Hi Rick
Many thanks as ever for the reply. Seems odd that something so obvious is not included within the SDK doesn't it?
I have had some success by using mulitples of the (>K:EYEPOINT_LEFT) & the (>K:EYEPOINT_RIGHT) Event IDs - but aint quite what I was after.
Whilst this does work, to a degreee. As my two views are within the same cockpit - if you happen to reclick the same button twice (which is reachable from both seats) - ie: left click, folowed by another left click your view then moves outside the cabin! The code seems stupidly longwinded, I had just been hoping that there was an easier way! - it might need a bit more thought - else I spilt onto two seperate switches HELP
For an aircraft like your Hawk (where you have two sepearte cockpits and seperate view-transfer switches) you wouldn't have the problem of being able to reclick the same button twice (as once in the back - you wouldn't be able to reach the front switch etc) - you may want to consider something like it, if you put the multiple (>EYEPOINT_BACK) on a switch in the front and multiple (K:EYEPOINT_FORWARD) on the corresponding switch in the back.
(had to alter code below - to work off LeftSingle & RightSingle inputs)
<PartInfo>
<Name>GW_reset_button</Name>
<Animation>
<AnimLength>50</AnimLength>
<Parameter>
<Code>
(L:GW RESET, bool) 50 *
</Code>
</Parameter>
</Animation>
<MouseRect>
<Cursor>Hand</Cursor>
<MouseFlags>LeftSingle+RightSingle</MouseFlags>
<TooltipText>GW FIRE CONTROL RESET BUTTON - (TOGGLE SEAT VIEWS)</TooltipText>
<CallbackCode>
(M:Event) 'LeftSingle' scmp 0 ==
if{ (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT)
(>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT)
(>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT)
(>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT)
(>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT)
(>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT)
(>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT)
(>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT)
(>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT)
(>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT)
(>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT)
(>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT)
(>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT)
(>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT)
(>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT)
(>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT)
(>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT)
(>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT)
(>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT)
(>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT)
(>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT)
(>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT) (>K:EYEPOINT_LEFT)
0 (>L:GW RESET, bool) } els{ 0 }
(M:Event) 'RightSingle' scmp 0 ==
if{ (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT)
(>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT)
(>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT)
(>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT)
(>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT)
(>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT)
(>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT)
(>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT)
(>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT)
(>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT)
(>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT)
(>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT)
(>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT)
(>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT)
(>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT)
(>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT)
(>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT)
(>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT)
(>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT)
(>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT)
(>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT)
(>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT)
(>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT) (>K:EYEPOINT_RIGHT)
1 (>L:GW RESET, bool) } els{ 0 }
</CallbackCode>
</MouseRect>
</PartInfo>
Code seems crazy don't it - to do something so simple.
Regards
Mike
