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MSFS24 VFX emitter spawn

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6
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canada
Hi,
Does anybody know how to make VFX emitter spawned permanent?
I can spawn an emitter in Template/Instances debugger from the Visual Effect Editor.
But this is not permanent, I means the next time I load project, the emitter is not spawned.
I have struggled with this a lot.
Could anybody help me. Very much appreciated

Bruce
 
Last edited:
Hi,
Does anybody know how to make VFX emitter spawned permanent?
I can spawn an emitter in Template/Instances debugger from the Visual Effect Editor.
But this is not permanent, I means the next time I load project, the emitter is not spawned.
I have struggled with this a lot.
Could anybody help me. Very much appreciated

Bruce
Hi,

Not sure exactly what you are asking. In Visual FX Editor, they don't spawn "permanently" because editor is used just to edit/create VFX. Once you create a VFX, you can place it into your scenery. For that, you have to have a scenery project... even if it consists of one lonely VFX.

With some XML code, you can also attach it to a SimObject, to any of the SimObject's parts (called nodes), control its visibility (with some XML coding) or spawn it dynamically using SimConnect/WASM.

Also, this topic should have been posted in the VFX forum, where it will be far less visible, and mostly ignored 😂
 
Hi Misho
Thank you very much for help. I am brand new in this, so asked a dumb question.
I have moved ahead and faced new problem:
The VFX emitter I attached to a simObj and placed in scenery is good as long as the simObj is static.
When the simObj is moving by world script program, the emitter does not move.
How to make an attached VFX emitter move together with the simObj it attaches to?

thanks
Bruace
 
Hi Misho
Thank you very much for help. I am brand new in this, so asked a dumb question.
I have moved ahead and faced new problem:
The VFX emitter I attached to a simObj and placed in scenery is good as long as the simObj is static.
When the simObj is moving by world script program, the emitter does not move.
How to make an attached VFX emitter move together with the simObj it attaches to?

thanks
Bruace
Try this: In the Emitter node, select "EmitInLocalSpace". That should do it.

If that didn't fix it, you didn't link the VFX to the object properly.
 
Hi Misho
I tried selecting "EmitInLocalSpace". It does not work. So it is likely not properly linked, attached.
Linking is also my trouble. I have struggled quite bit, only found out a manual way by adding a piece of XML section in the simObj xml like this
<Behaviors>
<Include ModelBehaviorFile="Asobo\Generic\FX.xml"/>
<Component ID="Smoke" Node="root">
<UseTemplate Name="ASOBO_GT_FX">
<FX_GUID>{1A1E6AB2-9ED2-4BB7-A5C9-51AE7B0952FA}</FX_GUID>
<FX_CODE>1 0 &gt;</FX_CODE>
</UseTemplate>
</Component>

Is this correct?

I can not thank you enough Misho.
 
Hi Misho
I tried selecting "EmitInLocalSpace". It does not work. So it is likely not properly linked, attached.
Linking is also my trouble. I have struggled quite bit, only found out a manual way by adding a piece of XML section in the simObj xml like this
<Behaviors>
<Include ModelBehaviorFile="Asobo\Generic\FX.xml"/>
<Component ID="Smoke" Node="root">
<UseTemplate Name="ASOBO_GT_FX">
<FX_GUID>{1A1E6AB2-9ED2-4BB7-A5C9-51AE7B0952FA}</FX_GUID>
<FX_CODE>1 0 &gt;</FX_CODE>
</UseTemplate>
</Component>

Is this correct?

I can not thank you enough Misho.
Yeah, that's pretty close to what I have, that should work:

Code:
        <Component ID="SRB_SMOKE_L" Node="FX_SRB_000">
          <UseTemplate Name="ASOBO_GT_FX">
            <FX_CODE>
                    (L:LVAR_TB_KSC_SRB_ON_OFF)
            </FX_CODE>
            <FX_GUID>{D3CB890B-3D60-42DE-B840-21827638AFD9}</FX_GUID>
          </UseTemplate>
        </Component>

This code worked for me but I am not using it any longer, I dynamically attach VFX in WASM module.
 
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