Can the timing of the omega 41 effect be changed?
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I’m sorry if this is already answered somewhere, i did try a search but had no joy.
basically i want to know if it is possible and where any possible edits would have to be made, as i know next to nothing about them.
for kicks, ive started with six neutron star effects sat on the sun in newyork and added spin to em.
Looks ok but i think it might look better if they “Pulsed”? at different times.heres the code if ya wanna try it.
<data file=“DATA\FX\effects.ini” method=“sectionreplace”>[Effect]
nickname = gf_neutronstar<dest>effect_type = EFT_EQUIP_ATTACHED
vis_effect = gf_neutronstar</dest>
<source>
effect_type = EFT_EQUIP_ATTACHED_INSANELY_LARGE
vis_effect = gf_neutronstar</data><data file=“DATA\FX\effect_types.ini” method=“append”><source>
[EffectType]
nickname = EFT_EQUIP_ATTACHED_INSANELY_LARGE
priority = 1.000000
generic_priority = 1.000000
lod_type = EFT_LOD_NONE
radius = 1000000
visibility = EXIST_OFFSCREEN
update = UPDATE_OFFSCREEN
run_time = -1
pbubble = 1000, 100000</data><data file=“data\universe\systems\Li01\Li01.ini” method=“append”><source>
[Object]
nickname = Ew03_neutron_star_fx
ids_name = 261048
pos = 0, 0, 0
orientation = 1, 90, 0, 0
rotate = 30, 0, 90
spin = 0, 0, 2
Archetype = neutron_star
loadout = neutron_star
ids_info = 66164[Object]
nickname = Ew03_neutron_star_fx_01
ids_name = 261048
pos = 0, 0, 0
orientation = 1, 0, 90, 0
rotate = 30, 90, 0
spin = 0, 0, 2
Archetype = neutron_star
loadout = neutron_star
ids_info = 66164[Object]
nickname = Ew03_neutron_star_fx_02
ids_name = 261048
pos = 0, 0, 0
orientation = 1, 0, 0, 90
rotate = 30, 0, 45
spin = 0, 0, 2
Archetype = neutron_star
loadout = neutron_star
ids_info = 66164[Object]
nickname = Ew03_neutron_star_fx_03
ids_name = 261048
pos = 0, 0, 0
orientation = 1, 0, 0, 90
rotate = 30, 0, -45
spin = 0, 0, 2
Archetype = neutron_star
loadout = neutron_star
ids_info = 66164[Object]
nickname = Ew03_neutron_star_fx_04
ids_name = 261048
pos = 45, 0, 0
orientation = 1, 0, 90, 0
rotate = 30, 45, 0
spin = 0, 0, 2
Archetype = neutron_star
loadout = neutron_star
ids_info = 66164[Object]
nickname = Ew03_neutron_star_fx_05
ids_name = 261048
pos = 45, 0, 0
orientation = 1, 0, 90, 0
rotate = 30, -45, 0
spin = 0, 0, 2
Archetype = neutron_star
loadout = neutron_star
ids_info = 66164</data> -
Yep, the timing is within the ALE file
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Thanks for the reply’s… to be honest i had already searched through ini’s but i thought it best to ask incase i missed something.
i’ll go download an ALE editor i guess, and start trying to get my head around that.
If anyone does have any tips for me ( a total beginer), it would be a great help, and thanks again. -
I would recommend the XML Project, but since I came in late, everyone’s more familiar with Lancer’s ALE Editor. With XML, the number before the colon is the time (in seconds, I think). At least, I presumed that first number to be timing, but there are some negative values; maybe that’s just Freelancer screwing with us…