A little sooner than expected, the latest Mission-X build and fix is now available for download.
In this build I concentrated on adding movement code to existing 3D Object templates, at the same time I tested the feature on an old mission I wrote: "Okavango mission" that used this technique, but is only compatible with v2 of the plugin. It gave me also the opportunity to add minor enhancements to the "Goal" element. Some of them were meant to standardize when to call scripts, but the others to make it easier to send messages at the start and end of a goal (I'll upload the mission later to the mission page).
So what is the difference between static 3D Object and moving one ?
The "<location>" element is not needed in this case, only for static objects.
There is no breakthrough science here, it is a simple move object, linearly, between point A and B, but between two points you can adjust roll,pitch and heading. For heading there is a specialized attribute: "adjust_heading" so you only need to provide corrections: "+-number" to the heading.
If you want to have more control on movement, you will have to create many more points in the 3D space, and handle each position parameter with care.
My humble suggestion is to concentrate on the mission, if the moving 3D Object does not need controlling from Mission-X plugin, then try to implement the 3D Object from WED instead. If controlling the 3D Object will immerse the simmer in the flow of the mission, then consider using this technique, it is a simple although not refine approach to moving objects.
I used this element to move a Giraffe outside of runway boundaries, so I just used few points with linear movement. The effect is plausible, and good enough to make the illusion.
Maybe if someone can create an object with moving parts, it will look even more real and fluid.
Last, I advise to read the latest version of the designer guide (comes with the plugin), since it provide more detail explanation regarding usage.