Re: Effects showroom!
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basically, in the ale itself there is a LOD curve that affects the maximal view distance.
however, constants are set in the .\data\fx\effect_types.ini with the pbubble parameter. as there are already high-range effect types, you can just change your effect type in the effects.ini file. for instance EFT_EQUIP_ATTACHED_INSANELY_LARGE has a pbubble large enough for most star systems in FL (there is nothing stopping you from increasing it however). -
Simply adjust the pbubble on the fx u want to see from a farther distance, posted it earlier but the site seemed to be under attack and it lost my post.
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http://www.youtube.com/watch?v=0H_qBxc6CfQ
Light on/Light off -
Again maybe “accordeon”, but
http://www.youtube.com/watch?v=4urdB7La3QE
Ammo with attached fx ) -
Neat effect. I like it!
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Here is for static object )
http://www.youtube.com/watch?v=M5B2biEBcv8
Sushi yep, funny effect
Huor CTF? It is idea, hmhmhmhm… -
Ah, and napalm-gun or leech-gun idea too (effect must “eat” hull
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Wow! That’s totally badass Helloween!
How long does it last for?
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How did you do that? Via the hit effect of the gun or via the hit effects of the ship/base?
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Bobthemanofsteel wrote:
Wow! That’s totally badass Helloween!How long does it last for?
not checked but i think permanent like any attachedfx )
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Quarks wrote:
How did you do that? Via the hit effect of the gun or via the hit effects of the ship/base?Via```
munition_hit_effect = <attachedfx particles=“” from=“” select_equip.ini=“”></attachedfx>In my case it is
munition_hit_effect = gf_blhazard_01
:)
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Awesome, might give it a try.
Would there be any way of making it stop after a certain time?
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Did not tried, but it stops after killing parent object )
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The lifetime is defined in the ALE itself. It has nothing to do with it being an AttachedFX, it’s just that the ALE goes on forever and the EffectType you’re using does not have a maximum run length.
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