Gf_neutronstar
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Thank you very much, it worked.
Thaddeus wrote:
I still get a problem where by the effect is only partially visible from a distance - from gamma and omega 11 jumpholes. A clear line cuts across the effect where its not visible beyond a certain range. I dont know if this is a problem with using the baxter hazard box rather than the neutronstar solar, I’ll check later. anybody else get this?
Also, I did not noticed any partial visibility (unless it is something minor, I don’t really know what you mean) and I didn’t tampered with ale file. However, some time ago, I extended visual cutoff ranges of effects, by editing freelancer.exe according to Limit_Breaking_101
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That’s all I did to get it working, just add the code to the system file, I do however have an edited effect_types file with radius = 10000
pbubble = 10000, 10000
for all entries.To be honest, I’ve edited and hacked that many things over time I haven’t got a bloody clue what I’ve changed altogether so in terms of what really makes it show up at greater range you’d best take the word of the many scholars around here, I’m just a babbling idiot that likes throwing mud pies from time to time :-?
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If anyone is interested, after I started to load my other mini mods the “moving ray” of neutron star effect tended to disappear, after several seconds. It seemed to be related to other changes I did in effect_types.ini file.
Eventually I traced it down to EFT_JUMP_GATE_EFFECTS. For some weird reason if this EffectType is set to update = UPDATE_OFFSCREEN the “moving ray” disappears. If it is set to cull update, everything is all right. -
Is this a server side effect or does the client need to have these edits as well?
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Well, here’s what I’m wondering.
We’ve had admins in the past who’ve mounted effects on their ships such as the nomad shield, etc. and they were visible to all players regardless whether they’re running our optional mod or not.I would like to add the neutron star effect to the neutron star in Omega-41 but there are of course no hard points on the planet/star object to just mount it there with a loadout. I’m not at all sure how to go about implementing this addition although I am trying to figure it out with the info above.
I’m leaning towards dropping an object in the center of the planet such as a navbuoy or something like that and mounting the effect to that instead.
So, I guess the question I’m really asking is, if I do that, would the effect be visible to the unmodded player or only to the modded player. I’m thinking only the modded player because the unmodded player wouldn’t recognize the objects existence and therefore would not see the effect.
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You’ve guessed right, robo. The main difference is that loadouts are managed by the server, while objects in a system are managed by the client and synced with the server on certain instances.
You could add something to an object in a system if the object already has a hardpoint, but not otherwise.
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So, there’s no way to add the effect to the Omega-41 neutron star on a ‘vanilla’ server?
That’s what I was afraid of.
(By vanilla I mean server-side modded only) -
I’ve had some time to look at what’s involved and made the following edits using Gibbon’s coding as a guideline.
The problem is that I’m not seeing the effect.What am I missing?
beginscript
<data file=“data\FX\effect_types.ini” method=“sectionappend” options=“2:1”>;Add NeutronStar effect to Neutron Star in Omega-41[EffectType]
nickname = EFT_EXPLOSION_LARGE
priority = 1
generic_priority = 1
lod_type = EFT_LOD_LARGE
radius = 500
visibility = EXIST_OFFSCREEN
update = UPDATE_OFFSCREEN
run_time = 20
pbubble = 2000, 7000<source>
[EffectType]
nickname = EFT_EQUIP_ATTACHED_VERY_LARGE
priority = 1
generic_priority = 1
lod_type = EFT_LOD_NONE
radius = 100000
visibility = EXIST_OFFSCREEN
update = UPDATE_OFFSCREEN
run_time = -1
pbubble = 1000, 100000</data><data file=“data\FX\effects.ini” method=“append” options=“2:1”>;Add NeutronStar effect to Neutron Star in Omega-41
<source>
[Effect]
nickname = ew03_neutron_star_effect
effect_type = EFT_EQUIP_ATTACHED_VERY_LARGE
vis_effect = gf_neutronstar</data><data file=“data\Solar\loadouts.ini” method=“append” options=“2:1”>;Add NeutronStar effect to Neutron Star in Omega-41
<source>
[Loadout]
nickname = ew03_neutron_star_effect_loadout
equip = ew03_neutron_star_effect, HpFX01</data><data file=“data\Universe\Systems\EW03\Ew03.ini” method=“sectionappend” options=“2:1”>;Add NeutronStar effect to Neutron Star in Omega-41
[Object]
nickname = Ew03_neutron_star
ids_name = 261048
pos = 50, 0, 262
rotate = 30, 0, 0
archetype = planet_neutron_800
spin = 0.02, 0.02, 0.02
atmosphere_range = 900
burn_color = 255, 222, 160
ring = Zone_Ew03_gravity_ring, solar\rings\lava.ini
ids_info = 66164<source>
[zone]
nickname = Zone_Ew03_gravity_ring
pos = 55, 5, 267
rotate = 30, 0, 0
shape = ring
size = 8000, 2000, 500
spin = 200, 200, 200
sort = 99.500000[Object]
nickname = Ew03_neutron_star_solar
pos = 50, 0, 262
rotate = 30, 0, 0
archetype = blhazard
spin = 0, -0.030000, 0
loadout = ew03_neutron_star_effect_loadout[zone]
nickname = Ew03_neutron_star_death
pos = 50, 0, 262
shape = SPHERE
size = 1000
damage = 9000000
sort = 99.500000
density = 0
relief_time = 0</data>
endscript -
Oh happy day, I finally figured it out. It works and it looks good.
BUT, at any distance greater than 13k, the far edge of the effect gets cut off with a flat line. 13k and closer, the expanding ring expands out and fades away.
Is there a setting I should mess with, or is that just the way it is?
I have the radius of the effecttype set to 1,000,000. Should the pbubble match that as well? (1000, 1000000). It’s currently set to 1000, 100000
The LODranges for the solar are set to 0, 100000.
In fact, here’s the whole code.
<data file=“data\FX\effect_types.ini” method=“sectionappend” options=“12:1”>;Add NeutronStar effect Omega41
[EffectType]
nickname = EFT_EXPLOSION_LARGE
priority = 1
generic_priority = 1
lod_type = EFT_LOD_LARGE
radius = 500
visibility = EXIST_OFFSCREEN
update = UPDATE_OFFSCREEN
run_time = 20
pbubble = 2000, 7000<source>
[EffectType]
nickname = EFT_EQUIP_ATTACHED_INSANELY_LARGE
priority = 1
generic_priority = 1
lod_type = EFT_LOD_NONE
radius = 1000000
visibility = EXIST_OFFSCREEN
update = UPDATE_OFFSCREEN
run_time = -1
pbubble = 1000, 100000</data><data file=“data\FX\effects.ini” method=“sectionmodify” options=“12:1”>;Add NeutronStar effect Omega41
[Effect]
nickname = gf_neutronstar<source>
effect_type = EFT_EQUIP_ATTACHED_INSANELY_LARGE</data><data file=“data\Solar\loadouts.ini” method=“append” options=“12:1”>;Add NeutronStar effect Omega41
<source>
[Loadout]
nickname = ew03_neutron_star_effect_loadout
equip = neutron_star, HpFX01</data><data file=“data\Solar\solararch.ini” method=“sectionreplace” options=“12:1”>;Add NeutronStar effect Omega41
[Solar]
nickname = fuchu_core<dest>material_library = solar\ast_rock.mat
LODranges = 0, 1
solar_radius = 10</dest>
<source>
;material_library = solar\ast_rock.mat
LODranges = 0, 100000
mass = 10000
solar_radius = 100</data><data file=“data\Universe\Systems\EW03\Ew03.ini” method=“sectionappend” options=“12:1”>;Add NeutronStar effect Omega41
[Object]
nickname = Ew03_neutron_star
ids_name = 261048
pos = 50, 0, 262
rotate = 30, 0, 0
archetype = planet_neutron_800
spin = 0.02, 0.02, 0.02
atmosphere_range = 900
burn_color = 255, 222, 160
ring = Zone_Ew03_gravity_ring, solar\rings\lava.ini
ids_info = 66164<source>
[Object]
nickname = Ew03_neutron_star_solar
pos = 50, 0, 262
rotate = 30, 0, 0
archetype = fuchu_core
spin = 0, -0.03, 0
loadout = ew03_neutron_star_effect_loadout[zone]
nickname = Ew03_neutron_star_death
pos = 50, 0, 262
shape = SPHERE
size = 1000
damage = 9000000
sort = 99.5
density = 0
relief_time = 0</data>