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EFFECT module documentation


lo-fi

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Hi

Not sure whether this lives here, in plugin dev, or modelling forum, but maybe someone can point me in the right direction.

I've got the hang of using EFFECT nodes for sounds, like so:


EFFECTS
{
WheelEffect
{
AUDIO
{
channel = Ship
clip = KerbalFoundries/Sounds/wheel
volume = 0.0 0.0
volume = 0.1 0.2
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 .7
loop = true
}
}

But I'm wondering if there are nodes other than AUDIO that you can call into an effect? Lights, maybe? Does anyone know of any example configs if so?

Cheers

Lo-Fi

Edited by lo-fi
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check out HotRockets thread OP, all the FX node usage are pretty much covered in there. I don't know of any list of channels, or if multiple audio clips are possible. Multiple particle emitter per node works.

EFFECTS{} can be for audio and/or particles. Firespitter uses this to call FX in FSanimateGeneric and FSLandingGear. B9 uses Firespitter modules for the landing gears' tire screech; deploy/retract sound; and smoke when the wheel touches the tarmac.

Edited by nli2work
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All the class that inherits from EffectBehaviour implements an effect. So you have

ANIMATION in AnimationFX

AUDIO in AudioFX

AUDIO_LOOP in AudioLoopFX

AUDIO_SINGLE in AudioSingleFX

MODEL_ANIMATION in ModelAnimationFX

MODEL_MULTI_PARTICLE in ModelMultiParticleFX

MODEL_PARTICLE in ModelParticleFX

PARTICLE_CONFIG in ParticleConfigFX

PREFAB_ANIMATION in PrefabAnimationFX

PREFAB_PARTICLE in PrefabParticleFX

PREFAB_SPAWN in PrefabSpawnFX

To see their available config you have to look at the public fields of those class and do some guesswork.

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