Next! .. getting started with ale from a to z..
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It’s a very hacky solution, relying on somewhat high muzzle velocity and a rather extreme dispersion angle, but it seems to mix up the velocity enough to have a good effect.
I just had a really dumb idea. Since I’m already pretending that a missile is Roboteching, why not just pretend that one missile is actually five missiles? That way I can mix them up however I like.
Although that idea is proving to be much more difficult than I thought.
I appear to be hitting some sort of hard coded limit related to beam/stripe/line emitters. No matter what I do I can only get the first beam emitter read in the file to actually show up. It almost seems like beam emitters past the first one read are ignored because even if I only actually call for one of the emitters, only the first one will show up. I even mixed up the order, and it is consistently first in file that only works.
On top of that, I cannot recall any vanilla effects that had more than one beam attached to them. It would probably be very possible to just use particles instead of beams, but that gets much more expensive much quicker than just using beams.
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Nice work Why. I will have a fiddle on mine see if i come up with anything.
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well, cursor, i learned thn from this thread here (after i had tried to understand it myself and done first replacements of effects and objects) and with this table here i could calculate orientations for thn’s. once i found both it was exciting to do thn’s, it even started to make fun before i started using any kind of scene editor.
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You know…
All these super missile trails and stuff…
I was behind an old diesel van today and it was gushing out black smoke trails, and I thought about these effects…
… they are also a pollution, and I am very sure will not be emitted by the time we get into space!
Like pollution, less and nicely done is more beautiful!
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a discussive topic, ST. what you refer to is scifi like Star Trek, where all of the space is bright, clean and unbelievable large. no exhausts, no dirt on the hull, pure energy. there is a reason, why Voyager was not successful to most of the Trek fans: too clean, to surreal. like, after every battle, no matter what damage it took, in the next episode it had full energy again, a clean hull plating, as like it just left the wright after construction. that’s just not realistic at all. before we can even think on pollution (pollution of space? possible?) we have to make movement there possible and superluminal travel. i refer here to Battlestar Galactica, where all of the ships do use fuel and ammo, where there are no shields of such a power that they can hold back everything as long as theyre configured right. there you only have your hull and the more you fight, the less it looks new. sad, that it is barely impossible to have such an effect in FL.
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Gisteron wrote:
well, cursor, i learned thn from this thread here (after i had tried to understand it myself and done first replacements of effects and objects) and with this table here i could calculate orientations for thn’s. once i found both it was exciting to do thn’s, it even started to make fun before i started using any kind of scene editor.what do you want to tell me with that post ???
Topic is about ALE not THN
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sorry for bumping the topic. today i tried to make an effect appear with an offset on all three axises constantly. i have managed to move it 28.75x, 25y but the 23.2924z for the sphere emitter and 116.2924z for the cube emitters (editing the second value of the first Entry parameter) did not affect anything. editing the first value of same parameter did also have no effect at all, in both cases both the cube emitters and the sphere emitter have the same z value as the hardpoint they are attached to. i know, setting a third header would partially solve my problem but that is considered wrong actually so how to do it the right way?
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You should post your code instead of trying to explain it.
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here one of the node_transforms (a cube emitter)
Node_Transform = { Flag = 4 Header = 0.0000000000000000, 28.7500000000000000 HFlag = 4 HTail = 0 Header = 0.0000000000000000, 25.0000000000000000 HFlag = 4 HTail = 0 Entry = 0.0000000000000000, 116.2924000000000000 EFlag = 4 EType = 3 ETail = 0 SEntry = 0.0286839995533228, -0.0106699997559190, 0.0000000000000000, 0.0000000000000000, 0.8999999761581421, 1.0000000000000000 SFlag = 0 STail = 0 SEntry = -0.0227869991213083, 3.1096758842468262, 0.0000000000000000, 0.0000000000000000, 0.9900000095367432, 1.0000000000000000 SFlag = 0 STail = 0 SEntry = -0.0033350000157952, 10.0000000000000000, 0.0000000000000000, 0.0000000000000000 SFlag = 0 Entry = 0.0000000000000000, 0.0000000000000000 EFlag = 4 EType = 1 ETail = 0 SEntry = 0.0061659999191761, 10.0000000000000000, 0.0000000000000000, 0.0000000000000000 SFlag = 0 Entry = 0.0000000000000000, 0.0000000000000000 EFlag = 4 EType = 1 ETail = 0 Entry = 0.0000000000000000, 0.0000000000000000 EFlag = 4 EType = 1 ETail = 0 Entry = 0.0000000000000000, 1.0000000000000000 EFlag = 4 EType = 1 ETail = 0 Entry = 0.0000000000000000, 1.0000000000000000 EFlag = 4 EType = 1 ETail = 0 Entry = 0.0000000000000000, 1.0000000000000000 EFlag = 4 EType = 1 ETail = 0 }
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What the… Do you realize what you’re doing here?
You’re setting up XYZ offsets in Entries/Headers, then overwriting the Z offset THRICE with SEntry definitions. Of course it won’t budge! And your SEntry definitions are wrong, on top of that.
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Yes.
SEntry definitions are used for animation and must be done in blocks of 4 values at a time, one per Entry/Header if required (place it after the Entry, so placing it after the first Entry would animate the Z offset). I’ve no idea what the person who did your code was attempting to do, but it’s surprising it isn’t downright CTD’ing on you.
Erase the all the SEntries and try again. Also try changing your EType back to 1, I’ve no idea what 3’s supposed to do.
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sure. look into the shield section, there is an effect parameter (don’t mind, i neither remember the exact file name nor the parameter name but its definately easy to find in the equipment folder). as value for that parameter you can define any effect you want, just check the cloakin and cloakout effects of the cloaking devices in your weapon_equip.ini
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Gisteron wrote:
sure. look into the shield section, there is an effect parameter (don’t mind, i neither remember the exact file name nor the parameter name but its definately easy to find in the equipment folder). as value for that parameter you can define any effect you want, just check the cloakin and cloakout effects of the cloaking devices in your weapon_equip.iniwow, thx