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Effects mounting?

The general place to discuss MOD''ing Freelancer!

Post Fri Jun 22, 2007 9:07 am

Effects mounting?

I'm looking for a way to attach efects like the miningship_electricity and a few others. The only thing I've come up with so far is using a thruster (changing the effects entries in effects.ini, equipment_ale.ini, and the other ini entries), and just adding it as an invisible part of the ship_package. This only offers limited functionality however, and won't actually start / stop the animation when the ship starts moving, or comes to complete stop. I gather some of the conditions are to be found in the corresponding ale file, but digging into those just aint happening. And fuses, from what I gather, require a specific activation like hull damage, or cargo jettisson, tractor. I haven't seen one dealing with just engaging impulse or thrusters.
So, the basic question is; can these effects be added onto say an HpFXxx in a more robust way?
If someone has a list of the possible effects types that would be useful for people as well (as listed in effects.ini and effect_types.ini).

Post Fri Jun 22, 2007 9:41 am

hi, actually it might very well be possible to make an effect starp/stop when moving your ship.

Just have a look at how the contrail effects are made, they are basically attached fx's with an entry so they start/stop on ship movement.

Post Fri Jun 22, 2007 10:03 am

Okay, I can't remember exactly how I did it, but you can mount an effect straight to the ship. Make a new hardpoint on the ship, HpFX01, or something like that. I suggest using harcmp. Anyways, I will look into it, but if I remember correctly, it's just like adding an effect to an object. The only downfall is that the effect stays on all the time. At least from what I remember, but I will get back to you on this.

Post Fri Jun 22, 2007 10:06 am

Are there only specific types of addons that will support this type of thing? Or the effect can somehow be specified in the shiparch like fuses are done?

Thanks for the speedy replies gents, aching to get some more eye candy integrated

Post Fri Jun 22, 2007 10:20 am


nickname = contrail01
particles = li_contrail
use_throttle = true

note the "use_throttle" entry.
Now make a new effect, set the use_throttle parameter, mount it on a ship and look what happens.

Trial and Error, anyone?

Post Sat Jun 30, 2007 1:52 am

Bleh, no go on the "use_throttle = true" tried it with many different effects, constant animation types, single plays, and they still only acted as they normally would ie; played either looped or once and that was it. Tried changing Hp types just to be sure it wasnt specifically linked to HpContrail in any way, contrail plays on any HP when the ship moves, the rest don't :/ So I'm thinking it's built into the ale or buried elsewhere.

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