Re: Effects showroom!
-
I totally cheated for that video. That single missile you see strapped under the Defender is a single torpedo launcher with two HPFires. This unfortunately breaks the launch sound, so that was post processed in later. The two missiles launched both behave precisely the same way, giving the illusion of only one missile. In the end for my mod I decided to simply give all applicable fighters two torpedo launchers.
I have done this 2 years ago with missiles. Doesn’t brake sound and when you fire you see actually 2 missiles flying away (not always but in 95% cases). That’s not only thing I made launchers up to 6 missiles just for fun but that many lags MP heavy, especialy if you mount more launchers on ship but you can only imagine how does it look like with four 6 missile launchers. Also did this with turret and got flak effect but never tested it in fight. If u r interested I have it archived somewhere
@Lancer:
Engine FX example
The FX below will give you a new engine trail (real long) and the classic Star Trek blue flash when entering cruise. Also contains additional comments on what each section is for and how some of the commands work.
I tried this one but didn’t work. Followed instructions step by step but nothing. I did put on right engine I know because there isn’t any fx
Any thoughts?
Thx
-
thx for the explanation
Btw. there is a workaround for the missing sound effect on multi-hpfire-weapons - just add your sound effect to the const_effect of the fired missile.
I found out about this afterward. However I think my final solution of just separating the launchers and making them look like real torpedoes physically attached to the ship is way cooler.
-
Proton Torpedo
Concussion Missile
Heavy Rockets
Mag-Pulse
Ion-Pulse
Quick video of the concussions missiles in aciton
http://www.youtube.com/watch?v=2QPsNEZ6qZY -
Looks nice Sushi, as always. But no sound on the video.
-
lol. ya, I didn’t record the sounds effects as I’m making another development video. Trust me there’s a lot of Pew Pew and BOOM BOOM…lol.
-
Well, I thought I may as well post the video of my latest foray into ALE effects.
http://au.youtube.com/watch?v=-IuP5a11evw
The missile effect before the explosion is my plasma torpedo effect, while the actual explosion is the one I’m showing off. Me being lazy, or resourceful, whichever way you look at it, just added the const effect and the explosion effect to the Javelin missile for testing purposes.
The effect itself is the explosion of a nuclear weapon, and I’ve used a custom texture for the main explosion as well.
Comments as always please peoples.
-
Back in business!
I will be posting a massive effects pack in a separate thread soon. I am working on the documentation for it right now. About halfway done. In the meantime, enjoy. While there really arent any new effects in this, it is an implementation of missiles that I haven’t seen many mods try.
As I was writing that post, I was thinking that Itano Circus would be getting its first flyable capital ship in the form of a Liberty Cruiser with six missile tubes, each vertically launching a reaction missile.
Itano Circus Vertical Launch Missiles
http://www.youtube.com/watch?v=jcoKbKeCeyE≈=%2526fmt%3D18I have no intentions of actually implementing flyable capital ships, let alone with a weapon system this crazy overpowered. This was just a modding exercise. A fun one at that.
Ignore the Fraps framerate of 0. That shows up because I took these pictures from paused videos.
-
How the…… What the… OMG… ;D ;D
That’s fantastic!
can this be done with HP or is it code based?? I have to know… lol I already see an “aplication” for it… ooohhhhhh
true cluster missiles… for gundam strike fighters…Ive said it b4 and i’ll say it agian… You ROCK!!
-
It’s easy to implement. Place some top-mounted hardpoints (probably just fixed, rather than revolute mounts), and then alter the scripting so that the missiles have a slow turn rate, a large lifetime, and one hell of a warhead! No doubt delving into some .ale to obtain better effects is desired though… that’s not so easy
-
I’d even suggest making the missile have a large enough muzzle_velocity and a certain delay on the Motor. It’d then go upwards in a straight line for a bit before starting to turn and correct its trajectory.
-
I would not recommend adding a delay, as that delay value in my experience is utterly useless. In multiplayer it creates very strange behavior, and in singleplayer it does not seem to do anything. Anyway the weapon itself is very simple. Its basically a forward gun that shoots a missile upwards. I put 6 hardpoints on the Liberty Cruiser that face upwards, put a “force_gun_ori = true” on it so it shoots only straight, and thats really it. Sauce for missiles is here.
[Motor] nickname = torpedo03_mark01_motor lifetime = 20 accel = 30 delay = 0 [Explosion] nickname = torpedo03_mark01_explosion ;effect = li_torpedo01_impact effect = li_torpedo01_impact lifetime = 0.000000, 0.000000 process = disappear strength = 100 radius = 350 hull_damage = 48000 energy_damage = 0 impulse = 0 debris_impulse = 0 debris_type = debris_torpedo, 1.000000 innards_debris_start_time = 0.000000 innards_debris_num = 15 innards_debris_radius = 450 innards_debris_object = simple_torpedo_debris01 [Munition] nickname = torpedo03_mark01_ammo explosion_arch = torpedo03_mark01_explosion loot_appearance = ammo_crate units_per_container = 1 hp_type = hp_torpedo requires_ammo = false hit_pts = 400000 detonation_dist = 10 lifetime = 20 Motor = torpedo03_mark01_motor force_gun_ori = true const_effect = li_torpedo01_drive HP_trail_parent = HPExhaust seeker = LOCK time_to_lock = 0 seeker_range = 15000 seeker_fov_deg = 180 max_angular_velocity = 1.75 DA_archetype = equipment\models\torpedoes\ge_torpedo.3db material_library = equipment\models\ge_equip.mat ids_name = 458784 ids_info = 458785 mass = 1 volume = 0.000000 cruise_disruptor = true [Gun] nickname = torpedo03_mark01 ids_name = 458782 ids_info = 458783 DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp material_library = ships\nomad\nomad_fx.txm HP_child = HPConnect hit_pts = 1405000000 explosion_resistance = 100.000000 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 0.000000 mass = 10 damage_per_fire = 0 power_usage = 0 refire_delay = 5 muzzle_velocity = 5 toughness = 12.100000 projectile_archetype = torpedo03_mark01_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris auto_turret = true turn_rate = 0 lootable = true LODranges = 0, 500
-
;D ;D Thanks WHY ;D ;D
Its off to the Lab for me then…. Hi HO!!!
had a feeling it was “a little from collum A , and a little from collum B” just wanted to be shure
lol u keep this up… i’ll have to write a seperate readme called “WHY I LOVE WHY” loooool hehe
Cheers.