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Guest robert0

How triggering effects ???

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Guest robert0

Using AiCreateSimulatedObject and RemoveObject i succesfully create and destroy objects in my scenery (FSX with Acceleration PAck).Now i'm trying to trigger some effects: i create some objects in gmax with attached effects . They work fine creating a "classic" standalone bgl but if i use them via simconnect AICreateSimulatedObject ...the object is create but no effects.I use the same mdl so i' do not understand why effects aren't visible at all.Thanks for any tip.Rob

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Guest Daniel42

What are the triggers?And what kind of 'container' do you use for your MDL? - aircraft.cfg / sim.cfg ?And if you use the sim.cfg, what Category are you using?And in the cfg, are you referring to the model or the GUID?Daniel

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Guest robert0

>What are the triggers?Something that starts an action.>And what kind of 'container' do you use for your MDL? >>- aircraft.cfg / sim.cfg ?My simobject is created in Gmax , then exported as mdl Guid is called in sim.cfg>And if you use the sim.cfg, what Category are you using?I'm actually using General Object .>And in the cfg, are you referring to the model or the GUID?As above i'm referring as GUID.If i call the object modeled without the effect it's showing, if i call the object modeled ( with attachpoint in gmax) with effect it's showing without any effect.Thx.Rob

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Guest Daniel42

>>What are the triggers?>>Something that starts an action.More specifically, which ones are you using? When you add a model as scenery in a BGL file I think you have access to stuff like the user's plane position/comm frequencies.When you add them as AI Objects you don't, you will be looking at the Comm freq for the AI Object and not the user's plane.>>And what kind of 'container' do you use for your MDL? >>And if you use the sim.cfg, what Category are you using?>>I'm actually using General Object.I'm not sure, but it seems the available sim variables depend on the category. Eg: groundvehicle will give you access to speed, acceleration, wheel rotation angle. For a general object I don't think the last one is available.Also, on a ground vehicle (or general object) it is not possible to set radio frequencies. I did try to add a section to th sim.cfg, but that didn't seem to help as well.Daniel

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Guest robert0

Mmmmh i think there is a misunderstanding.I'm creating an object ( it's a simple road signal), then a Mdl then a Bgl.Then using SimConnect.aiCreateSimulatedObject i place it at Lat/Long i want . Please note that i'm testing ( and learning) Simconnect and C#, and i did it succesfully.I can place it even conditionally( i.e. if switching to a Com or Nav freq, or when my plane is below a certain altitude or within a distance range).Now i want to place it ( in Simconnect)with an effect ( let's say the road signal with a red flashing light).If i create and place it with a Bgl( at fixed Lat/Long)in classic scenery way i have no problem and i see the effect( no condition however).If i place it within my Simconnect program it does not show the effect, it oly shows...itself and it's because i'm asking a clue to show the effects.Hope now the situation it's brighter :-).Rob

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Guest Daniel42

Thanks for the explanation.I have created a car, with flashing lights, and they work when I add the car using SimConnect.aiCreateSimulatedObject.The difference I see is that I don't have the car in a BGL, I only use the .mdlIf I understand correct, you use 'visual_model_guid=...' in your sim.cfg. I have put my mdl file in the model directory with the sim.cfg and am using 'model=mycarmodel' in the sim.cfg(I wonder where the 'visual_model_guid' came from, I can only find a reference on FSDeveloper, not in the FSX SDK.)Edit: looking closer at FSDev, I see that animations don't work when you use the 'visual_model_guid' method, so I guess that goes for effects as well.Daniel

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Guest robert0

>If I understand correct, you use 'visual_model_guid=...' in>your sim.cfg. I have put my mdl file in the model directory>with the sim.cfg and am using 'model=mycarmodel' in the>sim.cfg>>(I wonder where the 'visual_model_guid' came from, I can only>find a reference on FSDeveloper, not in the FSX SDK.)>Yep, it seems working but with a little difference:this is now my WORKING sim.cfg ( my mdl is named MySign.mdl):[fltsim.6]title=MySignmodel=texture=ui_type=SceneryObject[General]category=SimpleObjectWith a call in createsimulatedobject to "MySign" everything it's ok and i see the effect and the object as well.If i fill the line model= MySign with the name of the mdl i get exception 22 so the title = MySign seems enough to Fsx to find the right model leaving the line model= blank.Thanks a lot Mr. Daniel42, you switch on the light on my path.Now I will continue the struggle :-) with animations.Thanks again.Rob

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Guest hf_hero

How to trigger User Aircraft's effect realtime as same as FSX Visual Effects Tool does?

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