Re: Effects showroom!
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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?
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Did not tried, but it stops after killing parent object )
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The lifetime is defined in the ALE itself. It has nothing to do with it being an AttachedFX, it’s just that the ALE goes on forever and the EffectType you’re using does not have a maximum run length.
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Uhu, rentgen green light )
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Very cool! Nice job all involved!
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http://www.youtube.com/watch?v=ntrQEOqu3rA
Yellow lightsource_cone on rheinland battleship. -
Man, that looks sweet. Might have to try it.
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@Jeider epic! )
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Another “fun” news from Jeider:
http://www.youtube.com/watch?v=DSk38NMmSsg
Thete archetypes are solar objects and they are animated, but as regular gun equipment - not
What count of points for hack requests are needed and how to grow them?
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Ok than next Jeider’s slide! ) Rotating barrels! Whohoo!