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[SOLVED] Plugin-controlled MODEL_MULTI_PARTICLE effect?


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What I'd like to do is have a MODEL_MULTI_PARTICLE node that I control by plugin. It's attached to a transform in the model, but it's not the transform used by ModuleEnginesFX. Since it's not a throttle-controlled transform, by default it spews as if it's at 100% throttle. What sort of object do I need to search for to find the effect and control it?

What I have currently in the config file is something like


EFFECTS
{
powerflame
{
... attached to the engine's thrust transform, controlled by
}
auxiliaryflame
{
... attached to a different transform, not controlled by engine - how do I get control of it?
}
}

EDIT: Okay, I finally made the right guess for search terms. It was way easier than I expected. part.Effect("auxiliaryflame", (some number);

Edited by MOARdV
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7 minutes ago, blowfish said:

It causes the effect with that name to be run with that output power

Thanks.

I'm really sorry to ask but what and how should be cfg and dll like if I want both sound and effect?? Would love if there's specific-simple example or tutorial.

Edited by rkfnql322
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1 minute ago, rkfnql322 said:

I'm really sorry to ask but what should be in cfg and dll if I want both sound and effect?? Would love if there's specific-simple example or tutorial.

part.Effect is C# code which runs an effect in the EFFECTS node of the part.  If you want to know how to set individual effects up in the EFFECTS node I recommend looking at the stock part .cfg files

Edited by blowfish
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