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P3D v6 Still struggling with attach points and effects

DragonflightDesign

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northernireland
Thanks to Tom Gibson and Arno I can now set up an attach point to run an effect but... I can't figure out how to control it from code. The effect that is called in the attach point editor appears to be permanently on in the sim (parameter = 0), but if I call the same effect from code (different position in 3D space), it turns on and off as expected.

I've decompiled the default C-130H in MCX to see how it deals with the landing lights effect (fx_landing.fx) but that didn't help.

Can someone tell me what and where I'm missing please?
 
Landing lights are a special case, which is included in the default code.
 
Thanks Tom. I also realised between then and now that the default aircraft can't tell me anything anyway - it has no modeldef file and was reading one of mine. So, my original question remains: what am I doing wrong (or what should I be doing) when trying to drive an effect on an attach point from code?
 
Perhaps you could set up a visibility condition? Perhaps even attach it to a dummy part and have the visibility condition applied to the dummy part?
 
What about attaching a Controller instead of the effect itself ?
The Controller is a powerful feature that lets you create sequences of various effects that can be triggered from one place.

Just my 2 cents
Gérard
 
Fixed it but not in the way I was trying. Adding No Interpolate=1 to the emitter and Static=1 to the particle and driving the effect directly from code (no attach point) has stuck the flickering flame right where I need it. I can live with it pointing straight up instead of exiting the exhaust at ten degrees of pitch. The problem with adding pitch/bank/heading to the particle is that it maintains that pbh relative to whatever your viewpoint is. There is probably some way of dealing with this but it's not a great sticking point for this application.
 
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