Missing weapon 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.
-
-
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
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As an afterthought to the above, if someone does have a go at the ALE files for this, my idea would be to keep the main effect used for say bretonia, and modify the above fx so we have a thruster effect for each house, yellow for kusari, white for liberty and green for rheinland. Then maybe do two more, one for the pirate factions with the red and blue effect and a nomad one as well, all with a working smoke effect to go with them. Just an idea
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is there anyway to be possible to make thruster effect like i allready posted movie in 1 of threads:
http://www.youtube.com/watch?v=92sMzuBWfAY&eurl=http://the-starport.net/index.php?option=com_smf&Itemid=26&topic=1218.0&feature=player_embedded -
Most definitely. FWs new engine FX look similar. I think the A-wing looks the most similar here.
(a-wing on left)Here’s a video for you to use to make the FX:
http://files.filefront.com/Engine+Effect+Tutorialavi/;12622389;/fileinfo.htmlIf you want I can send you the A-wing FX for you to toy with.
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Frank, you’re up. =D hit
(seriously, apply the missile smoke trails to thruster effects and you’re golden)
Fox,
Tried that, still no smoke which is why i think it’s called in the ALE file somewhere. I suppose i’ll have to grit my teeth and have a go at doing this myself. What do i need do do this?
** UPDATE ** Looking for the ALE editor but i get a 404 error when i try to download it from the DB site
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Here you go, Gibbon: http://files.filefront.com/ALE+Editor0+008rar/;13044320;/fileinfo.html
Also has the CRC calculator in there and the excel file I use to figure out colours.
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… ;D … if you want (misused) effects,
try 2 apply weapon FX 2 the engine.
It will you give that 4 example: -
@ Sushi
Thanks amigo, time to dive into this nest of vipers lol. You hero Sushi, you included a tutorial, top man that you are. May the force be with you
@F!R
Yeah, i’ve done that as well, i remember an old thread on TLR that discussed that very topic, think i saved it into a text document somewhere
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2 help u searching:
effects.ini
–-----------------------------------------------------
[Effect]
nickname = wts_engine21_proj
effect_type = EFT_WEAPON_PROJ
vis_effect = wts_engine21_proj
[Effect]
nickname = wts_engine20_proj
effect_type = EFT_WEAPON_PROJ
vis_effect = wts_engine20_proj
[Effect]
nickname = wts_engine19_proj
effect_type = EFT_WEAPON_PROJ
vis_effect = wts_engine19_proj
[Effect]
nickname = wts_engine18_proj
effect_type = EFT_WEAPON_PROJ
vis_effect = wts_engine18_proj
[Effect]
nickname = wts_engine17_proj
effect_type = EFT_WEAPON_PROJ
vis_effect = wts_engine17_proj
[Effect]
nickname = wts_engine16_proj
effect_type = EFT_WEAPON_PROJ
vis_effect = wts_engine16_proj
[Effect]
nickname = wts_engine15_proj
effect_type = EFT_WEAPON_PROJ
vis_effect = wts_engine15_proj
[Effect]
nickname = wts_engine14_proj
effect_type = EFT_WEAPON_PROJ
vis_effect = wts_engine14_proj
[Effect]
nickname = wts_engine13_proj
effect_type = EFT_WEAPON_PROJ
vis_effect = wts_engine13_proj
[Effect]
nickname = wts_engine12_proj
effect_type = EFT_WEAPON_PROJ
vis_effect = wts_engine12_proj
[Effect]
nickname = wts_engine11_proj
effect_type = EFT_WEAPON_PROJ
vis_effect = wts_engine11_proj
[Effect]
nickname = wts_engine10_proj
effect_type = EFT_WEAPON_PROJ
vis_effect = wts_engine10_proj
[Effect]
nickname = wts_engine09_proj
effect_type = EFT_WEAPON_PROJ
vis_effect = wts_engine09_proj
[Effect]
nickname = wts_engine08_proj
effect_type = EFT_WEAPON_PROJ
vis_effect = wts_engine08_proj
[Effect]
nickname = wts_engine07_proj
effect_type = EFT_WEAPON_PROJ
vis_effect = wts_engine07_proj
[Effect]
nickname = wts_engine06_proj
effect_type = EFT_WEAPON_PROJ
vis_effect = wts_engine06_proj
[Effect]
nickname = wts_engine05_proj
effect_type = EFT_WEAPON_PROJ
vis_effect = wts_engine05_proj
[Effect]
nickname = wts_engine04_proj
effect_type = EFT_WEAPON_PROJ
vis_effect = wts_engine04_proj
[Effect]
nickname = wts_engine03_proj
effect_type = EFT_WEAPON_PROJ
vis_effect = wts_engine03_proj
[Effect]
nickname = wts_engine02_proj
effect_type = EFT_WEAPON_PROJ
vis_effect = wts_engine02_proj
[Effect]
nickname = wts_engine01_proj
effect_type = EFT_WEAPON_PROJ
vis_effect = wts_engine01_proj
–-----------------------------------------------------waepons_ale.ini
[VisEffect]
nickname = wts_engine21_proj
alchemy = fx\weapons\rh_plasma_04.ale
effect_crc = -73976642
textures = fx\planetflare.txm
textures = fx\sarma.txm
textures = fx\standardeffects.txm
textures = fx\miningship.txm
textures = fx\hexagon.txm
[VisEffect]
nickname = wts_engine20_proj
alchemy = fx\weapons\rh_gunboat_maingun.ale
effect_crc = -217321004
textures = fx\smoke.txm
textures = fx\sarma.txm
textures = fx\planetflare.txm
[VisEffect]
nickname = wts_engine19_proj
alchemy = fx\weapons\rh_capgun_01.ale
effect_crc = -358902125
textures = fx\planetflare.txm
textures = fx\hexagon.txm
textures = fx\beam.txm
textures = fx\sarma.txm
[VisEffect]
nickname = wts_engine18_proj
alchemy = fx\weapons\pi_tachyon_04.ale
effect_crc = 256565279
textures = fx\planetflare.txm
textures = fx\sarma.txm
textures = fx\beam.txm
[VisEffect]
nickname = wts_engine17_proj
alchemy = fx\weapons\pi_plasma_04.ale
effect_crc = 285305577
textures = fx\planetflare.txm
textures = fx\sarma.txm
textures = fx\standardeffects.txm
textures = fx\miningship.txm
textures = fx\hexagon.txm
[VisEffect]
nickname = wts_engine16_proj
alchemy = fx\weapons\pi_particle_04.ale
effect_crc = 304967676
textures = fx\planetflare.txm
textures = fx\sarma.txm
textures = fx\missleeffect.txm
textures = fx\lightning2.txm
[VisEffect]
nickname = wts_engine15_proj
alchemy = fx\weapons\pi_neutron_04.ale
effect_crc = -3479734
textures = fx\planetflare.txm
textures = fx\sarma.txm
textures = fx\missleeffect.txm
textures = fx\newglows.txm
textures = fx\kioncannon.txm
[VisEffect]
nickname = wts_engine14_proj
alchemy = fx\weapons\no_capgun01.ale
effect_crc = -360621339
textures = fx\smoke.txm
textures = fx\miningship.txm
textures = fx\sarma.txm
textures = fx\beam.txm
textures = fx\newglows.txm
[VisEffect]
nickname = wts_engine13_proj
alchemy = fx\weapons\li_plasma_04.ale
effect_crc = 208575906
textures = fx\planetflare.txm
textures = fx\sarma.txm
textures = fx\standardeffects.txm
textures = fx\miningship.txm
textures = fx\hexagon.txm
[VisEffect]
nickname = wts_engine12_proj
alchemy = fx\weapons\ku_tachyon_04.ale
effect_crc = 311576577
textures = fx\planetflare.txm
textures = fx\sarma.txm
textures = fx\beam.txm
[VisEffect]
nickname = wts_engine11_proj
alchemy = fx\weapons\ku_plasma_04.ale
effect_crc = 432562906
textures = fx\planetflare.txm
textures = fx\sarma.txm
textures = fx\standardeffects.txm
textures = fx\miningship.txm
textures = fx\hexagon.txm
[VisEffect]
nickname = wts_engine10_proj
alchemy = fx\weapons\ku_particle_04.ale
effect_crc = -62944713
textures = fx\planetflare.txm
textures = fx\sarma.txm
textures = fx\missleeffect.txm
textures = fx\lightning2.txm
textures = fx\beam.txm
[VisEffect]
nickname = wts_engine09_proj
alchemy = fx\weapons\ku_neutron_04.ale
effect_crc = -502116524
textures = fx\planetflare.txm
textures = fx\sarma.txm
textures = fx\missleeffect.txm
textures = fx\newglows.txm
textures = fx\kioncannon.txm
[VisEffect]
nickname = wts_engine08_proj
alchemy = fx\weapons\gf_no_gun01.ale
effect_crc = 138838735
textures = fx\kioncannon.txm
textures = fx\planetflare.txm
textures = fx\sarma.txm
[VisEffect]
nickname = wts_engine07_proj
alchemy = fx\weapons\gf_greencloud.ale
effect_crc = 112980051
textures = fx\missleeffect.txm
textures = fx\newglows.txm
textures = fx\beam.txm
[VisEffect]
nickname = wts_engine06_proj
alchemy = fx\weapons\ci_capgun_01.ale
effect_crc = 285573824
textures = fx\sarma.txm
textures = fx\beam.txm
[VisEffect]
nickname = wts_engine05_proj
alchemy = fx\weapons\br_tachyon_02.ale
effect_crc = -314489647
textures = fx\planetflare.txm
textures = fx\sarma.txm
textures = fx\beam.txm
textures = fx\hexagon.txm
[VisEffect]
nickname = wts_engine04_proj
alchemy = fx\weapons\br_flakcannon01.ale
effect_crc = -523975171
textures = fx\sarma.txm
textures = fx\planetflare.txm
textures = fx\smoke.txm
[VisEffect]
nickname = wts_engine03_proj
alchemy = fx\weapons\br_gunboat_maingun.ale
effect_crc = 435551187
textures = fx\beam.txm
textures = fx\planetflare.txm
[VisEffect]
nickname = wts_engine02_proj
alchemy = fx\weapons\ku_gunboat_maingun.ale
effect_crc = 20319171
textures = fx\plasmaring.txm
textures = fx\newglows.txm
textures = fx\lightning2.txm
textures = fx\kioncannon.txm
textures = fx\beam.txm
textures = fx\lightbeam.txm
[VisEffect]
nickname = wts_engine01_proj
alchemy = fx\weapons\sp_doomsday_02.ale
effect_crc = -308008725
textures = fx\planetflare.txm
textures = fx\miningship.txm
textures = fx\sarma.txm
–-----------------------------------------------------Using it like
flame_effect = wts_engine18_proj
will give u, what u see in the picture above.