Missing weapon FX
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**In a fit of goodwill, i’ve reactivated the first 11 weapons in that list a bit further up this thread and included them in a little script file that you’re welcome to use and modify to your hearts content. Dump the script into your main mod folder, everything is included. I’ve made them all available on Manhattan for $1 just so you can see the FX working.
The FX themselves may not be complete as who knows how the developers wanted them to look like but you can add other effects lines to enhance the code. I suggest a read through the effects.ini for similar weapons and you’ll see what i mean**
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thanks Gibbon makes things a bit easier
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After yet more sniffing around for unused weapon FX, i’ve discovered 15 more on top of what has already been discussed which also seem to be unused. I’ve started coding them to see what they look like, so far so good. Will report back when i have them all working
Here’s a piccie of the first one i found
** UPDATE **
Got them all working now. There are some very funky fx amongst this lot, i’ll post some more pictures when i have time as i’m dog tired now so i’m off to bed
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ooooooooo pwetttyyyyy
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Nice one Gibbon would be cool of u could post the code so we all can use them (I’m always searching for new FX’s)
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but they are ohh soo prettty… ive been playing with em for months now… made some “E-mines” lol and other cool stuff
… I too sit and wonder why we havent seen more of these 15fx ?? maybe a “optimisation” problem with everyone blasting
special fx at each other at once lol… still… reall pwretty… ;D -
E mines or EMP mines seem to be flavour of the month atm, i’ve just been coding some of those as well. I think the problem with the special guns is that ppl only use the diamondback and cerb as they are the most powerful and ignore the others. Shame really as like you say, some of those guns have excellent fx
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Iirc, there was also a kl 10 gun effect which looked like a pink DIAMONDBACK shot - @Modders: Isn’t that a nice alternative for nomads fx? (You could add it as option in your mod, just a personal suggestion)
€: Yep, it was the IRON HAMMER
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I just went out and screened the whole class 10 artefact gun effects:
(Take a look - It will be it worth, if you didn’t see them before!)
http://www.freelancer-reborn.de/user/bas/screenshots/screen439.jpg
http://www.freelancer-reborn.de/user/bas/screenshots/screen440.jpg
http://www.freelancer-reborn.de/user/bas/screenshots/screen446.jpg
http://www.freelancer-reborn.de/user/bas/screenshots/screen448.jpg
http://www.freelancer-reborn.de/user/bas/screenshots/screen452.jpghttp://www.freelancer-reborn.de/user/bas/screenshots/screen453.jpg
http://www.freelancer-reborn.de/user/bas/screenshots/screen452.jpg
http://www.freelancer-reborn.de/user/bas/screenshots/screen455.jpg
http://www.freelancer-reborn.de/user/bas/screenshots/screen457.jpg
http://www.freelancer-reborn.de/user/bas/screenshots/screen459.jpghttp://www.freelancer-reborn.de/user/bas/screenshots/screen458.jpg
http://www.freelancer-reborn.de/user/bas/screenshots/screen461.jpg
http://www.freelancer-reborn.de/user/bas/screenshots/screen462.jpg
http://www.freelancer-reborn.de/user/bas/screenshots/screen463.jpg
http://www.freelancer-reborn.de/user/bas/screenshots/screen465.jpghttp://www.freelancer-reborn.de/user/bas/screenshots/screen466.jpg
http://www.freelancer-reborn.de/user/bas/screenshots/screen467.jpg(Unfortunaly I don’t know enough about modding yet to tell you which effect is what - But you can see the weapon name marked green in the weapons window.)
It is a shame that the most unused weapons have the nicest effects.
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wait…let’s check…
It is sp_bloodhound_02_proj
If you want to, you can use this part of my script (if you are going to exchange nomad fx with IH fx):
[Don’t forget to edit the options=“3:1” of course ^^]<data file="data\fx\effects.ini" options="3:1" method="sectionreplace">[Effect] nickname = no_gun01_rank01_proj effect_type = EFT_WEAPON_PROJ <dest>vis_effect = no_gun01_rank01_proj vis_generic = no_gun01_rank01_proj</dest> <source> vis_effect = sp_bloodhound_02_proj vis_generic = no_gun01_rank01_proj</data>
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Thanks for scripting them Gibbon!
Rik
Your welcome Rik. I’m just glad of the renewed interest in all these FX. I’ve started to code them into my Phoenix mod, plus making new weapons using some of the Class 10 FX seeing as most people don’t use those guns
Here’s another new one, mentioned already in this thread but no code. This is the unused br_cruisedis01 (Bretonia Cruise Disruptor) effect. The code is in script format so you can add this to the one i posted earlier containing the new Kusari weapon FX or add it to some other custom script. I named it the Pacekeeper but feel free to call it what you want and modify the code to how you want it.
Add this to the effects.ini
[Effect]
nickname = br_cruisedis01_drive
effect_type = EFT_MISSILE_DRIVE
vis_effect = br_cruisedis01_drive
vis_generic = min_missile01_drive[Effect]
nickname = br_cruisedis01_impact
effect_type = EFT_EXPLOSION_MISSILE
snd_effect = asteroid_explosion
vis_effect = br_cruisedis01_impactNow goto weapon_equip.ini
[Motor]
nickname = missile10_mark01_motor
lifetime = 2.750000
accel = 22.038601
delay = 0[Explosion]
nickname = missile10_mark01_explosion
effect = br_cruisedis01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 16
hull_damage = 489
energy_damage = 0
impulse = 0[Munition]
nickname = missile10_mark01_ammo
explosion_arch = missile10_mark01_explosion
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_missile_regular
detonation_dist = 4
lifetime = 13.750000
Motor = missile10_mark01_motor
force_gun_ori = false
const_effect = br_cruisedis01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 1000
seeker_fov_deg = 35
max_angular_velocity = 2.903330
DA_archetype = equipment\models\weapons\br_slugger_missile.3db
material_library = equipment\models\br_equip.mat
ids_name = 0 ;GENERATESTRRES(“Peacekeeper Missile”)
ids_info = 0 ;GENERATEXMLRES(“<xml><rdl><push><tra data=“1” mask=“1” def=”-2"><just loc=“center”><text>Peacekeeper Missile</text><para><para><tra data=“0” mask=“1” def=“-1”><just loc=“left”><text>Slim and effective, the Peacekeeper is a basic staple of combat.</text><para><para><text>FIRED BY PEACEKEEPER LAUNCHER</text><para><para></para></para></para></para></just></tra></para></para></just></tra></push></rdl></xml>")
mass = 1
volume = 0.000000[Gun]
nickname = missile10_mark01
ids_name = 0 ;GENERATESTRRES(“Peacekeeper Launcher”)
ids_info = 0 ;GENERATEXMLRES(“<xml><rdl><push><tra data=“1” mask=“1” def=”-2"><just loc=“center”><text>Peacekeeper Launcher</text><para><para><tra data=“0” mask=“1” def=“-1”><just loc=“left”><text>The Peacekeeper launcher’s main attribute is its stalwart reliability, delivering a punishing payload accurately and effectively.</text><para><para><text>REQUIRES PEACEKEEPER MISSILE</text><para><para></para></para></para></para></just></tra></para></para></just></tra></push></rdl></xml>")
DA_archetype = equipment\models\weapons\br_slugger_launcher.cmp
material_library = equipment\models\br_equip.mat
HP_child = HPConnect
hit_pts = 400
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_1
damage_per_fire = 0
power_usage = 0
refire_delay = 2
muzzle_velocity = 30.299999
toughness = 2.400000
projectile_archetype = missile10_mark01_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 5000And lastly weapon_good_ini
[Good]
nickname = missile10_mark01
equipment = missile10_mark01
category = equipment
price = 1
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db
combinable = false
free_ammo = col_missile01_mark01_ammo, 1
ids_name = 0 ;GENERATESTRRES(“Peacekeeper Launcher”)
ids_info = 0 ;GENERATEXMLRES(“<xml><rdl><push><tra data=“1” mask=“1” def=”-2"><just loc=“center”><text>Peacekeeper Launcher</text><para><para><tra data=“0” mask=“1” def=“-1”><just loc=“left”><text>The Peacekeeper launcher’s main attribute is its stalwart reliability, delivering a punishing payload accurately and effectively.</text><para><para><text>REQUIRES PEACEKEEPER MISSILE</text><para><para></para></para></para></para></just></tra></para></para></just></tra></push></rdl></xml>")
shop_archetype = equipment\models\weapons\br_slugger_launcher.cmp
material_library = equipment\models\br_equip.mat[Good]
nickname = missile10_mark01_ammo
equipment = missile10_mark01_ammo
DA_archetype = equipment\models\weapons\br_slugger_missile.3db
material_library = equipment\models\br_equip.mat
category = equipment
price = 1
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db
combinable = trueMake available on a base of your choice in market_misc.ini
MarketGood = missile10_mark01, 0, 0, 10, 10, 0, 1
MarketGood = missile10_mark01_ammo, 0, -1, 50, 50, 0, 1 -
OK, here are the codes:
(last one is the effect/fx code)
@Bas:http://www.freelancer-reborn.de/user/bas/screenshots/screen439.jpg
2315037635 = special_gun08, BLUE BLAZE (Class 10), sp_destabilizer_02_projhttp://www.freelancer-reborn.de/user/bas/screenshots/screen440.jpg
2851672009 = special_gun15, ARCHANGEL (Class 10), sp_doomsday_03_projhttp://www.freelancer-reborn.de/user/bas/screenshots/screen446.jpg
2314832841 = special_gun10, WILD FIRE (Class 10), sp_distortion_01_projhttp://www.freelancer-reborn.de/user/bas/screenshots/screen448.jpg
2315117507 = special_gun02, BLOODSTONE (Class 10), sp_annihilator_02_projhttp://www.freelancer-reborn.de/user/bas/screenshots/screen452.jpg
2851913667 = special_gun09, DARK BLOSSOM (Class 10), sp_destabilizer_03_projhttp://www.freelancer-reborn.de/user/bas/screenshots/screen453.jpg
2851971011 = special_gun01, ONYX (Class 10), sp_annihilator_01_projhttp://www.freelancer-reborn.de/user/bas/screenshots/screen455.jpg
2851708873 = special_gun11, THOR’S HAMMER (Class 10), sp_distortion_02_projhttp://www.freelancer-reborn.de/user/bas/screenshots/screen457.jpg
2851993539 = special_gun03, JADE (Class 10), sp_annihilator_03_projhttp://www.freelancer-reborn.de/user/bas/screenshots/screen459.jpg
2851934147 = special_gun05, IRON HAMMER (Class 10), sp_bloodhound_02_projhttp://www.freelancer-reborn.de/user/bas/screenshots/screen458.jpg
2851731401 = special_gun13, GUARDIAN (Class 10), sp_doomsday_01_projhttp://www.freelancer-reborn.de/user/bas/screenshots/screen461.jpg
2314855369 = special_gun12, PROMETHEUS (Class 10), sp_distortion_03_projhttp://www.freelancer-reborn.de/user/bas/screenshots/screen462.jpg
2315066307 = special_gun04, DIAMONDBACK (Class 10), sp_bloodhound_01_projhttp://www.freelancer-reborn.de/user/bas/screenshots/screen463.jpg
2314804169 = special_gun14, CERBERUS (Class 10), sp_doomsday_02_projhttp://www.freelancer-reborn.de/user/bas/screenshots/screen465.jpg
2315088835 = special_gun06, SILVER FIRE (Class 10), sp_bloodhound_03_projhttp://www.freelancer-reborn.de/user/bas/screenshots/screen467.jpg
2851956675 = special_gun07, GOLDEN BLADE (Class 10), sp_destabilizer_01_projIt is a shame that the most unused weapons have the nicest effects.
Gibbon, maybe you could edit all FX’s (not only these of the cl 10 guns) into your first posting for a better overview?
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Thrusters. Found eight thruster FX of which only 1 is used. Goto the effects.ini and add these lines
[Effect]
nickname = gf_br_thruster01
effect_type = EFT_ENGINE_THRUSTER
vis_effect = gf_br_thruster01
vis_generic = gf_min_s_thruster_01[Effect]
nickname = gf_ku_thruster01
effect_type = EFT_ENGINE_THRUSTER
vis_effect = gf_ku_thruster01
vis_generic = gf_min_s_thruster_01[Effect]
nickname = gf_ku_thruster02
effect_type = EFT_ENGINE_THRUSTER
vis_effect = gf_ku_thruster02
vis_generic = gf_min_s_thruster_01[Effect]
nickname = gf_li_thruster01
effect_type = EFT_ENGINE_THRUSTER
vis_effect = gf_li_thruster01
vis_generic = gf_min_s_thruster_01[Effect]
nickname = gf_li_thruster02
effect_type = EFT_ENGINE_THRUSTER
vis_effect = gf_li_thruster02
vis_generic = gf_min_s_thruster_01[Effect]
nickname = gf_min_s_thruster_01
effect_type = EFT_ENGINE_THRUSTER
vis_effect = gf_min_s_thruster_01
vis_generic = gf_min_s_thruster_01[Effect]
nickname = gf_rh_thruster01
effect_type = EFT_ENGINE_THRUSTER
vis_effect = gf_rh_thruster01
vis_generic = gf_min_s_thruster_01Here are some piccies to show you what they look like. I’ve named the pictures after the effect used
**gf_br_thruster01
gf_ge_s_thruster_01
gf_ku_thruster01
gf_ku_thruster02
gf_li_thruster01
gf_li_thruster02
gf_min_s_thruster_01
gf_rh_thruster01**
The main thruster effect used on all thrusters is this one, gf_ge_s_thruster_01. If you check in the equipment.ale you will see it looks like this,
[VisEffect]
nickname = gf_ge_s_thruster_01
alchemy = fx\equipment\gf_ge_s_thruster_01.ale
effect_crc = -130606767
textures = fx\planetflare.txm
textures = fx\smoke.txmIf you want the smoke effect on the other thrusters then just add the
textures = fx\smoke.txm
to all the other thrust entries that are there. If the flame fx themselves are too short, i’m sure some ALE wizard could extend the flame length on those and maybe post them up here. A little project for somebody maybe? lol
** UPDATE ** Tried doing the above with the smoke entry, no joy, so there must be something linking to it in the ALE file itself