Well... Now instead of being the same effect as the gun I copyed... My gun is invisable! What is going on here? Anyone know why this is hapening?
No!Stop! <_<....>_>.....*_*
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stunpulse?
The general place to discuss MOD''ing Freelancer!
19 posts
• Page 2 of 2 • 1, 2
here is a little nice laser cannon with a custom beam effect...
the ammo and gun entry...
[Munition
nickname = slipstream_gun01_mark08_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 130.800000
energy_damage = 0
weapon_type = W_Laser01
one_shot_sound = fire_laser3
munition_hit_effect = fb_laser_04_impact <--- special effect
const_effect = fb_laser_01_proj <--- my custom laser effect
lifetime = 0.933000
force_gun_ori = false
mass = 1
volume = 0.000100
[Gun
nickname = slipstream_gun01_mark08
ids_name = 0 ;GENERATESTRRES("Enforcer Laser Cannon"
ids_info =
DA_archetype = equipment\models\weapons\li_laser_beam.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 4215
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_8
damage_per_fire = 0
power_usage = 39.75
refire_delay = 0.120000
muzzle_velocity = 750
use_animation = Sc_fire
toughness = 8.500000
flash_particle_name = fb_laser_04_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = slipstream_gun01_mark08_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 1000
the custom effects...
Beam_effects.ini entry
[BeamBolt
nickname = fb_laser_01_beam <---- my laser effect entry
tip_length = 25
core_length = 25
tail_length = 25
head_width = 1.750000
core_width = 1.00000
sec_core_width = 0.750000
tip_color = 0, 255, 0
core_color = 0, 128, 0
outter_color = 0, 255, 0
sec_core_color = 128, 255, 128
sec_outter_color = 64, 255, 64
tail_color = 0, 255, 0
head_brightness = 0
trail_brightness = 1
head_texture = ball
trail_texture = wide
flash_size = 3
the effects.ini entry...
[Effect
nickname = fb_laser_01_proj
effect_type = EFT_WEAPON_PROJ
vis_beam = fb_laser_01_beam <---- from beam_effects.ini
[Effect
nickname = fb_laser_04_flash
effect_type = EFT_MUZZLE_FLASH
vis_effect = fb_laser_04_flash
[Effect
nickname = fb_laser_04_impact
effect_type = EFT_WEAPON_IMPACT
vis_effect = fb_laser_04_impact
Hope this helps u alot... as for the missing gun model you might have just deleted the archetype...
the ammo and gun entry...
[Munition
nickname = slipstream_gun01_mark08_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 130.800000
energy_damage = 0
weapon_type = W_Laser01
one_shot_sound = fire_laser3
munition_hit_effect = fb_laser_04_impact <--- special effect
const_effect = fb_laser_01_proj <--- my custom laser effect
lifetime = 0.933000
force_gun_ori = false
mass = 1
volume = 0.000100
[Gun
nickname = slipstream_gun01_mark08
ids_name = 0 ;GENERATESTRRES("Enforcer Laser Cannon"
ids_info =
DA_archetype = equipment\models\weapons\li_laser_beam.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 4215
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_8
damage_per_fire = 0
power_usage = 39.75
refire_delay = 0.120000
muzzle_velocity = 750
use_animation = Sc_fire
toughness = 8.500000
flash_particle_name = fb_laser_04_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = slipstream_gun01_mark08_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 1000
the custom effects...
Beam_effects.ini entry
[BeamBolt
nickname = fb_laser_01_beam <---- my laser effect entry
tip_length = 25
core_length = 25
tail_length = 25
head_width = 1.750000
core_width = 1.00000
sec_core_width = 0.750000
tip_color = 0, 255, 0
core_color = 0, 128, 0
outter_color = 0, 255, 0
sec_core_color = 128, 255, 128
sec_outter_color = 64, 255, 64
tail_color = 0, 255, 0
head_brightness = 0
trail_brightness = 1
head_texture = ball
trail_texture = wide
flash_size = 3
the effects.ini entry...
[Effect
nickname = fb_laser_01_proj
effect_type = EFT_WEAPON_PROJ
vis_beam = fb_laser_01_beam <---- from beam_effects.ini
[Effect
nickname = fb_laser_04_flash
effect_type = EFT_MUZZLE_FLASH
vis_effect = fb_laser_04_flash
[Effect
nickname = fb_laser_04_impact
effect_type = EFT_WEAPON_IMPACT
vis_effect = fb_laser_04_impact
Hope this helps u alot... as for the missing gun model you might have just deleted the archetype...
a message from firebase...
19 posts
• Page 2 of 2 • 1, 2
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