Lat |
Geographic Latitude. Positive values are North,
negative values are South. |
Lon |
Longitude. Positive values are east, negative values are west.
The values of Lat/Lon are assumed to be
degrees(0..180):minutes:seconds.decimal_seconds
Letters N/S, E/W, +/- are accepted.
Example for valid inputs:
53:30:30.00
53:30:30
N53:30.5
+53.50833 |
x |
distance in east - west direction (integer) |
y |
distance in north - south direction (integer) |
z |
altitude, elevation (integer) |
:Label |
Name for a jump destination (up to 15 chars.). You cannot exit an
Area() block with any jump, so :Labels are only valid within a block.
You must enter the ':' character but the name can be omitted. In this case the jump
is directed to the end of the block (->EndA). A :Label as a definition of a jump
destination should be entered in a single line and should start in the first column.
Label names are case sensitive.
The number of Labels per block is limited to 1500.
The number of label references is limited to 2000.
The length of a label name is limited to 30 characters. |
$varname |
(version 1.7 or later) User defined variables (not FS5 variables) to
store some parameter calculation results for later use or for passing some frequently
used values to macros. The name of a variable must start with the "$"
character, but do not use other special characters in the name to avoid confusion of
the expression evaluator. |
vx |
X component of an vector. |
vy |
Y component of an vector. |
vz |
Z component of an vector.
A vector consists of these 3 components. The geometrical (3D) sum of these three
components is normalized to 32767 (highest positive integer value). Vectors are used to
define a direction in the 3D world i.e. to indicate from which side a surface of an
object can be seen. |
len |
This is a length or distance in RefPoint units. If the scale factor of
the reference point is one, RefPoint units are given in meters. When used with
vectors this factor can be seen as the vector length. You can handle 'len' as a
floating point value. |
vattr |
Vector Attributes for automatic vector calculation. In FS5 vectors are
used to indicate directions in the 3D world.
In many cases it is possible for the programm to calculate these vectors. The
'vattr' parameter is used to control these calculation.
It is assumed that the RefPoint is in the middle of the object you want to construct,
so the programm can get an idea of the vector direction. If you want to design a house
and the RefPoint is outside or at one corner you cannot use any automatic
calculation.
m |
manual, you have to calculate the vector components by yourself
(default). |
a |
automatic. All components (vx, vz, vy and len, if needed)
are calculated by the programm. |
z |
vector has only a z component. (points straight up in the air).
No vector calculation is done but its length is calculated. |
xy |
only the x-y component is calculated. Z is always 0. |
xz |
only x-z component |
yz |
only y-z component These 3 vattr are usefull for VectorPoints()
in regular shaped (cylinric) objects. |
au |
automatic, but the vector is always pointing up. That means if the
z-component is negative, the vector is reversed.
This feature is usefull for ground polygons where there the perpendicular distance
from the reference point to the plane is zero. In this cases the vector direction
depends from the order the points are entered in the polygon definition and cannot be
corrected automatically. |
ad |
automatic, but the vector is always pointing down. If the z-component is
positive, the vector is reversed. |
ai |
usefull for drawing the inner walls of hangars. The vector will always
be reversed. |
p |
using polar coordinates format for the following vector. (angle of
elevation, heading, [length]). The programm converts this into BGL vector format.
|
t |
enables Texture Point calculation automatic for any ..TexPoly's. SCASM
tries to use the whole texture map, but the aspect ratio is maintained. Only valid
with ..TexPoly's |
b |
The same as above, but texture aspect ratio is not maintained. This may
result in a different scaling for the bitmap in x- and y- direction. Only valid with
..TexPoly's |
r |
This flag reverses the bitmap in y direction (up/down).
Only valid with ..TexPoly's |
|
( ) |
If a command requires parameters they MUST be entered in parentheses.
There MUST be at least one space between the parenthesis and the first/last
parameter. |
{ } |
The current version of SCASM cannot handle nested brackets. Since some
users wants to include them into the name strings of navaids or in ATIS messages
converts the curly brackets {} to normal brackets (). |
[ ] |
In the command describtion:
If you find parameter names within these brackets in an command description the
parameter is optional and can be omitted. |
[ ] |
In the SCASM source text:
these brackets triggers the expression evaluator. This enables you to do some simple
calculations with the parameters.
Note: this does not work with any frequency parameter. |
; |
Indicates the following text is a comment. Be very carefull when using
this within parameter brackets because the whole rest of the line is skiped. |
_ |
Underscores are converted to spaces only in
name strings of navaids and in ATIS messages. |
# |
This character represents a number in some parameter names. E.g. OBI#
can be replaced by OBI1 or OBI2. |
hex |
Some parameters are required as a hex value. Since SCASM expects this
format you need not to enter any additional caracters to indicate this. So simply
enter C1, not C1h.
To avoid the risk of confusing the new expression evaluator you should use only upper
case letters for hex numbers.
If you are not familar with hex arithmetics you can use the calculator in MS-Windows.
You only need to change it from standard to scientific in the calculator menu.
|
@ |
Special character for generating unambiguous labels in macros. |
A-Z |
Capital characters are used in this document only for best overview. The
scenery assembler itself is NOT case sensitive except in label names and
function names. |