Re: Effects showroom!
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Well yeah… But now we can make it something someone has to buy!!! (trying to fleece my players out of every credit I can)
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Ah, right! Great idea!
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The live sun
ALE for sun Is based on giant anomalyGiant Anomaly’s
step1
step 2
step 3
editing file Li01.ini
and paste[Object]
nickname = Bw01_baxter_hazard_1
pos = 0, 0, 0
archetype = baxter_hazard
visit = 128[zone]
nickname = Zone_Bw01_Baxter_hazard
pos = -8, 0, 1
shape = SPHERE
size = 300
damage = 200
visit = 128
sort = 99.500000Please help
Unfortunately range effect of 7 km ,
It is necessary to fly up closely to the sun center
I don’t know as to increase visibility distance of ALE effects
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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?