WindMil_Rotate
1
rand 360 *
(O:XMLVAR_IsInit) 0 == if{ 1 (>O:XMLVAR_IsInit) #STARTANGLE# sp0 } l0 (A:AMBIENT WIND VELOCITY,feet per second) #SPEED_RATIO# * (A:ANIMATION DELTA TIME, seconds) * +
1
1
Above is the windmill template used to drive Windmill Basically it creates a
random start frame for the rotation animation And…it doesn’t work as
intended, not that much, pretty much all the Windmill loaded in the same area
have the same start point, they are all synched -------- So last year I made
a simple replacement using a handful of different animations with
BlendTreeState <https://flightsim.to/file/30442/default-wind-turbine-
replacement> that worked flawlessly until SU10, than the animations started
stuttering (maybe because of a change in the animations architecture, dunno)
--------- However, I came back to Default template trying to understand why
it doesn’t work as intended (simply open the behaviors debug window in a place
like Palm Spring KPSP, all the Windmill.xml share the same START_ANGLE value)
Hey, the rand is missing a seed! (Every rand needs a seed, this is how
computer works…bah!) So tried something like
33563 seed rand 360 *
No luck, the seed should be working this way?