• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

effects attachpoint

Messages
139
Is there a simple listing somewhere that can be used with the default FSX aircraft? For example, I want to attach engine smoke to the Beaver exhaust or the Goose exhaust... I know the effect name.. what is the attach point name?
 
I'm afraid there is none yet. And as far as I know the guys from MS won't give it to us.
But someone told me that some attachpoints can be found in the MDL if you open it with wordpad or something like that.
I couldn't find anything but he said he found some attachpoints for the Airbus and the Cub.
 
Viking:

Have you tried to do it per FS2004? I.E. adding startup= in the effects section of the aircraft cfg. I notice the startup smoke works on my imported aircraft.
 
effects

Oddly, the startup smoke works in FS 9, but when I attach ANY effect to a generic point in FS X, it doesn't show.. puzzling.
 
Viking, for what its worth...the SimObjects SDK lists startup as an available effect. It shows up in the DC-3 cfg. I will crank up the DC-3 this evening to see if the smoke shows.
 
missions vs cfg

Yes, the startup effect works fine if I place it in the aircraft cfg. But when I link it in the mission xml.. no go.

Sample.. the failure triggers fine.. fx does not show.

<SimMission.TimerTrigger InstanceId="{C6321117-563E-45F6-BD45-0ABD923FA71A}">
<Descr>TimerFailure_Eng</Descr>
<StopTime>120.000</StopTime>
<Actions>
<ObjectReference id="FailureAction_Eng1" InstanceId="{3CF13600-24C1-43FC-941D-BE45BD1668DF}">
</ObjectReference>
<ObjectReference id="AttachEffectEng_Smoke" InstanceId="{D9078192-B1FC-4396-A3DF-CB4D6DE16886}">
</ObjectReference>
</Actions>
</SimMission.TimerTrigger>
<SimMission.FailureAction InstanceId="{3CF13600-24C1-43FC-941D-BE45BD1668DF}">
<Descr>FailureAction_Eng1</Descr>
<HealthPercent>60.000</HealthPercent>
<SystemIndex>1</SystemIndex>
</SimMission.FailureAction>
<SimMission.AttachEffectAction InstanceId="{D9078192-B1FC-4396-A3DF-CB4D6DE16886}">
<Descr>AttachEffectEng_Smoke</Descr>
<EffectName>fx_engFire</EffectName>
<AttachPointName>attachpt_genericeffect</AttachPointName>
<ObjectReferenceList>
<ObjectReference InstanceId="{1CCF6D89-BA36-445F-B5C8-47571ABC0773}">
</ObjectReference>
</ObjectReferenceList>
</SimMission.AttachEffectAction>
 
Hi Folks

The SDK contains a list of attachment point names.

SDK\Environment Kit\Modeling SDK\attach point names.html

Not sure if this was in the RTM,
if not it will be available shortly.

HTH
ATB
Paul
 
It wasn't in the RTM and I didn't have the time yet to install the SP1 yet. Good to hear that there is a list included now. :)
 
An update for this thread. The SP1 includes all the attachpoint names - very kind. :)

But I guess I'm quite stupid on this, for I couldn't get any attached effect to work yet. :o

Oh yes, the gen_scenery_effect works fine, but any other attempt to attach an effect to a gen-object fails.

Surely I do some stupid mistake :D - but which one? :o
 
Last edited:
Hi Folks

Thorsten -
If you're talking about attaching effects to AI objects,
then AFAIK that does not work.

HTH
ATB
Paul
 
It doesn't even seem to work to attach an effect to a scenery object in FSX - unless you use the gen_scenery_effect. :(

Edit: Kevin, with the SP1 we have a complete list of all attach-points used for default FSX-objects. As a matter of fact none of them work with the attachEffect-option. :eek: :(
 
Last edited:
Hi Folks

ISTR you can attach flashing lights to a moving vehicle,
so some aspects do work.
I think Phill did this in Oregan Ablaze.
Maybe have a look at his code.

I'll have to investigate further,
but later, I've other priorities ATM.

ATB
Paul
 
AFAIK ... you can only attach effects to scenery when that scenery has specific attach points. The SP1 of the SDK lists those sceneries and their attach point names.

There's no doubt in my mind that you can attach effects to AI vehicles that are moving as long as those vehicles have attach points built into their model.

The US Ambulance is a good example ... there are two of them in FSX. The first one is a static scenery (not an AI). The second is an AI vehicle with attach points.

You can attach the EmergencyLights.fx to two points on this AI ambulance: attachpt_EmergencyLights and attachpt_EmergencyLights_3 (front and rear of the ambulance.)

You cannot attach the effect to the static scenery Ambulance, however. So, even if your ambulance is never intended to move anywhere (like, maybe it's sitting at the Emergency Room) you have to use the AI vehicle if you want that ambulance to have its emergency lights running. (I often use as a way of letting the player know where the hospital is by giving them a nice flashing light to fly towards.)

(There is a trick that is possible for faking this, but the idea here is that you can't attach the effect to this scenery directly and easily).

To my mind, the "attachpt_GenericEffect" seems designed to work well in cases where you are placing an effect into the world that is not attached to anything specific. An example would be the fire effect. I place a Gen_SceneryEffect, then attach the fx_forestfire.fx file to that newly-created Gen_SceneryEffect scenery object to make fire. I also use this to put beacons on things like helipads.

(If I've misunderstood the nature of this thread, please let me know.)
 
Last edited:
Actually you're quite right.

I used to play along with the DareDevil-Ring. It's a scenery object. I placed a gen_scenery_effect around it and guess what? The attached fire was all over the ring!
It seems like the gen_scenery_effect puts an effect to any attachpoint of a scenery object in range. Rather surprising, but anyway the only way I see to attach effects to scenery objects.
 
Back
Top