Sorry, missed the part about this being about the searchlight.
... I'd think if reference to an attach point is in the makeMDL docs (attachtoolGmax.ms) then certainly I'd assume that a library object can be attached to that point- theres quite a few props, drop tanks, etc shown in the reference table included with the BGLCompsdk.
Carry on.
Yes, library objects can be attached.
Just reading the SDK again and it repeats "Scenery Only".
Here is the whole spiel indicating that XML XFILE extensions can be used to use the attachpoint feature:
XML XFile extensions
MakeMDL understands the following XFile template that is used to enable new features that create attachpoints (with the potential to attach other objects), suppress crash on portions of models, and add platforms to models.
These extensions are only for scenery objects and will not operate on aircraft. Attributes are applied on a per-part basis and are automatically generated when using the AttachToolGmax.ms script available in the GMax AttachTool SDK. The following reference can be used to create extensions to other tools that output .X files for Flight Simulator:
template PartData {
<79B183BA-7E70-44d1-914A-23B304CA91E5>
DWORD nByteCount;
array BYTE XMLData[ nByteCount ];
}
PartData {
141;
60, 63, 120, 109, 108, 32, 118, 101, 114, 115,
105, 111, 110, 61, 34, 49, 46, 48, 34, 32,
101, 110, 99, 111, 100, 105, 110, 103, 61, 34,
73, 83, 79, 45, 56, 56, 53, 57, 45, 49,
34, 63, 62, 32, 60, 70, 83, 77, 65, 75,
69, 77, 68, 76, 68, 65, 84, 65, 32, 118,
101, 114, 115, 105, 111, 110, 61, 34, 57, 46,
48, 34, 62, 60, 65, 84, 84, 65, 67, 72,
80, 79, 73, 78, 84, 32, 110, 97, 109, 101,
61, 34, 97, 116, 116, 97, 99, 104, 112, 116,
95, 98, 101, 97, 99, 111, 110, 34, 62, 32,
60, 47, 65, 84, 84, 65, 67, 72, 80, 79,
73, 78, 84, 62, 60, 47, 70, 83, 77, 65,
75, 69, 77, 68, 76, 68, 65, 84, 65, 62, 0;
} // End PartData
This extension is a binary encoding of the following XML (an attach point named ‘attachpt_beacon’):
<?xml version="1.0" encoding="ISO-8859-1"?> <FSMakeMdlData version="9.0"><Attachpoint name="attachpt_beacon"> </Attachpoint></FSMakeMdlData>
The following is a sample representation of the available XML structure. A brief description of how these elements operate follows. See the BGLComp SDK for more information about using XML in Flight Simulator:
<?xml version=”1.0” encoding=”ISO-8859-1”?>
<FSMakeMdlData version=”9.0”>
<!-- turn off crash for a part -->
<NoCrash/>
<!-- specify that this part is a platform and define surface type -->
<platformName=”PlatformName” surfaceType=”CONCRETE” />
<!-- specify that this part is an attach point. -->
<!-- Note: The geometry for this part will not be exported -->
<!-- It is possible to attach library objects and effects to this point -->
<Attachpoint name=”attachpt_beacon”/>
<AttachedObject>
<LibraryObject name=”4a5ceec84f2a9e27f12ee7a40f0c856c” scale=”1.0” />
<Effect effectName=”name” effectParams=”params”/>
</AttachedObject>
</Attachpoint>
</FSMakeMdlData>
The following is a description of the XML elements:
NoCrashThis element specifies that the associated part should not be added to the crash octtree. An example is
Platform
This element specifies that the associated part is to be treated as a platform for landing. The surface type is required to be one of the following: "CONCRETE", "GRASS", "WATER", "GRASS_BUMPY", "ASPHALT", "SHORT_GRASS", "LONG_GRASS", "HARD_TURF", "SNOW", "ICE", "URBAN", "FOREST", "DIRT", "CORAL", "GRAVEL", "OIL_TREATED", "STEEL_MATS", "BITUMINUS", "BRICK", "MACADAM", "PLANKS", "SAND", "SHALE", "TARMAC", "WRIGHT_FLYER_TRACK".
When specifying that a part is a platform it is implied that the part also has the <NoCrash> attribute. Note: platforms cannot have an animated part at any point in its parent hierarchy.
Attachpoint
This element specifies that the associated part is to be treated as an attach point. All of the geometry for this part will be removed and only the root point of this part will be retained. The root point will be treated as the attach point where other object can be attached. The name is can be referenced when placing scenery objects to attach objects to one another. See the BGLComp SDK for more information. Note: A part that is decorated with TICK18 cannot be used as an attach point. The TICK18 part can be made invisible (with 100% opacity) or extremely small and used as a parent node for an attach point to create attach points that move.
AttachedObject
This element specifies that there is another library object or an effect attached to this object. The intent is to allow attaching effects such as hazard lights, or library objects such as generic rotating radar dishes. It is not necessary (nor recommended) to attach all animated objects. Only attach objects that are true ‘library’ objects that were created to be placed in multiple locations. A good example of when an attached library object should be used would be creating a marina object and attaching boats from a boat library.
Any ideas that would move this effort forward is appreciated so I appreciate your interest and questions. Keep'em coming. Or if you wish to jump in and try some things, I will send you te necessary stuff.