Effects_types.ini
-
I’ve heard that you cannot create new effects types in this file but can only change the settings on the existing types.
evidently the exe ignores new types here. I’m not having any luck.
trying to copy and rename EFT_EQUIP_ATTACHED_INSANELY_LARGE and then set it so that it stops by changing run_time = -1 to some positive number so that it has a limited lifetime.
anyone know anything about creating new types in this file?
-
Hey m8… There’s no need to copy or renaming existing ones! You can create all the effect types you want in effect_types.ini
for example I’m using this for my beam weapons:
[EffectType]
nickname = EFT_BEAM_PROJ
priority = 0.500000
generic_priority = 1.000000
lod_type = EFT_LOD_WEAPON
radius = 20.000000
visibility = EXIST_OFFSCREEN
update = CULL_UPDATE
run_time = -1
pbubble = 1000, 1500[Effect]
nickname = ion_beam_03_proj
effect_type = EFT_BEAM_PROJ
vis_beam = ion_beam_03_projJust an example but I’ve tested this in SP and MP with several chars online at the same time and it all works! So there shouldn’t be a problem for you not to make new ones yourself!
-
no…see, the problem is that effects insanely large has a runtime of -1 which means effects made with it never stop.
I want to be able to use the effects that are used with it and change that -1 to some positive number so that the effect will stop after a certain number of seconds
I could change effects insanely large itself but then all effects that use it would stop.
-
Your quite correct Glock, the effect types are hard coded into the Freelancer.exe, any new types added to the Effects_types.ini are ignored by FL with an error being added to FlSpew. Not sure if any of our code monkeys have tried anything in this area yet.
;D Nice to see you back messing with code again mate, it’s been a while
-
-
I hate being right.
I thought you’d be used to that by now… O’ royal Oreo’d One… (All hail!!.. erm sorry old habit!)
Would you please mind not being right!?
oh Legion… little do ye know, Glock is ALWAYS RIGHT!.. hehe well mostly always…
But back to topic!
It’d take a pretty big recode… but moving all the FX “down” a rung… leaving nothing pointing at EFT_EQUIP_ATTACHED_INSANELY_LARGE… then alter the runtime and attach to new FX…Yes this means some of the stock FX will look a little wierd… or not work right at all… (meaning more recoding… fun)
but it would mean you have the “extra” FX to play with now for your big stuff… a little pre planning… and it may be a possible… depending on what happens to the FX that are now moved to EFT_EQUIP_ATTACHED_LARGE instead;D Awesome to see you back Glock! ;D
-
oh Legion… little do ye know, Glock is ALWAYS RIGHT!
Then in this particular case I hate Glock… lol! (Nah not really)
I may have good news for you… I had a look through the exe to look at those EFT_ lines and here’s what I found
EFT_CODE_PROJ_EFFECT
This one is in effect_types.ini BUT no effect uses it which could mean this baby is available to make your new effect type without screwing anything up…
EDIT:
Here’s another one
EFT_LOD_NUM_TYPES - Not even found in effect_types.ini or anywhere else
I’m feeling a bit lazy right now, but I’ll do some searches and make a list of “available” EFT_ types! Also noticed something else about them… Some of them refers to the nicknames of the effect types and some of them to lod_types in the effects types… This makes me say “Hmmm…” for some reason
-
I’m feeling a bit lazy right now, but I’ll do some searches and make a list of “available” EFT_ types! Also noticed something else about them… Some of them refers to the nicknames of the effect types and some of them to lod_types in the effects types… This makes me say “Hmmm…” for some reason
LOD Ranges for FX… makes sense. tho utilising it clueless