I don’t know why, but i don’t get this effect to work. I wanted to modify the Battleship Flaks already implemented in the discovery mod, because they aren’t realy flakguns in my eyes. So i placed the gf_explosion_super_flak.ale in the fx/explosions folder and modified the entry in weapon_equip:
[Motor]
nickname = li_battleship_flak_turret01_motor
lifetime = 1
accel = 500
delay = 0
[Explosion]
nickname = li_battleship_flak_turret01_explosion
effect = li_flakcannon01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 0
radius = 250
hull_damage = 750
energy_damage = 0
impulse = 50
[Munition]
nickname = li_battleship_flak_turret01_ammo
ids_name = 263383
explosion_arch = li_battleship_flak_turret01_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 1000000
one_shot_sound = null
detonation_dist = 75
lifetime = 1
Motor = li_battleship_flak_turret01_motor
force_gun_ori = false
const_effect = li_flakcannon01_proj
HP_trail_parent = HPExhaust
seeker = DUMB
time_to_lock = 0
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
mass = 200
volume = 0.000100
[Gun]
nickname = li_battleship_flak_turret01
ids_name = 263383
ids_info = 264383
DA_archetype = equipment\models\turret\li_turret04.cmp
material_library = equipment\models\li_turret.mat
HP_child = HPConnect
hit_pts = 25000
explosion_resistance = 0.1
debris_type = debris_turret_small
parent_impulse = 0
child_impulse = 0
volume = 16.000000
mass = 10
hp_gun_type = hp_turret_special_10
damage_per_fire = 0
power_usage = 170
refire_delay = 0.5
muzzle_velocity = 500
toughness = 10
light_anim = l_gun01_flash
projectile_archetype = li_battleship_flak_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 1000
lootable = true
dispersion_angle = 18
the effects_explosion:
[Effect]
nickname = li_flakcannon01_impact
effect_type = EFT_EXPLOSION_SHIP
vis_effect = gf_explosion_super_flak
;snd_effect = med_explosion1
snd_effect = flak_explosion_sound
lgt_effect = elite_flash_to_red
lgt_range_scale = 30
lgt_radius = 30
and the explosions_ale
[VisEffect]
nickname = gf_explosion_super_flak
alchemy = fx\explosions\gf_explosion_super_flak.ale
effect_crc = 290209852
textures = fx\sarma.txm
textures = fx\lightbeam.txm
textures = fx\standardeffects.txm
textures = fx\kioncannon.txm
The weapon has the new values, but the effect is just one small explosion, like it was before.