Av8ports testing
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(Difference between revisions)
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[[image:farmairtile.png]] | [[image:farmairtile.png]] | ||
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+ | [http://www.pikkarail.com/ttdp/secret/test_airport.grf GRF download] | ||
===NFO=== | ===NFO=== |
Revision as of 23:46, 2 September 2009
Test GRF 1 (Farm Airstrip as industry)
NFO
// Automatically generated by GRFCODEC. Do not modify! // (Info version 7) // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 0 * 4 55 00 00 00 // nforenum suppression // @@WARNING DISABLE 170 // @@WARNING DISABLE 172 // @@WARNING DISABLE 100 // @@WARNING DISABLE 132 // @@WARNING DISABLE 86 1 * 34 08 06 44 44 "AP" "Test Airport 1" 00 "By PikkaBird" 00 // ==================================================================================================================== // Tiles (industry tiles for now, but format should stay the same): // I made the hangar with a seperate ID, since eventually clicking // on the hangar tile should open the hangar window, and clicking on // a non-hangar tile will open the airport information window (the // standard station info window to begin with, although if we go the // whole hog and introduce, eg, public airports, there will be more // information required for airports than for other station types). 2 * 8 00 10 01 02 00 08 21 00 // hangar tile (tile ID 00) 3 * 4 01 10 02 01 4 SPRITES\aviator\av8ports\tiles\farm.pcx 0 0 09 63 64 -31 -32 5 SPRITES\aviator\av8ports\tiles\farm.pcx 64 0 09 63 64 -31 -32 6 * 17 02 10 A1 00 00 80 00 80 01 80 00 80 00 00 10 10 10 7 * 7 03 10 01 00 00 A1 00 8 * 7 00 10 01 01 00 13 01 // hangar 01 // non-hangar tile (tile ID 01) 9 * 4 01 10 07 01 10 SPRITES\aviator\av8ports\tiles\farm.pcx 0 0 09 1 1 -1 -1 // dummy non-ground sprite 11 SPRITES\aviator\av8ports\tiles\farm.pcx 128 0 09 47 64 -31 -16 12 SPRITES\aviator\av8ports\tiles\farm.pcx 192 0 09 47 64 -31 -16 13 SPRITES\aviator\av8ports\tiles\farm.pcx 256 0 09 31 64 -31 0 14 SPRITES\aviator\av8ports\tiles\farm.pcx 320 0 09 31 64 -31 0 15 SPRITES\aviator\av8ports\tiles\farm.pcx 384 0 09 47 64 -31 -16 16 SPRITES\aviator\av8ports\tiles\farm.pcx 448 0 09 47 64 -31 -16 17 * 17 02 10 A1 00 01 80 00 80 00 80 00 80 00 00 10 10 10 18 * 17 02 10 A2 00 02 80 00 80 00 80 00 80 00 00 10 10 10 19 * 17 02 10 A3 00 03 80 00 80 00 80 00 80 00 00 10 10 10 20 * 17 02 10 A4 00 04 80 00 80 00 80 00 80 00 00 10 10 10 21 * 17 02 10 A5 00 05 80 00 80 00 80 00 80 00 00 10 10 10 22 * 17 02 10 A6 00 06 80 00 80 00 80 00 80 00 00 10 10 10 23 * 30 02 10 A1 81 43 10 FF 05 A1 00 02 02 A2 00 10 10 A3 00 11 11 A4 00 12 12 A5 00 13 13 A6 00 24 * 7 03 10 01 01 00 A1 00 // ==================================================================================================================== // Airport (airport ID 00) 25 * 20 04 0D 9F 01 01 DC "Farm Airstrip" 00 26 * 103 04 0D 9F 01 02 DC "A private field for light aircraft. One 3-length unsealed runway. One loading bay, one hangar." 00 // 26 * 14 04 0D 9F 01 10 DC 80 " Field" 00 // 27 * 22 04 0D 9F 01 11 DC 80 " Airstrip" 00 27 * 28 00 0D \b9 01 00 08 \w1940 09 FF FF // years 0F 00 // small airport 10 03 // catchment 11 01 00 // noise 12 01 DC // name 13 02 DC // description 14 03 // max rwy length 15 01 // helicopters can use // 16 02 // cost // 17 01 // cost overbuild // 20 10 DC // airport name // 21 11 DC // airport name // layout - action 00 property 0A // v1 v2 v3 28 * 48 00 0D 01 01 00 0A 01 \b37 00 00 00 00 01 FE 01 00 01 00 FE 00 00 01 01 FE 01 00 02 00 FE 01 00 02 01 FE 01 00 03 01 FE 01 00 04 01 FE 01 00 00 80 // nodes - entry points are 0B (NE), 0D (NW), 07 (SW), 09 (SE) // 0 * 0 00 0D 02 01 00 0B // 12 // \w24 \w8 \w0 05 01 // 00 hangar exit // \w40 \w8 \w0 05 10 // 01 bay // runway // \w24 \w24 \w0 00 00 // 02 liftoff point // \w40 \w24 \w0 00 00 // 03 rollout end // \w56 \w24 \w0 00 00 // 04 runway junction // \w63 \w24 \w0 00 00 // 05 takeoff turn // circuit // \w-40 \w24 \w256 00 00 // 06 turn crosswind // \w-56 \w8 \w256 07 00 // 07 crosswind leg (entry point) // \w-56 \w-40 \w256 00 00 // 08 turn downwind // \w-40 \w-56 \w256 05 00 // 09 downwind leg (entry point) // \w120 \w-56 \w256 00 00 // 0A turn base // \w136 \w-40 \w256 03 00 // 0B base leg (entry point) // \w136 \w8 \w256 00 00 // 0C turn final // \w120 \w24 \w256 01 00 // 0D final (entry point) // \w40 \w24 \w80 01 00 // 0E helicopter hover point // \w80 \w24 \w48 01 00 // 0F fenceline decision point // \w56 \w24 \w0 01 00 // 10 touchdown point // \w24 \w8 \w0 05 00 // 11 hangar entry // 18 0b 0d 07 09 // entry points // ===================== 29 * 4 01 0D 01 01 30 SPRITES\aviator\av8ports\tiles\farm.pcx 0 80 09 96 96 -0 -0 // menu graphic 31 * 17 02 0D FF 00 00 80 00 80 00 80 00 80 00 00 10 10 10 // STATEMACHINE STATES in 7C 01 // 01 = bay occupied // 02 = runway occupied // 10 = aircraft taking off // 20 = aircraft approaching // 40 = aircraft taxiing in // 80 = aircraft waiting to take off // GO AROUND === 32 * 14 02 0D 50 81 11 00 F0 01 14 81 00 00 // set aircraft state to 14 flying circuit 06 80 // head for node 06 //FENCELINE 0F === 33 * 21 02 0D 00 81 7C 01 60 DF 00 \b1 \2sto 1A 00 \b1 // mark aircraft approaching clear 01 50 00 00 00 50 00 // then ^^ 34 * 15 02 0D 0F 81 7D 01 00 42 01 10 80 00 00 // ^^ if runway is clear, continue to touchdown 00 00 // else ^^ // HELI HOVER POINT 0E === 35 * 14 02 0D 02 81 11 00 F0 01 19 81 00 00 // set aircraft state to 19 landing 01 82 // hover 36 * 14 02 0D 00 81 11 00 F0 01 19 81 00 00 // set aircraft state to 19 landing 01 80 // head for bay 01 37 * 21 02 0D 01 81 7C 01 60 DE 01 \b1 \2sto 1A 00 \b1 // mark bay occupied and aircraft approaching clear 01 00 00 00 00 00 00 // then ^^ 38 * 15 02 0D 00 81 7C 01 00 01 01 01 00 00 00 // ^^ if bay is clear 02 00 // ^^ else 39 * 14 02 0D 10 81 11 00 F0 01 0F 81 00 00 // set aircraft state to ? 0F climbing 06 80 // head for turn crosswind 06 40 * 14 02 0D 0E 81 11 00 FF 01 00 00 00 02 // plan is hangar or load? 10 00 // else ^^ // FINAL 0D === 41 * 14 02 0D 10 81 11 00 F0 01 15 81 00 00 // set aircraft state to 15 decending 0F 80 // head for node 0F 42 * 14 02 0D B0 81 11 00 F0 01 15 81 00 00 // set aircraft state to 18 heli preparing to land 0E 80 // head for node 0E 43 * 14 02 0D 00 82 81 00 FF 01 B0 00 00 00 10 00 // aircraft or helicopter? 44 * 21 02 0D 00 81 7C 01 60 DF 20 \b1 \2sto 1A 00 \b1 // mark aircraft approaching 01 00 00 00 00 00 00 // then ^^ 45 * 19 02 0D 0D 81 7D 01 00 72 02 00 00 00 00 // ^^ if runway is clear and there's no aircraft on final 00 00 10 12 // ^^ if an aircraft is taking off and there's no aircraft on final 50 00 // else go around 50 // various checks go here; for now, any aircraft can land. // BASE LEG 0B === 46 * 14 02 0D 0B 81 11 00 F0 01 14 81 00 00 // set aircraft state to 14 flying circuit 0C 80 // head for node 0C // DOWNWIND LEG 09 === 47 * 14 02 0D 09 81 11 00 F0 01 14 81 00 00 // set aircraft state to 14 flying circuit 0A 80 // head for node 0A // CROSSWIND LEG 07 === 48 * 14 02 0D 07 81 11 00 F0 01 14 81 00 00 // set aircraft state to 14 flying circuit 08 80 // head for node 08 // TURN CROSSWIND 06 === 49 * 14 02 0D 10 81 11 00 F0 01 12 81 00 00 // set aircraft state to 12 cruising 00 8F // fly away 50 * 14 02 0D 00 81 11 00 F0 01 14 81 00 00 // set aircraft state to 14 flying circuit 07 80 // head for node 07 51 * 14 02 0D 06 81 11 00 FF 01 00 00 00 02 // plan is hangar or load? 10 00 // else ^^ // TAKEOFF TURN 05 === 52 * 14 02 0D 00 81 11 00 F0 01 07 81 00 00 // set aircraft state to 0D takeoff 02 80 // head for liftoff point 02 53 * 21 02 0D 00 81 7C 01 60 ED 12 \b1 \2sto 1A 00 \b1 // mark runway occupied and aircraft taking off 01 00 00 00 00 00 00 // then ^^ 54 * 15 02 0D 05 81 7C 01 00 40 01 01 82 40 40 // turn to heading 01 and wait if aircraft taxiing in 00 00 // else ^^ // RUNWAY JUNCTION 04 === 55 * 14 02 0D 00 81 11 00 F0 01 1A 81 00 00 // set aircraft state to 1A helitakeoff 0E 80 // head for hover point 0E 56 * 21 02 0D 10 81 7C 01 60 FD 00 \b1 \2sto 1A 00 \b1 // mark runway clear 01 00 00 00 00 00 00 // then ^^ 57 * 15 02 0D B0 81 7C 01 00 40 01 // helicopter: is aircraft waiting to taxi in? 00 00 40 40 10 00 58 * 14 02 0D 10 81 11 00 F0 01 07 81 00 00 // set aircraft state to 07 taxiing 05 80 // head for takeoff turn node 05 59 * 14 02 0D 00 82 81 00 FF 01 B0 00 00 00 10 00 // aircraft or helicopter? 60 * 21 02 0D 10 81 7C 01 60 FE 00 \b1 \2sto 1A 00 \b1 // mark bay clear 01 00 00 00 00 00 00 // then ^^ 61 * 14 02 0D 00 81 11 00 F0 01 07 81 00 00 // set aircraft state to 07 taxiing 01 80 // head for bay node 01 62 * 21 02 0D 00 81 7C 01 60 BC 01 \b1 \2sto 1A 00 \b1 // mark bay occupied, runway clear, taxiing in clear 01 00 00 00 00 00 00 // then ^^ 63 * 14 02 0D 04 81 11 00 FF 01 00 00 00 02 // plan is hangar or load? 10 00 // else ^^ // ROLLOUT END 03 === 64 * 14 02 0D 00 81 11 00 F0 01 07 81 00 00 // set aircraft state to 07 taxiing 04 80 // head for rwy junction node 04 65 * 21 02 0D 01 81 7C 01 60 BE 41 \b1 \2sto 1A 00 \b1 // mark bay occupied and taxiing in 01 00 00 00 00 00 00 // then ^^ 66 * 14 02 0D 00 81 11 00 F0 01 07 81 00 00 // set aircraft state to 07 taxiing 07 82 // turn heading 7 and wait 67 * 21 02 0D 02 81 7C 01 60 BF 40 \b1 \2sto 1A 00 \b1 // mark taxiing in 01 00 00 00 00 00 00 // then ^^ 68 * 15 02 0D 03 81 7C 01 00 01 01 01 00 00 00 // ^^ if bay is clear 02 00 // ^^ else // LIFTOFF POINT 02 === 69 * 14 02 0D 00 81 11 00 F0 01 0F 81 00 00 // set aircraft state to 0F climbing 06 80 // head for turn crosswind 06 70 * 21 02 0D 02 81 7C 01 60 DD 00 \b1 \2sto 1A 00 \b1 // mark runway clear and aircraft taking off clear 01 00 00 00 00 00 00 // then ^^ // BAY NODE 01 === 71 * 14 02 0D 10 81 11 00 F0 01 07 81 00 00 // set aircraft state to 07 taxiing 11 80 // head for hangar node 11 72 * 14 02 0D 00 81 11 00 F0 01 07 81 00 00 // set aircraft state to 07 taxiing 04 80 // head for rwy junction node 04 73 * 21 02 0D 00 81 7C 01 60 FD 02 \b1 \2sto 1A 00 \b1 // mark runway occupied 01 00 00 00 00 00 00 // then ^^ 74 * 19 02 0D 00 81 7D 01 00 62 02 00 00 00 00 // ^^ if runway is clear and there's no aircraft on final 00 00 40 60 // ^^ if an aircraft is waiting to taxi in 01 83 // else turn to heading 03 and wait 75 * 18 02 0D 01 81 11 00 FF 02 10 00 01 02 // plan is hangar? 05 88 00 00 // plan is load? turn to heading 05 and start loading 00 00 // else ^^ // HANGAR EXIT NODE 00 === 76 * 14 02 0D 00 81 11 00 F0 01 07 81 00 00 // set aircraft state to 07 taxiing 01 80 // head for bay node 01 77 * 21 02 0D 00 81 7C 01 60 FE 01 \b1 \2sto 1A 00 \b1 // mark bay occupied 01 00 00 00 00 00 00 // then ^^ 78 * 15 02 0D 00 81 7C 01 00 41 01 01 84 01 41 // enter/remain in hangar if bay is occupied or aircraft is waiting to taxi in 00 00 // else ^^ 79 * 14 02 0D 00 81 11 00 FF 01 01 84 01 02 // plan is hangar? enter hangar #1. 00 00 // else ^^ // HANGAR NODE 11 === 80 * 21 02 0D 11 81 7C 01 60 FE 00 \b1 \2sto 1A 00 \b1 // mark bay clear 01 01 84 00 00 01 84 // then enter hangar #1 // TOUCHDOWN POINT 10 === 81 * 14 02 0D 10 81 11 00 F0 01 16 81 00 00 // set aircraft state to 16 braking on the runway 03 80 // head for rollout end node 03 82 * 21 02 0D 10 81 7C 01 60 DD 02 \b1 \2sto 1A 00 \b1 // mark runway occupied and aircraft approaching clear 01 10 00 00 00 10 00 // then ^^ 83 * 82 02 0D AA 81 10 00 FF 12 // which node is triggered? 00 00 00 00 // 00 hangar exit 01 00 01 01 // 01 bay 02 00 02 02 // 02 liftoff point 03 00 03 03 // 03 rollout end 04 00 04 04 // 04 runway junction 05 00 05 05 // 05 takeoff turn 06 00 06 06 // 06 turn crosswind 07 00 07 07 // 07 crosswind leg (entry point) 09 80 08 08 // 08 turn downwind 09 00 09 09 // 09 downwind leg (entry point) 0B 80 0A 0A // 0A turn base 0B 00 0B 0B // 0B base leg (entry point) 0D 80 0C 0C // 0C turn final 0D 00 0D 0D // 0D final (entry point) 0E 00 0E 0E // 0E helicopter hover point 0F 00 0F 0F // 0F fenceline decision point 10 00 10 10 // 10 touchdown point 11 00 11 11 // 11 hangar entry 00 8F // leave the state machine and fly to next destination 84 * 17 02 0D AA 85 0C 00 FF FF 01 AA 00 4e 01 4e 01 FF 00 // statemachine callback 85 * 7 03 0D 01 00 00 AA 00