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Altering Weapon Effects
The general place to discuss MOD''ing Freelancer!
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Is it possible to change the appearance of a weapons projectile, ie make Adv Debils look like Tizonas, without altering any inis, or otherwise being observed a cheater by those autoban programs.
Nope, not really I'm afraid. Most weapon shots are defined as BeamBolts or BeamSpears in the beam_effects.ini file. Some have extra effects tagged on in the effects.ini (such as the 'rings' around some shots, or the glowing head on neutron bolts). A few don't use the beam_effects.ini at all. You could try messing around with altering the filenames of those extra effects, but I wouldn't recommend it and the difference would mostly be minimal anyway.
There must be some way to do it, just by renaming some .whatever file though . . . .
Looking through threads, i saw this, can anyone tell me what files it refers to, maybe i can do it then
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
Edited by - History Buff on 5/27/2004 9:13:44 PM
Looking through threads, i saw this, can anyone tell me what files it refers to, maybe i can do it then
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
Edited by - History Buff on 5/27/2004 9:13:44 PM
Yeah, but all of that mod involved editing inis. Like I said, you can try messing around with redefining filenames but it won't have a lot of effect for many weapons because many of them use BeamBolts or BeamSpears. The only ways to change things using BeamBolts or BeamSpears is by editing one or more ini files.
Oh yeah, you asked for the files! Hehe, forgot about that. You should take a look in the Tutorial forum by the way, there are some good tutorials on weapons.
Anyway, the ini files are:
DATA/EQUIPMENT/weapon_effects.ini = defines the characteristics of the weapon, including what effect it will use
DATA/FX/effects.ini = defines what parts a single effect uses
DATA/FX/beam_effects.ini = defines BeamBolts and BeamSpears, components in making weapon effects
Anyway, the ini files are:
DATA/EQUIPMENT/weapon_effects.ini = defines the characteristics of the weapon, including what effect it will use
DATA/FX/effects.ini = defines what parts a single effect uses
DATA/FX/beam_effects.ini = defines BeamBolts and BeamSpears, components in making weapon effects
They use inis though. You'd need to change any one (or more) of the three I mentioned. I believe the only ones that can be changed by filename changes are things like Stealthblades and Vampires that use a vis_generic effect instead of a vis_beam (I think). I'm not sure, it's not something I've tried. I really wouldn't mess with it though, as it could lead to incompatability online.
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