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Unused Effects?

The general place to discuss MOD''ing Freelancer!

Post Wed Aug 08, 2007 9:19 am

Unused Effects?

What are the names of all the unused effects in the game?

Post Wed Aug 08, 2007 10:03 am

Phew... There's quite alot!

Unless someone already got a list I can make one for you later!? Others might find this usefull as well! But I can tell you that there's loads of unused weapon effects, though some of them doesn't seem to work (projectiles are jsut some weird squares) and they start with gf_

There's also 2 planets unused... PLANET_INDUSTRIAL and PLANET_GREENWATER... The planets aren't in the solararch.ini so you'll have to write them in yourself... But if you can wait until later or tomorrow I'l make a complete list of unused effects! :-)

Post Wed Aug 08, 2007 11:06 am

now that you mention it...someone did make a list

gf_ku_array01_flash
gf_ku_array01_drive
gf_ge_mine01
gf_greencloud
br_cruisedis01_drive
br_cruisedis01_impact
br_torpedo01_drive
br_torpedo01_impact
ci_flakcannon01_proj
ci_flakcannon01_flash
ci_flakcannon01_flash
flashgrenade
gf_bluering
gf_bolt01
gf_bolt04
gf_br_gun01_projectile
gf_br_gun01_impact to
gf_br_gun02_flash
gf_br_missile01_drive
gf_br_missile01_flash
gf_br_turret01_projectile/impact/flash
gf_co_gun01_impact/etc
gf_co_gun03_flash
gf_distortion
gf_electricball
gf_electricstar
gf_flakcannon01
gf_ku_gun01_projectile
gf_ku_gun02_projectile
gf_ku_missile01_drive
gf_ku_missile01_drive
gf_ku_turret01_impact to
gf_ku_turret04_projectile
gf_laser
gf_laser02
gf_li_gun01_impact
gf_li_gun01_flare
gf_li_gun01_flash to
gf_li_gun02_projectile
gf_li_gun04_projectile
gf_li_missile01_drive
gf_li_missile01_flash
gf_li_torpedo01_drive
gf_li_torpedo01_impact
gf_li_turret01_impact to
gf_li_turret05_impact
gf_no_gun01_flash
gf_no_gun01_projectile
rh_mine02_blast50
rh_mine01_blast50
pi_mine01_blast50
pi_mine02_blast50
pi_flakcannon01_proj
no_torpedo01_rank01_flash
no_torpedo01_rank01_proj
no_torpedo01_rank01_impact
min_missile01_impact
li_mine01_blast50
li_mine02_blast50
ku_pulse_01_proj etc
ku_pulse_02_proje tc
ku_pulse_03_impact
ku_plasma_01_proj to
ku_plasma_04_proj to
ku_particle_04_proj
ku_particle_04_proj
ku_mine01_blast50
ku_mine02_blast50
ku_laser_01_proj
ku_laser_04_proj
gf_wp_turret02_projectile etcs
gf_wp_turret02_impact
gf_wp_turret01_impact
gf_wp_turret01_impact
gf_u_turret01_impact
gf_u_turret02_impact
gf_u_turret03_impact
gf_sizzle
gf_rh_turret01_impact
gf_rh_turret04_impact
gf_rh_turret02_projectile
gf_rh_gun01_projectile
gf_rh_gun02_projectile
gf_rh_gun03_projectile
gf_rh_array01_drive
gf_rh_array01_flash
gf_rh_gun01_flash-3
gf_no_gun02_projectile
gf_li_turret01 to 5_projectile
gf_ku_turret01 to 4_impact
gf_br_turret01 to 4_projectile
gf_explosion_smallship03-4
gf_explosion_ku_ship01-2
gf_explosion_rh_ship01-2
gf_explosion_br_ship01-3
gf_explosion_co_ship01-3
gf_explosion_li_ship01-3

that should be most of them, but i may have forgot some -

Post Wed Aug 08, 2007 11:27 am

Hehe... Seems like you beat me to it! :-p And yeah looks like them all...

BTW... Can you explain why those with gf_ doesn't work!?

Post Wed Aug 08, 2007 12:48 pm

I think that's why they are unused, many of them don't really exist. For example br_torpedo01_drive, br_cruisedis01_drive, ... You can use them, but you don't see anything.

I remember the *_mine0X_blast50 effects looking exactly like the ones with "25" at the end. It may be the case that they are bigger (50 instead of 25 metres?), but I don't think so.

There are more of these, for example min_missile01_drive is the same like li_missile01_drive.

As most effects from the list don't show up, testing them was too frustrating, so I only checked 10 or so.

Edit: If somebody uses the 2 unsued planet spheres, it'd be nice if he/she posted a picture... thank you.

Edited by - Flamebird on 8/8/2007 1:51:08 PM

Post Wed Aug 08, 2007 12:48 pm

thanks guys, and the 2 planets might come in handy...

Post Wed Aug 08, 2007 1:25 pm

I'll post both code and pics when I get home... Patience guys! :-)

Or maybe Cold Void beats me to it again!? Hehehe

Post Wed Aug 08, 2007 1:49 pm

Made it home earlier than I thought... :-)

Here's the picture for Planet Greenwater:

http://img408.imageshack.us/img408/8011 ... jpgec6.jpg

and this one is for Planet Industrial:

http://img252.imageshack.us/img252/9804 ... jpgip9.jpg

Here's the codes for planet greenwater:

[Solar
nickname = planet_greenwater_1500
ids_name = 60203
ids_info = 60204
LODranges = 0, 1000000000
type = PLANET
DA_archetype = solar\planets\planet_greenwater\planet_greenwater_1500.sph
material_library = solar\planets\greenwater.txm
material_library = solar\planets\detailmaps\detailmap_rock01.txm
material_library = solar\planets\detailmaps\detailmap_ocean.txm
material_library = solar\planets\atmosphere.txm
material_library = solar\planets\planet_greenwater\planet_greenwater.mat
mass = 1000000
solar_radius = 1500
shape_name = NNM_SM_MEDIUM_FOREST_MOON

[Solar
nickname = planet_greenwater_2000
ids_name = 60203
ids_info = 60204
LODranges = 0, 1000000000
type = PLANET
DA_archetype = solar\planets\planet_greenwater\planet_greenwater_2000.sph
material_library = solar\planets\greenwater.txm
material_library = solar\planets\detailmaps\detailmap_rock01.txm
material_library = solar\planets\detailmaps\detailmap_ocean.txm
material_library = solar\planets\atmosphere.txm
material_library = solar\planets\planet_greenwater\planet_greenwater.mat
mass = 1000000
solar_radius = 2000
shape_name = NNM_SM_MEDIUM_FOREST_MOON

[Solar
nickname = planet_greenwater_4000
ids_name = 60203
ids_info = 60204
LODranges = 0, 1000000000
type = PLANET
DA_archetype = solar\planets\planet_greenwater\planet_greenwater_4000.sph
material_library = solar\planets\greenwater.txm
material_library = solar\planets\detailmaps\detailmap_rock01.txm
material_library = solar\planets\detailmaps\detailmap_ocean.txm
material_library = solar\planets\atmosphere.txm
material_library = solar\planets\planet_greenwater\planet_greenwater.mat
mass = 1000000
solar_radius = 4000
shape_name = NNM_SM_MEDIUM_FOREST_MOON


And the code for planet industrial:

[Solar
nickname = planet_industrial_3000
ids_name = 60203
ids_info = 60204
LODranges = 0, 1000000000
type = PLANET
DA_archetype = solar\planets\planet_industrial\planet_industrial_3000.sph
material_library = solar\planets\indust.txm
material_library = solar\planets\detailmaps\detailmap_ground01.txm
material_library = solar\planets\detailmaps\detailmap_city.txm
material_library = solar\planets\atmosphere.txm
material_library = solar\planets\planet_industrial\planet_industrial.mat
mass = 1000000
solar_radius = 3000
shape_name = NNM_SM_MEDIUM_FOREST_MOON

Post Wed Aug 08, 2007 8:15 pm

what starshpere is that?(Im assuming you know cuz both of us are probably modders.)

Post Wed Aug 08, 2007 8:24 pm

BTW nice effects but how do I add things like the Kusari particle effect?

Post Wed Aug 08, 2007 9:29 pm

@mknote: What sort of scripts?

Post Wed Aug 08, 2007 9:34 pm

solararch scripts... I though you were a modder...

Post Thu Aug 09, 2007 2:46 am

Think he's also talking about some of the unused .thn scripts! There's loads of them... And my favourite is the ones for planet Pygar (oh yeah... Pygar should have been accessable)

And yeah... It actually hurts to see how much the game was rushed as a hardcore FL fan... *Sigh*

Post Thu Aug 09, 2007 2:53 am

Commodore001, that's starsphere_ew01.cmp, the same one that's in Tau-37. Ew01.ini is one of the few that has a value other than 0, 0, 0 for the line space_color = . That's what makes it blue in that system; I just changed it to a green color (10, 70, 30, to be precise). As to how to add these effects into the game, you need to make an entry in effects.ini in the FX folder. All effects, even those not used in-game, have values in their respective files, for example, in weapons_ale.ini, we have:

[VisEffect
nickname = ku_particle_01_proj
alchemy = fx\weapons\ku_particle_01.ale
effect_crc = 111049841
textures = fx\planetflare.txm
textures = fx\sarma.txm
textures = fx\storm.txm
textures = fx\beam.txm
textures = fx\missleeffect.txm

Add something like this to effects.ini:

[Effect
nickname = ku_particle_01_proj
effect_type = EFT_WEAPON_PROJ
vis_effect = ku_particle_01_proj
vis_beam = ku_particle_01_beam <----- this requires a new beam_effect.ini entry

Then in weapon_equip.ini:

[Munition
nickname = ku_part_mark01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 113.800003
energy_damage = 0
weapon_type = W_Particle01
one_shot_sound = fire_particle2
munition_hit_effect = ku_particle_01_impact*
const_effect = ku_particle_01_proj
lifetime = 1
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = ku_part_mark01
ids_name = 263195
ids_info = 264195
DA_archetype = equipment\models\weapons\co_raildaddy.cmp
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect
hit_pts = 1026
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_4
damage_per_fire = 0
power_usage = 23.700001
refire_delay = 0.250000
muzzle_velocity = 600
toughness = 4.600000
flash_particle_name = ku_particle_01_flash*
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = ku_part_mark01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

* denotes seperate unused effects that you would also need to enter.

It's some work, but it adds variety.

MK

*edit*

Yes, I was talking about .thn scripts, though I'd be surprised if there weren't any unused SolarArch entries.

Edited by - mknote on 8/9/2007 3:54:18 AM

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