Real beam tutorial problem.
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I’m gone to lancers reactor and I find a real beam tutorial, great, I can do Ion beams by this way, I follaw all of steps, but ingame no ion beam just 0 fx. For more efficiency to solve my problem I add the adress : Real lasers tutorial O.o
I add my code too :AEL :
[ALE]
Version = 1.1
Type = Layer0
[Section]
Effect_Name = red_ion_beam_01_flash
ULParams = 0, 0, 1; ************ Alchemy Node Library Pointer #1 ************
ANL_Nickname = Main_Node
Parent = NULL
FX_Slot = 1
Slot_Flag = 0; ************ Alchemy Node Library Pointer #2 ************
ANL_Nickname = red_ion_beam_01_flash.app 0x08E67737 -4145645769
Parent = 1
FX_Slot = 3
Slot_Flag = 0; ************ Alchemy Node Library Pointer #3 ************
ANL_Nickname = red_ion_beam_01_flash.emt 0x19168FEE -3874058258
Parent = 1
FX_Slot = 2
Slot_Flag = 1; FX Slot Ordering
; Main Node, Emitter, App,…Slot_Order = 1, 2, 3
ANL :
[ALE]
Version = 1.1
[Section]FX_Type = FLBeamAppearance
Node_Name = red_ion_beam_01_flash.app 0x08E67737 -4145645769
Node_LifeSpan = Infinite
Node_Transform = {}
Appearance_LODCurve = {
Entry = 0.0000000000000000
EFlag = 4
SubEntry = 0.0000000000000000, 1.0000000000000000
SubFlag = 3
}BasicApp_Color = {
Flag = 4
Entry = 0.0000000000000000
SubFlag = 4
SubEntry = 0.0000000000000000, 1.0, 1.0, 1.0
SubEntry = 1.0000000000000000, 1.0, 0.0, 0.0
}BasicApp_Alpha = {
Entry = 0.0000000000000000
EFlag = 4
SubEntry = 0.0000000000000000, 0.8000000119209290, 0.5000000000000000, 0.8000000119209290, 1.0000000000000000, 0.0000000000000000
SubFlag = 1
}RectApp_Scale = {
Entry = 0.0000000000000000
SubEntry = 0.0000000000000000, 3.0000000000000000
}RectApp_Width = {
Entry = 0.0000000000000000
EFlag = 4
SubEntry = 0.0000000000000000, 3.0000000000000000, 0.5000000000000000, 3.0000000000000000, 1.0000000000000000, 8.0000000000000000
SubFlag = 1
}BasicApp_TexName = lightning_beam
BasicApp_BlendInfo = 5, 6
BasicApp_TexFrame = {
Flag = 4
Entry = 0.0000000000000000
SubFlag = 4
SubEntry = 0.0000000000000000, 0.0000000000000000
}BasicApp_QuadTexture = False
BeamApp_DisablePlaceHolder = True
BeamApp_DupeFirstParticle = True
BeamApp_LineAppearance = True[Section]
FX_Type = FxConeEmitter
Node_Name = cattest_laser_flash.emt 0x19168FEE -3874058258
Node_LifeSpan = InfiniteNode_Transform = {
Flag = 4
Header = 0.0000000000000000, 0.0000000000000000
HFlag = 4
HTail = 0
Header = 0.0000000000000000, 0.0000000000000000
HFlag = 4
HTail = 0
Entry = 0.0000000000000000, 0.0000000000000000
EFlag = 4
EType = 1
ETail = 0
SEntry = 0.0000000000000000, 0.0000000000000000, 0.0000000000000000, 0.0000000000000000, 0.0010000000474975, -800.0000000000000000, 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, 0.0000000000000000
EFlag = 4
EType = 1
ETail = 0
Entry = 0.0000000000000000, 0.1000000014901161
EFlag = 4
EType = 1
ETail = 0
Entry = 0.0000000000000000, 0.1000000014901161
EFlag = 4
EType = 1
ETail = 0
Entry = 0.0000000000000000, 0.1000000014901161
EFlag = 4
EType = 1
ETail = 0
}Emitter_Frequency = {
Flag = 4
Entry = 0.0000000000000000, 100.0000000000000000
EFlag = 0
SubFlag = 1
SubEntry = 0.0000000000000000, 50.0000000000000000, 0.0000000000000000, 0.0000000000000000
}Emitter_MaxParticles = {
Flag = 4
Entry = 0.0000000000000000, 10000.0000000000000000
EFlag = 0
}Emitter_EmitCount = {
Entry = 0.0000000000000000, 0.0000000000000000
}Emitter_InitLifeSpan = {
Flag = 4
Entry = 0.0000000000000000, 1.0000000000000000
EFlag = 0
SubFlag = 1
SubEntry = 0.0000000000000000, 0.5000000000000000, 0.0000000000000000, 0.0000000000000000
}Emitter_Pressure = {
Flag = 4
Entry = 0.0000000000000000, 20.0000000000000000
EFlag = 0
SubFlag = 1
SubEntry = 0.0000000000000000, 0.0000000000000000, 0.0000000000000000, 0.0000000000000000
}Emitter_VelocityApproach = {
Entry = 0.0000000000000000, 0.0000000000000000
}ConeEmitter_MinRadius = {
Entry = 0.0000000000000000, 0.0000000000000000
}ConeEmitter_MaxRadius = {
Entry = 0.0000000000000000, 1.0000000000000000
SubEntry = 0.0000000000000000, 0.0000000000000000, 0.0000000000000000, 0.0000000000000000
}ConeEmitter_MinSpread = {
Entry = 0.0000000000000000, 0.0000000000000000
}ConeEmitter_MaxSpread = {
Flag = 4
Entry = 0.0000000000000000, 0.0000000000000000
EFlag = 0
SubFlag = 1
SubEntry = 0.0000000000000000, 180.0000000000000000, 0.0000000000000000, 0.0000000000000000
}Thank’s for your future help.
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[d]ok , and the problem is …… ?[/d]
oh sorry i didnt read all . You problably added the beam to the ammo where you should add to the flash . Read carefully nova
s tutorial .
Anyway it`s easy just to compile with ls ale editor then decompile again with xml proj (you may be wrong with a crc code or anything - even a dot could mess all the code )
The xml project adds automatically crc code so the chances to get some headackes are less .
Edited again :
Just at a first look you made the crc-s all wrong .
For example
ANL_Nickname = red_ion_beam_01_flash.app 0x08E67737 -4145645769
actually is
ANL_Nickname = red_ion_beam_01_flash.app 0x08E67737 149321527 -
Ehh… The CRCs are supposed to be commented out. They don’t need to be there, and in fact SHOULDN’T be there in that manner.
ANL_Nickname = red_ion_beam_01_flash.app; 0x08E67737 -4145645769 ```is correct.
ANL_Nickname = red_ion_beam_01_flash.app 0x08E67737 -4145645769
Also, you didn't even rename the nodes. You point to red_ion_beam_01_flash.app and red_ion_beam_01_flash.emt, but you've only defined red_ion_beam_01_flash.app and _cattest_laser_flash.emt_.
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It works it works!!! I’m so happy!! Thank you thank you all, without you I shall never know my falls.
Yeah!!!
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I don’t know how, sorry, I will search more tomorrow.
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Just remember when you are working with my editor you are working with the raw code of an ale file. Both the ael and anl files must match perfectly or you won’t getting a working ALE file. Adoxa’s ale de/encoder is XML and may work better if you are used to dealing with XML files.
BTW, the node transform can be modified to include special transformations inside of the {}, that is the default setting if an ALE does not include any transforms within the FX. Decode other ALEs to see what is possible,