On this page
fsVfxSpawnInWorld
The fsVfxSpawnInWorld function can be used to spawn a visual effect in the world.
Syntax
FsVFXId fsVfxSpawnInWorld(
const char* strGuid,
FsVec3d lla,
FsVec3d pbh = { 0, 0, 0 },
float minEmissionTime = -1.f,
FsVfxGraphParam* graphParams = nullptr,
int graphParamsSize = 0,
);Members
| Parameters | Description |
|---|---|
strGuid | The GUID guid of the vfx to spawn, as a string, for example: “7E68323C-E75D-4F5B-988E-65DD4956F6BA”. This is a required parameter with no default value. |
lla | The Latitude, Longitude and Altitude where the VFX will be spawned in the world. This is a required parameter with no default value. |
pbh | The Pitch, Bank, and Heading of the VFX (in degrees). The default values are: {0, 0, 0} |
minEmissionTime | The time from which fsVFXIsMinTimePassed will be TRUE. Reaching this time has no other impact on the VFX, and if set to -1 then fsVFXIsMinTimePassed will be TRUE from the moment the VFX instance is spawned. The default value is: -1.f |
graphParams | An array of graph parameters for the VFX. The default value is: nullptr |
graphParamsSize | The size of the graphParams array. The default value is: 0 |
ref | The world referential in which the VFX will be spawned, used to compute the hight. The default value is : eFsWorldReferenceEllipsoid |
Return Values
The function returns a VFX ID which can be used in most of the other VFX API functions. If something has gone wrong and the function fails, FSVFXID_NULL will be returned. The VFX creation may fail if:
the pointer to
strGuidis not validthe VFX associated with the GUID is not loaded in the game (possibly because the VFX doesn’t exist)
the VFX has been spawned too far away (ie: further than all the
MaxEmissionDistanceof the emmiters)
Example
FsVec3d lla = { 36.151591, -5.340841, 58.154 };
FsVec3d pbh = { 0, 0, 0 };
FsVfxGraphParam graphParams[3];
graphParams[0].paramName = "ColorR";
graphParams[0].RPNExpression = "0";
graphParams[1].paramName = "ColorG";
graphParams[1].RPNExpression = "0";
graphParams[2].paramName = "ColorB";
graphParams[2].RPNExpression = "1";
g_SpawnVars.fxInWorldId = fsVfxSpawnInWorld("AAF9ECBE-C092-429A-877B-D41357D1E519", lla, pbh, -1, graphParams, 3);Remarks
When spawned a VFX instance will start playing automatically. Also note that all VFX that you spawn in the world should be destroyed when no longer required using the fsVfxDestroyInstance function.
