this field </td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">SpeedKnots<br>




      </td>




      <td align="undefined" valign="undefined">The desired speed in knots for the object when it passes the waypoint.      </td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">WaypointID<br>




      </td>




      <td align="undefined" valign="undefined">



      An ID number for the waypoint. </td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">WorldPosition</td>




      <td align="undefined" valign="undefined">Latitude,
longitude, and altitude in feet. For example:<br>




      <span class="tx1"><b><font face="Verdana" size="2"><span style="font-size: 10pt; font-family: Verdana;">N22&deg;
21' 44.68",E114&deg; 1' 15.01",+000000.00</span></font></b></span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">AltitudeIsAGL</td>




      <td align="undefined" valign="undefined">Set
to <span style="font-weight: bold;">True</span> if
the
alititude is above ground level, set to <span style="font-weight: bold;">False</span> if the
altitude is
above mean sea level. Note that the Align function of the tool does not preserve this setting correctly. </td>




    </tr>




  
  
  
  </tbody>
</table>




<p>&nbsp;</p>
<h3><a class="mozTocH3" name="mozTocId21676"></a><a name="Area_Definition"></a>Area Definition Object</h3>




Only one type of area definition is supported, RectangleArea, which
defines a 3D box, and contains the following properties:<br>




<br>




<table style="text-align: left; width: 640px; height: 276px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Descrption</span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">id</td>




      <td align="undefined" valign="undefined">Reserved.
Do not edit this field.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Descr</td>




      <td align="undefined" valign="undefined">The
name of the object.
The system will generate a name such as <span style="font-weight: bold;">RectangleArea1</span>, simply be
appending the number of the next object
to
the type of the object. This name can be edited to help identifiy it
further. Make sure though that the name is unique.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">InstanceId</td>




      <td align="undefined" valign="undefined">This
is the GUID generated to ensure the object has a unique reference. Do
not edit this field</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Length</td>




      <td align="undefined" valign="undefined">Length
of the box in meters.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Width</td>




      <td align="undefined" valign="undefined">Width
of the box in meters.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Height</td>




      <td align="undefined" valign="undefined">Height
of the box in meters.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Orientation</td>




      <td align="undefined" valign="undefined">Heading,
Pitch and Bank, or orientations about the three axis, in degrees.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Rendered</td>




      <td align="undefined" valign="undefined">Set
to <span style="font-weight: bold;">True</span> if
the bounding box is to be rendered on the screen.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">AttachedWorldPosition</td>




      <td align="undefined" valign="undefined">An optional
      <a href="#Attached_World_Position_Object">Attached World Position object</a>. This fixes the area definition to a specific point. Leave the AttachedWorldObject blank in this case.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">AttachedWorldObject</td>




      <td align="undefined" valign="undefined">An
optional <a href="#Attached_World_Object">Attached
World object</a>. This enables the area definition to be attached to a moving object. Leave the AttachedWorldPosition blank in this case.</td>




    </tr>




  
  
  
  </tbody>
</table>




<br>




<br>




<h3><a class="mozTocH3" name="mozTocId198683"></a><a name="Group_Object"></a>Group
Object</h3>




 A group object simply defines a single reference to one or more
objects. This is helpful if a selection of object is&nbsp;used a
number of times,&nbsp;however, group objects cannot refer to other
group objects.<br>




<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Descr</td>




      <td align="undefined" valign="undefined">The
name of the group
object. The system will generate a name such as Group1, simply be
appending the number of the next group object
the word Group. This name can be edited to help identifiy it
further. Make sure though that the name is unique.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">WorldPosition</td>




      <td align="undefined" valign="undefined">Latitude,
longitude, and altitude in feet. For example:<br>




      <span class="tx1"><b><font face="Verdana" size="2"><span style="font-size: 10pt; font-family: Verdana;">N22&deg;
21' 44.68",E114&deg; 1' 15.01",+000000.00</span></font></b></span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">GroupedObjects</td>




      <td align="undefined" valign="undefined">List
of objects in the group.&nbsp;</td>




    </tr>




  
  
  
  </tbody>
</table>




<br>




<br>




<h3><a class="mozTocH3" name="mozTocId174756"></a><a name="Mission_Object"></a>Mission
Object</h3>




There are five types of Mission Object. Mission objects have the same <a href="#Generic_Properties">generic properties as Actions</a>.<br>




<br>




<h4><a class="mozTocH4" name="mozTocId23068"></a><a name="Camera_Mission_Object"></a>Camera Mission Object</h4>
<br>
Use the camera mission object to place a camera in the world, which can
be at a fixed location or attached to another (moving) object. The view from the camera will become the main view for the user. <br>
<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined"><a href="#Generic_Properties">Generic Action Properties</a></td>




      <td align="undefined" valign="undefined">See
description above.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Activated</td>




      <td align="undefined" valign="undefined">Set
to <span style="font-weight: bold;">True</span> or <span style="font-weight: bold;">False</span>. This can be
changed during a mission using the <a href="#Object_Activation">Object Activation</a>
action.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">AttachedWorldPosition</td>




      <td align="undefined" valign="undefined">An optional
      <a href="#Attached_World_Position_Object">Attached World Position object</a>.&nbsp;This fixes the camera to a specific point. Leave the AttachedWorldObject blank in this case.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">AttachedWorldObject</td>




      <td align="undefined" valign="undefined">An
optional <a href="#Attached_World_Object">Attached
World object</a>.&nbsp;This enables the camera to be attached to a moving object. Leave the AttachedWorldPosition blank in this case.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">ObjectReference<br>




      </td>




      <td align="undefined" valign="undefined">This object the camera is looking at.      </td>




    </tr>




  
  
  
  </tbody>
</table>




<br>




<h4><a class="mozTocH4" name="mozTocId43567"></a><a name="Attached_World_Position_Object"></a>Attached
World Position Object</h4>




<br>




Attached world position objects are referenced by <a href="#Area_Definition">Area definition objects</a>,
<a href="#Camera_Mission_Object">Camera mission
objects</a>, <a href="#Picture_In_Picture_View_Controller">Picture
in Picture view controller mission objects</a>, and <a href="#PointOfInterest">Point of interest mission
objects</a>.
<br>




<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">WorldPosition<br>




      </td>




      <td align="undefined" valign="undefined">Latitude,
longitude, and altitude in feet. For example:<br>




      <span class="tx1"><b><font face="Verdana" size="2"><span style="font-size: 10pt; font-family: Verdana;">N22&deg;
21' 44.68",E114&deg; 1' 15.01",+000000.00</span></font></b></span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">AltitudeIsAGL<br>




      </td>




      <td align="undefined" valign="undefined">Set
to <span style="font-weight: bold;">True</span> if
the
alititude is above ground level, set to <span style="font-weight: bold;">False</span> if the
altitude is
above mean sea level. </td>




    </tr>




  
  
  
  </tbody>
</table>




<h4><a class="mozTocH4" name="mozTocId17684"></a><a name="Attached_World_Object"></a>Attached
World Object</h4>




<br>




Attached world objects are referenced by <a href="#Area_Definition">Area
definition objects</a>, <a href="#Camera_Mission_Object">Camera
mission objects</a>, <a href="#Picture_In_Picture_View_Controller">Picture in
Picture view controller mission objects</a>, and <a href="#PointOfInterest">Point of interest mission objects</a>.
<br>



<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">ObjectReference<br>




      </td>




      <td align="undefined" valign="undefined">The object that is to be attached to.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">OffsetXYZ<br>




      </td>




      <td align="undefined" valign="undefined">Four
floating point values, containing an offset from the center of the ObjectReference object in the x,y and z directions. The fourth float is unused. </td>




    </tr>




  
  
  
  </tbody>
</table>




<br>




<br>




<h4><a class="mozTocH4" name="mozTocId222783"></a><a name="Picture_In_Picture_View_Controller"></a>Picture
In Picture View Controller Mission Object</h4>




A PictureInPictureViewController object adds a small view window and is typically used for a &quot;bomb-cam&quot; - giving a view of or from a falling object.<br>




<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined"><a href="#Generic_Properties">Generic Action Properties</a></td>




      <td align="undefined" valign="undefined">See
description above.</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">Condition<br>      </td>




      <td align="undefined" valign="undefined">Clicking on this will load up the Conditional Editor, to apply conditions to the activation of this mission object. </td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">UseTargetPosition<br>      </td>




      <td align="undefined" valign="undefined">Set
to <span style="font-weight: bold;">True</span> or <span style="font-weight: bold;">False</span>. <b>True</b> indicates that the camera will try to keep the AttachedWorldObject, if one is set, in view.      </td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">AttachedWorldPosition</td>




      <td align="undefined" valign="undefined">An optional
      <a href="#Attached_World_Position_Object">Attached World Position object</a>.This fixes the view controller to a specific point. Leave the AttachedWorldObject blank in this case.</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">AttachedWorldObjects</td>




      <td align="undefined" valign="undefined">An
optional <a href="#Attached_World_Object">Attached
World object</a>. This enables the view controller to be attached to a moving object. Leave the AttachedWorldPosition blank in this case.</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">Activated<br>      </td>




      <td align="undefined" valign="undefined">Set
to <span style="font-weight: bold;">True</span> or <span style="font-weight: bold;">False</span>. This can be
changed during a mission using the <a href="#Object_Activation">Object Activation</a>
action.</td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">ViewCloseDelay</td>
      <td align="undefined" valign="undefined">A delay in seconds that will occur before the camera shuts down, in the event that the AttachedWorldObject, if one is set, is removed. </td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">CameraDistance</td>
      <td align="undefined" valign="undefined">The distance in meters the camera is away from the AttachedWorldObject, if one is set. </td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">CameraOffsetY</td>
      <td align="undefined" valign="undefined">The height in meters the camera is away from the AttachedWorldObject, if one is set. </td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">CameraPitch</td>
      <td align="undefined" valign="undefined">The angle in degrees that the camera is facing. A negtive value indicating a downward view. </td>
    </tr>
  </tbody>
</table>




<h4><a class="mozTocH4" name="mozTocId827498"></a><a name="PointOfInterest"></a>Point Of Interest Mission
Object</h4>
Use the point of interest object to highlight a location or other
object. The highlight can be, for example,&nbsp;a vertical beam of
light pointing at the object. Points of interest are displayed in the
mission compass, and can be stepped through according to the cycle
order. <br>




<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined"><a href="#Generic_Properties">Generic Action Properties</a></td>




      <td align="undefined" valign="undefined">See
description above.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Activated</td>




      <td align="undefined" valign="undefined">Set
to <span style="font-weight: bold;">True</span> or <span style="font-weight: bold;">False</span>. This can be
changed during a mission using the <a href="#Point_Of_Interest_Activation">Point of Interest
Activation</a>
action.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">SelectedModelGuid<br>




      </td>




      <td align="undefined" valign="undefined">GUID
of &nbsp;the model displayed in the scene when the point of interest is
selected in the compass. This can be a vertical beam of light, or
another suitable object highlighting model.      </td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">UnselectedModelGuid</td>




      <td align="undefined" valign="undefined">GUID
of the model displayed in the scene when the point of interest is not
selected in the mission compass. A zero GUID will cause nothing to be
rendered, which is the default.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">CurrentSelection</td>




      <td align="undefined" valign="undefined">Set
to <span style="font-weight: bold;">True</span> if you want this object to be the current selection when the mission starts.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">CycleOrder<br>




      </td>




      <td align="undefined" valign="undefined">The cycle order is the order in which points of interest are cycled in the mission compass, the lowest number first.      </td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">TargetName</td>




      <td align="undefined" valign="undefined">The name that is to appear on the mission compass when the object is selected in it.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">MinimumModelScale</td>




      <td align="undefined" valign="undefined">The scale factor to be applied when the object is MinimumScaleDistance away from the view camera.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">MinimumScaleDistance</td>




      <td align="undefined" valign="undefined">If the object is closer than the MinimumScaleDistance to the view camera, it will be scaled by MinimumModelScale.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">MaximumModelScale</td>




      <td align="undefined" valign="undefined">Scale factor to be applied when the object is MaximumScaleDistance away from the view camera.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">MaximumScaleDistance</td>




      <td align="undefined" valign="undefined">The distance beyond which the object is scales by MaximumModelScale.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">AttachedWorldPosition</td>




      <td align="undefined" valign="undefined">An optional
      <a href="#Attached_World_Position_Object">Attached World Position object</a>.This fixes the highlight pointer to a specific point. Leave the AttachedWorldObject blank in this case.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">AttachedWorldObject</td>




      <td align="undefined" valign="undefined">An
optional <a href="#Attached_World_Object">Attached World
object</a>.This enables the highlight pointer to be attached to a moving object. Leave the AttachedWorldPosition blank in this case.</td>




    </tr>




  
  
  
  </tbody>
</table>



<br>
<h5>Note</h5>
<dl>
  <dd>Between the distances of MinimumModelDistance and
MaximumModelDistance the scale factor is interpolated linearly between
MinimumModelScale and MaximumModelScale. This feature is used to make
the in-scene pointer (for example, the highlight beam) appear larger
the further the user is away from the object, and the smaller the
closer the user gets to it.</dd>
</dl>




<h4><a class="mozTocH4" name="mozTocId502709"></a><a name="Realism_Overrides_Mission_Object"></a>Realism
Overrides Mission Object</h4>




This object can be used to override the user's realism settings. For
the  specific properties: <span style="font-weight: bold;">User
Specified</span> indicates that the user's settings should be
used.<br>




<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined"><a href="#Generic_Properties">Generic Action Properties</a></td>




      <td align="undefined" valign="undefined">See
description above. Note that RealismOverrides objects do not have an
InstanceID.</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">FlyingTips<br>      </td>




      <td align="undefined" valign="undefined">One
of: <span style="font-weight: bold;">User</span> <span style="font-weight: bold;">Specified</span>, <span style="font-weight: bold;">Enable</span>, or <b>Disable</b>.&nbsp;      </td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">CrashBehavior<br>      </td>




      <td align="undefined" valign="undefined">One
of: <span style="font-weight: bold;">User</span> <span style="font-weight: bold;">Specified</span>, <span style="font-weight: bold;">AutoRecover</span>, <b>ResetFlight</b> or <span style="font-weight: bold;">EndFlight</span>.</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">FlightRealism</td>




      <td align="undefined" valign="undefined">One
of: <span style="font-weight: bold;">User</span> <span style="font-weight: bold;">Specified</span>, <span style="font-weight: bold;">Enforced</span>, or <span style="font-weight: bold;">Relaxed</span>.</td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">ATCMenuDisabled</td>
      <td align="undefined" valign="undefined">Set to <b>True</b> to disable the ATC menu. </td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">UnlimitedFuel</td>
      <td align="undefined" valign="undefined">One of: <span style="font-weight: bold;">User</span> <span style="font-weight: bold;">Specified</span>, <span style="font-weight: bold;">Limited</span>, or <span style="font-weight: bold;">Unlimited</span>.</td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">AircraftLabels</td>
      <td align="undefined" valign="undefined">One
of: <span style="font-weight: bold;">User</span> <span style="font-weight: bold;">Specified</span>, <span style="font-weight: bold;">Enabled</span>, or <b>Disabled</b>.&nbsp;</td>
    </tr>
  </tbody>
</table>




<p>&nbsp;</p>
<h4>Ridge Lift Mission Object<a name="Ridge_Lift_Mission_Object"></a></h4>
<p>A RidgeLift object is used to simulate the effect of a hill slope on the wind.</p>
<p>&nbsp;</p>
<table width="412" cellpadding="4" cellspacing="2" class="T1">
  <tr>
    <td width="390"><img src="Mission Art/RidgeLift.JPG" width="385" height="355"></td>
  </tr>
</table>
<p>&nbsp; </p>
<p>&nbsp;</p>
<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">
  <tbody>
    <tr>
      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>
      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined"><a href="#Generic_Properties">Generic Action Properties</a></td>
      <td align="undefined" valign="undefined">See
        description above. Note that RealismOverrides objects do not have an
        InstanceID.</td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">Activated<br>      </td>
      <td align="undefined" valign="undefined">Set
        to <span style="font-weight: bold;">True</span> or <span style="font-weight: bold;">False</span>. This can be
        changed during a mission using the <a href="#Object_Activation">Object Activation</a> action.</td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">ObjectReference<br>      </td>
      <td align="undefined" valign="undefined">A reference to an AreaDefinition object that defines a box that is the bounding area of the ridge lift. It is very important that the heading setting of the AreaDefinition points in the same direction as the slope (to the left in the above diagram). </td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">AirObjectModelGuid</td>
      <td align="undefined" valign="undefined">An optional model GUID. The model will be rendered within the ridge lift box. </td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">ScaleModel</td>
      <td align="undefined" valign="undefined">Set to <b>True</b> to if the model should be scaled to match the size of the ridge lift box. Set to <b>False</b> to render the model to its own scale. </td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">CoreRateScalar</td>
      <td align="undefined" valign="undefined">A scalar value that is applied to the wind in the Core area of the ridge lift. A positive value will provide an updraft, a negative value a downdraft. Typically a positive value such as <b>0.5</b> would be entered here. So if the wind speed was 8 m/s, an updraft of 4 m/s would be applied. </td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">CoreTurbulence</td>
      <td align="undefined" valign="undefined">A variation scalar that is applied to the wind speed. For example, if a value of 0.1 is entered, and the wind speed is 8 m/s, the wind speed in the ridge lift Core area will be randomly varying between 7.2 and 8.8 m/s. </td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">SinkRateScalar</td>
      <td align="undefined" valign="undefined">A scalar value that is applied to the wind in the Sink area of the ridge lift. A positive value will provide an updraft, a negative value a downdraft. Typically a negative value such as <b>0.5</b> would be entered here. So if the wind speed was 8 m/s, an downdraft of 4 m/s would be applied. </td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">SinkTurbulence</td>
      <td align="undefined" valign="undefined">A variation scalar that is applied to the wind speed. For example, if a value of 0.1 is entered, and the wind speed is 8 m/s, the wind speed in the ridge lift Sink area will be randomly varying between 7.2 and 8.8 m/s. </td>
    </tr>
  </tbody>
</table>
<p></p>
<p>&nbsp;</p>
<h4><a class="mozTocH4" name="mozTocId656543"></a><a name="Scenario_Metadata_Mission_Object"></a>Scenario
Metadata Mission Object</h4>




The scenario metadata provides information that the mission system uses
to place the mission appropriately in the list of missions presented to
the user. See the <a href="#Step_2:_Create_the_Mission_Metadata">explanation
in the tutorial</a> for an example.
<br>




<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined"><a href="#Generic_Properties">Generic Action Properties</a></td>




      <td align="undefined" valign="undefined">See
description above.</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">ScenarioType<br>      </td>




      <td align="undefined" valign="undefined">Text
to describe the scenario. This is for your own use and does not appear
on the screen.<br>      </td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">SkillLevel<br>      </td>




      <td align="undefined" valign="undefined">One
of:: <span style="font-weight: bold;">Beginner</span>,
      <span style="font-weight: bold;">Intermediate</span>,
      <span style="font-weight: bold;">Advanced</span>,
or <span style="font-weight: bold;">Expert</span>.<br>      </td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">LocationDescr</td>




      <td align="undefined" valign="undefined">Enter
a text string that describes the location.</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">DifficultyLevel</td>




      <td align="undefined" valign="undefined">An
integer determining
the order in which the mission will appear after sorting. The lower the
number the earlier it will appear in the list. Refer to the difficulty
level numbers provided with other missions to determine the appropriate
number here.</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">EstimatedTime<br>      </td>




      <td align="undefined" valign="undefined">Enter
a text string that estimates how long the mission will take.<br>      </td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">UncompletedImage</td>




      <td align="undefined" valign="undefined">Filename
for a bitmap
containing the image to appear on the screen in the image list, when
the mission has not been completed. Should be 380 pixels wide by 232 
pixels in height, either 256 color or 5-6-5 format. Use the Imagetool utility to convert 24 bit bmp files to 5-6-5 format. </td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">CompletedImage</td>




      <td align="undefined" valign="undefined">Filename
for a bitmap
containing the image to appear on the screen in the image list, after
the mission has been completed at least once. Should be 380 pixels wide by 232 
pixels in height, either 256 color or 5-6-5 format. </td>
    </tr>




    <tr>
      <td align="undefined" valign="undefined">ExitMissionImage</td>
      <td align="undefined" valign="undefined">Filename
for a bitmap
containing the image to appear in the End Mission dialog. Should be 86 pixels wide by 86 
pixels in height, either 256 color or 5-6-5 format. </td>
    </tr>
    <tr>




      <td align="undefined" valign="undefined">MissionBrief</td>




      <td align="undefined" valign="undefined">Filename
of an HTML file containing the mission briefing. The file can contain images (such as maps) and
text describing the stages and goals of the mission. </td>
    </tr>




    <tr>
      <td align="undefined" valign="undefined">AbbreviatedMissionBrief</td>
      <td align="undefined" valign="undefined">Short version of the mission brief, used when the mission is being repeatedly played by the user. </td>
    </tr>
    <tr>




      <td align="undefined" valign="undefined">SuccessMessage</td>




      <td align="undefined" valign="undefined">The message that
will be displayed once the mission ends and the user has completed the
mission objectives. In this case the UncompletedImage will be replaced
by the Completed image in the Missions list.</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">FailureMessage</td>




      <td align="undefined" valign="undefined">The message that will be displayed once the mission ends and the user has failed the mission.</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">UserCrashMessage</td>




      <td align="undefined" valign="undefined">The message that will be displayed once the mission ends and if the user has crashed.</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">CategoryRef</td>




      <td align="undefined" valign="undefined"><span style="font-weight: normal;">To set the category GUID in
your
metadata cut and paste the value out of this&nbsp;<a href="Mission Art/FSCategories.xml">Category file</a>.
Categories include Tutorial, Just For Fun, Airline Pilot, etc.</span></td>
    </tr>
  </tbody>
</table>




<p>&nbsp;</p>
<h4>Thermal Mission Object<a name="Thermal_Mission_Object"></a></h4>
<p>A thermal object can be used to simulate atmospheric effects, including thermals and downdrafts. Refer also to the <a href="../Environment Kit/Weather SDK/Weather.html">Weather Systems</a> documentation. </p>
<p>&nbsp;</p>
<table class="T1" cellspacing="2" cellpadding="4">
  <tr>
    <td><img src="Mission Art/Thermal.JPG" width="385" height="355"></td>
  </tr>
</table>
<p>&nbsp; </p>
<p>&nbsp;</p>
<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">
  <tbody>
    <tr>
      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>
      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined"><a href="#Generic_Properties">Generic Action Properties</a></td>
      <td align="undefined" valign="undefined">See
        description above. Note that RealismOverrides objects do not have an
        InstanceID.</td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">Activated<br>      </td>
      <td align="undefined" valign="undefined">Set
        to <span style="font-weight: bold;">True</span> or <span style="font-weight: bold;">False</span>. This can be
        changed during a mission using the <a href="#Object_Activation">Object Activation</a> action.</td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">ObjectReference<br>      </td>
      <td align="undefined" valign="undefined">A reference to an AreaDefinition object that defines a box that is the bounding area of the thermal. Note that this box defines the position of the thermal, including its starting height above the ground, and the height of the thermal.</td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">AirObjectModelGuid</td>
      <td align="undefined" valign="undefined">An optional model GUID. The model will be rendered within the thermal box. </td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">ScaleModel</td>
      <td align="undefined" valign="undefined">Set to <b>True</b> to if the model should be scaled to match the size of the thermal box. Set to <b>False</b> to render the model to its own scale. </td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">SinkTransitionSize</td>
      <td align="undefined" valign="undefined">The width in meters of the transition layer between the Sink and the atmosphere outside of the thermal. Half of the width of this transition will be outside the radius of the Sink layer, and half within. </td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">SinkLayerSize</td>
      <td align="undefined" valign="undefined">The width in meters of the Sink layer. </td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">CoreTransitionSize</td>
      <td align="undefined" valign="undefined">The width in meters of the transition layer between the Core and the Sink of the thermal. Half of the width of this transition will be outside the Core, and half within. </td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">CoreSize</td>
      <td align="undefined" valign="undefined">The radius in meters of the Core of the thermal. </td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">BaseHeight</td>
      <td align="undefined" valign="undefined">The size of the transition layer, in meters, at the base of the thermal. The default is 50m. This is not the height of the thermal above the ground. </td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">TopHeight</td>
      <td align="undefined" valign="undefined">The size of the transition layer, in meters, at the top of the thermal. The default is 50m. This is not the height of the thermal. </td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">SinkRate</td>
      <td align="undefined" valign="undefined">The lift value, in meters per second, within the Sink layer. A positive value will provide an updraft, a negative value a downdraft. </td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">SinkTurbulence</td>
      <td align="undefined" valign="undefined">A variation in meters per second that is applied to the SinkRate. For example, if a value of 1.5 is entered, and the SinkRate is -3 m/s, the actual sink rate applied  will be randomly varying between -1.5 m/s and -4.5 m/s.</td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">CoreRate</td>
      <td align="undefined" valign="undefined">The lift value, in meters per second, within the Core layer. A positive value will provide an updraft, a negative value a downdraft. </td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">CoreTurbulence</td>
      <td align="undefined" valign="undefined">A variation in meters per second that is applied to the CoreRate. For example, if a value of 1.5 is entered, and the CoreRate is 5 m/s, the actual core rate applied  will be randomly varying between 3.5 m/s and 6.5 m/s.</td>
    </tr>
  </tbody>
</table>
<p></p>
<p>&nbsp;</p>

<h3><a class="mozTocH3" name="mozTocId24492"></a><a name="Scenery_Objects"></a>Scenery Objects</h3>




Scenery objects can be added to the world, to appear only when the
mission is being undertaken. Scenery objects take the following
properties:<br>




<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">Descr</td>




      <td align="undefined" valign="undefined">The
name of the scenery object. The system will generate a name based on
the type of object, simply be appending the number of the next scenery
object to
the name of the scenery. This name can be edited to help identifiy it
further. Make sure though that the name is unique.</td>
    </tr>





    <tr>




      <td align="undefined" valign="undefined">WorldPosition</td>




      <td align="undefined" valign="undefined">Latitude,
longitude, and altitude in feet. For example:<br>




      <span class="tx1"><b><font face="Verdana" size="2"><span style="font-size: 10pt; font-family: Verdana;">N22&deg;
21' 44.68",E114&deg; 1' 15.01",+000000.00</span></font></b></span></td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">Orientation</td>




      <td align="undefined" valign="undefined">Heading,
Pitch and Bank, or orientations about the three axis, in degrees.</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">MDLGuid</td>




      <td align="undefined" valign="undefined">GUID
of the object model, from the list of <a href="../Environment Kit/Autogen SDK/Library Objects.txt">Library Objects</a>.</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">AltitudeIsAGL</td>




      <td align="undefined" valign="undefined">Set
to <span style="font-weight: bold;">True</span> if
the
alititude in WorldPosition is above ground level, set to <span style="font-weight: bold;">False</span> if the
altitude is
above mean sea level.</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">Scale</td>




      <td align="undefined" valign="undefined">A
scaling factor can be applied to the model. The default is <span style="font-weight: bold;">1.000</span> (no
scaling).</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">ImageComplexity</td>




      <td align="undefined" valign="undefined">The minimum scenery complexity setting the user must have set in order for this object to be rendered. One of: <b>VerySparse</b>, <b>Sparse</b>, <b>Normal</b>, <b>Dense</b>, <b>VeryDense</b>, <b>ExtremelyDense</b>.</td>
    </tr>




    <tr>
      <td align="undefined" valign="undefined">Effect</td>
      <td align="undefined" valign="undefined">Reserved for internal use, when saving off a mission/flight file. </td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">ModelAnimation</td>
      <td align="undefined" valign="undefined">Reserved for internal use, when saving off a mission/flight file. </td>
    </tr>
    <tr>




      <td align="undefined" valign="undefined">Activated</td>




      <td align="undefined" valign="undefined">Set
to <span style="font-weight: bold;">True</span> or <span style="font-weight: bold;">False</span>. This can be
changed during a mission using the <a href="#Object_Activation">Object Activation</a>
action.</td>
    </tr>
  </tbody>
</table>




<p>&nbsp;</p>
<h3>Mobile Scenery Objects<a name="Mobile_Scenery_Objects"></a></h3>
<p>Mobile scenery objects can be added to the world, to appear only when the
mission is being undertaken. Mobile scenery objects take the following
properties:
<br>
</p>
<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">
  <tbody>
    <tr>
      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>
      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">InstanceID<br>      </td>
      <td align="undefined" valign="undefined">This
        is the GUID generated to ensure the object has a unique reference. Do
        not edit this field </td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">Activated</td>
      <td align="undefined" valign="undefined">Set
        to <span style="font-weight: bold;">True</span> or <span style="font-weight: bold;">False</span>. This can be
        changed during a mission using the <a href="#Object_Activation">Object Activation</a> action.</td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">ModelID</td>
      <td align="undefined" valign="undefined">GUID
      of the object model.</td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">WorldPosition</td>
      <td align="undefined" valign="undefined">Latitude,
        longitude, and altitude in feet. For example:<br>
        <span class="tx1"><b><font face="Verdana" size="2"><span style="font-size: 10pt; font-family: Verdana;">N22&deg;
          21' 44.68",E114&deg; 1' 15.01",+000000.00</span></font></b></span></td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">Orientation</td>
      <td align="undefined" valign="undefined">Heading,
        Pitch and Bank, or orientations about the three axis, in degrees.</td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">IsOnGround</td>
      <td align="undefined" valign="undefined"><b>True</b> or <b>False</b>. </td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">SpeedKnots</td>
      <td align="undefined" valign="undefined">The  speed of the scenery object, in knots. </td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">MSOWaypointController</td>
      <td align="undefined" valign="undefined">An <a href="#MSOWaypointController_Object">MSOWaypointController object</a>. </td>
    </tr>
  </tbody>
</table>
<p>&nbsp;</p>
<h4>MSOWaypointController Object<a name="MSOWaypointController_Object"></a></h4>
<p>The MSO (Moving Scenery Object) waypoint controller has the following properties. </p>
<p>&nbsp; </p>
<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">
  <tbody>
    <tr>
      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>
      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">AccelKnots<br>      </td>
      <td align="undefined" valign="undefined">The accelertion that will always be used to increase or decrease the speed of the scenery object, in knots per second.</td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">GroundCruiseSpeed</td>
      <td align="undefined" valign="undefined">Ground speed
        in knots<span class="tx1"><b><font face="Verdana" size="2"><span style="font-size: 10pt; font-family: Verdana;">. </span></font></b></span></td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">GroundTurnSpeed</td>
      <td align="undefined" valign="undefined">Turning
        speed in knots. </td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">GroundTurnTime</td>
      <td align="undefined" valign="undefined">Time
        in seconds to make a 90 degree turn. A recommended minimum turn time is 0.5 seconds. </td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">WaypointList </td>
      <td align="undefined" valign="undefined">A <a href="#Waypoint_List_Object">Waypoint object list</a>. </td>
    </tr>
  </tbody>
</table>
<p>&nbsp; </p>
<h3><a class="mozTocH3" name="mozTocId427893"></a><a name="Spawn_List"></a>Spawn
List</h3>




<p>A spawn list is a list of objects (AI aircraft, scenery objects,
  triggers, and actions) that should only appear in the mission when a
  certain stage in the mission has been reached. Spawn lists are
  initiated by <a href="#Spawn_Action">Spawn actions</a>.
  If the spawn action is called more than once, then multiple objects are
  created.</p>
<p>&nbsp;</p>
<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">id</td>




      <td align="undefined" valign="undefined">Reserved.
Do not edit this field.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Descr</td>




      <td align="undefined" valign="undefined">The
name of the spawn list. The system will generate a name such as
      <span style="font-weight: bold;">SpawnList1</span>. This name can be edited to help identifiy it
further. Make sure though that the name is unique.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">InstanceId</td>




      <td align="undefined" valign="undefined">This
is the GUID generated to ensure the object has a unique reference. Do
not edit this field</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Objects</td>




      <td align="undefined" valign="undefined">The
list of objects to be created. Click on Property Set for the Objects to
bring up the list of objects in the Property Sets box.</td>




    </tr>




  
  
  
  </tbody>
</table>




<h3><a class="mozTocH3" name="mozTocId465497"></a><a name="Triggers"></a>Triggers</h3>




Triggers initiate actions. There are eleven different types of
triggers. When they are active,
they will fire whenever the appropriate conditions are met.&nbsp;<span style=""></span>When a trigger is deactivated it
is&nbsp;not evaluating its conditions to decide whether it should
fire its actions.
<br>




<h4><a class="mozTocH4" name="mozTocId597428"></a><a name="Generic_Trigger_Properties"></a>Generic Trigger
Properties</h4>




All triggers include the following properties (except where noted in
the descriptions below).<br>




<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">id</td>




      <td align="undefined" valign="undefined">Reserved.
Do not edit this field.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Descr</td>




      <td align="undefined" valign="undefined">The
name of the trigger. The system will generate a name such as
      <span style="font-weight: bold;">AirportLandingTrigger1</span>, simply be appending the number of the next
trigger to
the type of trigger. This name can be edited to help identifiy it
further. Make sure though that the name is unique.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">InstanceId</td>




      <td align="undefined" valign="undefined">This
is the GUID generated to ensure the object has a unique reference. Do
not edit this field</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Activated</td>




      <td align="undefined" valign="undefined">Set
to <span style="font-weight: bold;">True</span> or <span style="font-weight: bold;">False</span>. This value
can be changed during the mission with the <a href="#Object_Activation">Object activation&nbsp;action</a>.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Latched</td>




      <td align="undefined" valign="undefined">This
will be <span style="font-weight: bold;">False</span>
at the start of a mission and set to <span style="font-weight: bold;">True</span> when the
trigger fires. Do not edit this property.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">OneShot</td>




      <td align="undefined" valign="undefined">Set
to <span style="font-weight: bold;">True</span>
if the trigger should only fire once during the mission. Note a few
triggers do not contain this property, these are noted in the
descriptions for those triggers.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Actions</td>




      <td align="undefined" valign="undefined">List
of one or more
actions to initiate when the trigger is fired.&nbsp;Note a few
triggers do not contain this property, these are noted in the
descriptions for those triggers.</td>




    </tr>




  
  
  
  </tbody>
</table>




<h4><a class="mozTocH4" name="mozTocId278303"></a><a name="Airport_Landing_Trigger"></a>Airport
Landing Trigger</h4>




<br>




An airport landing trigger is fired when the user's aircraft (not AI
controlled aircraft) lands on a runway.<br>




<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined"><a href="#Generic_Trigger_Properties">Generic Trigger Properties</a><br>      </td>




      <td align="undefined" valign="undefined">See
description above.</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">AirportIdent</td>




      <td align="undefined" valign="undefined">The
airport identification code, such as <span style="font-weight: bold;">KSEA</span> for SeaTac
International.</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">RunwayFilter</td>




      <td align="undefined" valign="undefined">A
RunwayFilter object. Click on the AirportLandingTrigger entry in the Property Sets box to
show the RunwayFilter entry, and click on the RunwayFilter to bring up
its
properties.      </td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">LandingType<br>      </td>




      <td align="undefined" valign="undefined">One
of: <span style="font-weight: bold;">FullStop</span>,
      <span style="font-weight: bold;">TouchDown</span>
or <span style="font-weight: bold;">Any</span>.</td>
    </tr>
  </tbody>
</table>




<h5><br>
  RunwayFilter Object 
  
  
  
  
  <a name="RunwayFilter_Object"></a></h5>
<p>&nbsp;</p>
<p>A runway filter object can be used to specify exactly which runway an aircraft is to land on. </p>
<p>&nbsp;</p>
<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">RunwayNumber<br>




      </td>




      <td align="undefined" valign="undefined">Runway
number, leave as 0 if any runway is acceptable. Runway numbers can be from <b>0</b> to <b>36</b>, or one of: <b>North, NorthEast, East, SouthEast, South, SouthWest, West</b> or <b>NorthWest</b>. </td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">RunwayDesignator<br>




      </td>




      <td align="undefined" valign="undefined">One
of: <span style="font-weight: bold;">None</span>, <span style="font-weight: bold;">Left</span>, <span style="font-weight: bold;">Right</span>, <span style="font-weight: bold;">Center</span>, <span style="font-weight: bold;">Water</span>, <span style="font-weight: bold;">A</span>, or <span style="font-weight: bold;">B</span>.




      </td>




    </tr>




  
  
  
  </tbody>
</table>




<br>




<br>




<h4><a class="mozTocH4" name="mozTocId622050"></a><a name="Area_Landing_Trigger"></a>Area
Landing Trigger</h4>




An area landing trigger is fired when the user's aircraft (not AI
controlled aircraft) lands on one in a specified list of areas.<br>




<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined"><a href="#Generic_Trigger_Properties">Generic Trigger
Properties</a><br>




      </td>




      <td align="undefined" valign="undefined">See
description above.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Areas</td>




      <td align="undefined" valign="undefined">List
of areas which are to fire the trigger. These areas are defined as <a href="#Area_Definition">Area Definition Objects</a>. If no areas are defined, the user can land anywhere and the trigger will fire.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">LandingType<br>




      </td>




      <td align="undefined" valign="undefined">One
of: <span style="font-weight: bold;">FullStop</span>,
      <span style="font-weight: bold;">TouchDown</span>
or <span style="font-weight: bold;">Any</span>.</td>




    </tr>




  
  
  
  </tbody>
</table>




<h4><a class="mozTocH4" name="mozTocId155889"></a><a name="Counter_Trigger"></a>Counter Trigger</h4>




<p class="MsoNormal">A counter trigger will fire when it
is&nbsp;counter reaches a specified limit. The counter is
incremented&nbsp;by&nbsp; <a href="#Count_Action">Count
Actions</a>.</p>
<p class="MsoNormal">&nbsp;</p>
<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined"><a href="#Generic_Trigger_Properties">Generic Trigger
Properties</a><br>




      </td>




      <td align="undefined" valign="undefined">See
description above.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">StartCount<br>




      </td>




      <td align="undefined" valign="undefined">Integer
indicating the count to start at.      </td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">StopCount<br>




      </td>




      <td align="undefined" valign="undefined">Integer
indicating when the count stops and the trigger fires.      </td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Counter<br>




      </td>




      <td align="undefined" valign="undefined">The
current value of the counter.</td>




    </tr>




  
  
  
  </tbody>
</table>




<h4><a class="mozTocH4" name="mozTocId441894"></a><a name="Menu_Prompt_Trigger"></a>Menu
Prompt Trigger</h4>




<p>A menu prompt trigger will create a menu of options for the user. For
  some missions this can be as simple as the option to continue, and the
option to turn back.</p>
<p>&nbsp; </p>
<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined"><a href="#Generic_Trigger_Properties">Generic Trigger
Properties</a><br>      </td>




      <td align="undefined" valign="undefined">See
description above. There is no Actions property for a Menu Prompt
trigger.</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">Text<br>      </td>




      <td align="undefined" valign="undefined">The
text to precede the list of menu options. The maximum length of this text is equivalent to 37 &quot;M&quot;s.      </td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">MenuItem<br>      </td>




      <td align="undefined" valign="undefined">A
list of <a href="#MenuItem_Object">menu items</a>.Clicking on the MenuItem Property Set will bring up the Objects dialog.
Click New to add as many menu items as you need. The menu items will
appear in the Property Sets box of the Objects tab of the main Object
Placement Tool dialog, and clicking on them will bring up their
properties.      </td>
    </tr>
  </tbody>
</table>




<h5><br>




MenuItem Object<a name="MenuItem_Object"></a></h5>
<p>&nbsp;</p>
<p>Menu item objects form the options for a <a href="#Menu_Prompt_Trigger">Menu Prompt trigger</a>. </p>
<p>&nbsp;</p>
<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Descr<br>




      </td>




      <td align="undefined" valign="undefined">The
name of the menu item. The system will generate a name such as
      <span style="font-weight: bold;">MenuItem1</span>. This name can be edited to help identifiy it
further. Make sure though that the name is unique.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Text<br>




      </td>




      <td align="undefined" valign="undefined">The
text for the menu item. The maximum length of this text is equivalent to 40 &quot;M&quot;s.      </td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Actions<br>




      </td>




      <td align="undefined" valign="undefined">The
list of <a href="#Actions">actions</a> to perform
if the menu item is selected by the user.      </td>




    </tr>




  
  
  
  </tbody>
</table>




<br>




<br>




<h4><a class="mozTocH4" name="mozTocId601153"></a><a name="Parking_Trigger"></a>Parking Trigger</h4>




A parking trigger will fire when the user has reached the parking spot assigned by the ATC at the airport specified.<br>
<br>

<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined"><a href="#Generic_Trigger_Properties">Generic Trigger
Properties</a><br>




      </td>




      <td align="undefined" valign="undefined">See
description above.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">AirportIdent<br>




      </td>




      <td align="undefined" valign="undefined">The
airport identification code, such as <span style="font-weight: bold;">KSEA</span> for SeaTac International.</td>




    </tr>




  
  
  
  </tbody>
</table>




<h4><a class="mozTocH4" name="mozTocId69539"></a><a name="Property_Trigger"></a>Property Trigger</h4>




A property trigger fires when one or more conditions are met. These
conditions can be based on aircraft speed, altitude, failure of
components, or a whole host of other simulation variables. See the
<a href="#Step_7:_Add_a_Property_Trigger_or_two">explanation
in the tutorial</a> for an example.<br>




<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined"><a href="#Generic_Trigger_Properties">Generic Trigger
Properties</a><br>




      </td>




      <td align="undefined" valign="undefined">See
description above. Property triggers are only ever fired once, and do
not have a OneShot property value.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Condition<br>




      </td>




      <td align="undefined" valign="undefined">One
or more conditions, created using the Condtional Editor, which can be a
list of logical AND, or a list of
logical OR, conditions. Click on the Property Set for Condition to
bring up the Conditional Editor dialog.<br>




      </td>




    </tr>




  
  
  
  </tbody>
</table>




<p>&nbsp;</p>
<h5>Note</h5>
<dl>
  <dd>There is an issue with the Ground Speed property. It cannot be tested to being equal to zero in a condition, so mission designers should check for ground speed being less than 1kt to detect a &quot;stopped&quot; aircraft (or other object). </dd>
</dl>
<h4><a class="mozTocH4" name="mozTocId304373"></a><a name="Proximity_Trigger"></a>Proximity Trigger</h4>




A proximity trigger is fired when the specified object, usually the
users aircraft, enters a given box. See the <a href="#Step_8:_Add_a_Proximity_Trigger">explanation in the
tutorial</a> for an example.<br>




<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined"><a href="#Generic_Trigger_Properties">Generic Trigger
Properties</a><br>      </td>




      <td align="undefined" valign="undefined">See
description above.
The proximity trigger does not include the Actions property, as greater
flexibility is provided by&nbsp;additional properties.</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">ObjectFilter<br>      </td>




      <td align="undefined" valign="undefined"><p>This can be one of: <b>User</b>, <b>Reference</b> or <b>Anything</b>.</p>
        <p>The
      default is <span style="font-weight: bold;">User</span>, which means only the user aircraft can fire the trigger. If it is set to <b>Reference</b>, then only the objects listed for OnEnterFilter and OnExitFilter can fire the trigger. If it is set to <b>Anything</b> then any aircraft can fire the trigger. If it is set to <b>User</b> or <b>Anything</b> then OnEnterFilter and OnExitFilter are ignored. </p>
      </td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">OnEnterActions<br>      </td>




      <td align="undefined" valign="undefined">List
of actions to be triggered when a specified object enters the box, and the OnEnterConditions are met.      </td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">OnEnterCondition</td>
      <td align="undefined" valign="undefined">List
        of conditions that must be met for the OnEnterActions to be initiiated.</td>
    </tr>




    <tr>
      <td align="undefined" valign="undefined">OnEnterFilter</td>
      <td align="undefined" valign="undefined">List of objects that will fire the OnEnterActions on entering the box, if the OnEnterConditions are met.</td>
    </tr>
    <tr>




      <td align="undefined" valign="undefined">OnExitActions<br>      </td>




      <td align="undefined" valign="undefined">List
of actions to be triggered when a specified object leaves the box, if the OnExitConditions are met. </td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">OnExitCondition</td>




      <td align="undefined" valign="undefined">List
of conditions that must be met for the OnExitActions to be initiated.</td>
    </tr>




    <tr>
      <td align="undefined" valign="undefined">OnExitFilter</td>
      <td align="undefined" valign="undefined">List of objects that will fire the OnExitActions on leaving the box, if the OnExitConditions are met. </td>
    </tr>
    <tr>




      <td align="undefined" valign="undefined">Areas</td>




      <td align="undefined" valign="undefined">List
of one or more 3D box areas that the trigger applies to. These are set
up as <a href="#Area_Definition">AreaDefinition</a>
objects.</td>
    </tr>
  </tbody>
</table>




<br>




<h5>Note</h5>
<blockquote>
  <p>If
    a proximity trigger has its OneShot property set to <b>True</b>, and it has on-enter
      and on-exit actions (or on-enter and on-exit conditions) the trigger
      will deactivate itself on the first set of actions. So in other words,
      when the on-enter actions fire, the proximity trigger will be
      deactivated and the on-exit actions will never fire. 
  </p>
</blockquote>
<blockquote>
  <p>So if you are
    going to use both on-enter and on-exit actions or conditions, or any
    combination, you must set the trigger so that OneShot is set to <span style="font-weight: bold;">False</span>. </p>
</blockquote>
<h4><a class="mozTocH4" name="mozTocId59883"></a><a name="Timer_Trigger"></a>Timer Trigger</h4>




A timer trigger fires when the given number of seconds has elapsed. See
the <a href="#Step_6:_Introduce_the_Mission_to_the">explanation
in the tutorial</a> for an example.<br>




<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined"><a href="#Generic_Trigger_Properties">Generic Trigger
Properties</a><br>




      </td>




      <td align="undefined" valign="undefined">See
description above.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">CurrentTime<br>




      </td>




      <td align="undefined" valign="undefined"><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;;">Current
amount of time, in seconds, left before the trigger fires. Do not set
this property. </span> </td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">StartTime<br>




      </td>




      <td align="undefined" valign="undefined">The
time, in seconds, when the timer is to start.      </td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">StopTime<br>




      </td>




      <td align="undefined" valign="undefined">The
time, in seconds, when the timer is to stop, and fire any actions
linked to the trigger.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">OnScreenTimer<br>




      </td>




      <td align="undefined" valign="undefined">Set
to <span style="font-weight: bold;">True</span> if
an onscreen timer is to be rendered. Note that there can only be one onscreen timer (so if a new one is opened, it will replace any existing one). </td>




    </tr>




  
  
  
  </tbody>
</table>




<h3><a class="mozTocH3" name="mozTocId458813"></a><a name="Goal_Object"></a>Goal Object</h3>




There is only one type of goal, and a mission can include one or more
goals. See the <a href="#Step_11:_Add_Goals_and_Rewards">explanation
in the tutorial</a> for an example.<br>




<br>




<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">




  <tbody>




    <tr>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>




      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">id</td>




      <td align="undefined" valign="undefined">Reserved.
Do not edit this field.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Descr</td>




      <td align="undefined" valign="undefined">The
name of the goal. The system will generate a name such as <span style="font-weight: bold;">Goal1</span>. This
name can be edited to help identifiy it
further. Make sure though that the name is unique.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">InstanceId</td>




      <td align="undefined" valign="undefined">This
is the GUID generated to ensure the object has a unique reference. Do
not edit this field</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Activated</td>




      <td align="undefined" valign="undefined">Set
to <span style="font-weight: bold;">True</span> or <span style="font-weight: bold;">False</span>.This can be
changed during a mission using the <a href="#Goal_Resolution">Goal
Resolution</a>
action.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">GoalState</td>




      <td align="undefined" valign="undefined">One
of: <span style="font-weight: bold;">pending</span>,
      <span style="font-weight: bold;">completed</span>,
or <span style="font-weight: bold;">failed</span>.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Text</td>




      <td align="undefined" valign="undefined">The
text that will appear in the End Mission dialog, along with the final
GoalState.</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">Order</td>




      <td align="undefined" valign="undefined">The
order in which the goals are to appear in the End Mission dialog,
starting with <span style="font-weight: bold;">0</span> for the first.</td>




    </tr>




  
  
  
  </tbody>
</table>




<p>&nbsp;</p>
<h3>Disabled Traffic Airports Object<a name="Disabled_Traffic_Airports_Object"></a></h3>
<p>A disabled airport will not be involved in any AI traffic, either as a starting point or a destination. <br>
</p>
<table style="text-align: left; width: 640px; height: 101px;" border="1" cellpadding="2" cellspacing="2">
  <tbody>
    <tr>
      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Property</span></td>
      <td align="undefined" valign="undefined"><span style="font-weight: bold;">Description</span></td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined">AirportIdent<br>      </td>
      <td align="undefined" valign="undefined">The
        airport identification code, such as <span style="font-weight: bold;">KSEA</span> for SeaTac International.</td>
    </tr>
  </tbody>
</table>
<p> <br>
  
  
  
  
  <br>
  
  
  
  
</p>
<div style="text-align: center;">
  <p>&nbsp;</p>
  <p>&copy; 2006 Microsoft Corporation. All rights reserved. </p>
  <p align="center">~~@~~ </p>
</div>




</body>
</html>
