**TUTORIAL** How to create new weapon effects
You will need BINI
Look in the editing utilities section here on lancersreactor
effects are simple, yet complex:
all weapons reference their effect in the ammo header in weapon_equip.ini.... although missiles reference some thinf in their explosion header.
lets say you wanted to create an effect called BEAM_O_DOOM, you'd need to do the following:
in weapon_equip.ini:
[Munition
nickname = li_gun01_mark01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 16.299999 <-- hull damage (lol)
energy_damage = 0 <--shield damage (multiplied by something.. so this is not actually 0 shield damage)
weapon_type = W_Laser01
one_shot_sound = fire_laser1
munition_hit_effect = li_laser_01_impact <-- the effect used when the projectile hits something
const_effect = BEAM_O_DOOM <--the beam
lifetime = 0.800000
force_gun_ori = false
mass = 1
volume = 0.000100
[Gun
nickname = li_gun01_mark01
ids_name = 263357
ids_info = 264357
DA_archetype = equipment\models\weapons\li_heavy_ion_blaster.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 400
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_1
damage_per_fire = 0
power_usage = 5.090000 <-- how much power each shot uses
refire_delay = 0.120000 <-- how long before you can shoot again... 1.0 is long and 0.01 is real short
muzzle_velocity = 750 <-- how fast the projectile goes
use_animation = Sc_fire
toughness = 1.300000
flash_particle_name = li_laser_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = li_gun01_mark01_ammo <-- references above [munition section
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 40, 80, 100
ok, now edit those to whatever, these are the defaults for the Liberty Mark One cannon.
all the effects are listed in effects.ini, so in there, you need to make a listing:
[Effect
nickname = BEAM_O_DOOM
effect_type = EFT_WEAPON_PROJ
vis_beam = BEAM_O_DOOM <-- This references the listing in beam_effects.ini
now go to beam_effects.ini and make a new listing:
[BeamSpear <--can be [BeamBolt or [BeamSpear
nickname = BEAM_O_DOOM
tip_length = 5
tail_length = 60
head_width = 3
core_width = 2
tip_color = 0, 64, 128
core_color = 20, 85, 150
outter_color = 0, 64, 128
tail_color = 255, 255, 255
head_brightness = 1
trail_brightness = 1
head_texture = ball <-- can be BALL or STAR
trail_texture = thin <-- can be THIN or WIDE
flash_size = 3
all these things are pretty self-explanatory, but the colors are in RGB values: R, G, B
to easily get an RGB value, use Microsoft Paint, and go to the custom color editor.
anyhoo, for a beam weapon, you want low energy use, long beam, fast refire, low damage.
just play around with the settings.
also:
for fun ya can use any effect listed in effects.ini for the following in weapon_equip.ini:
flash_particle_name =
const_effect =
projectile_hit_effect =
just be careful... some effects loop indefinitely, and if ya use one for a flash, it's stuck to your ship untill ya die, or dock with something.
P/-/3@R D@ D@\/\/G F00lZ
Check out what I'm doing for Reynen's Mod @ my website!
Edited by - BobTheDog on 07-06-2003 07:09:22
Look in the editing utilities section here on lancersreactor
effects are simple, yet complex:
all weapons reference their effect in the ammo header in weapon_equip.ini.... although missiles reference some thinf in their explosion header.
lets say you wanted to create an effect called BEAM_O_DOOM, you'd need to do the following:
in weapon_equip.ini:
[Munition
nickname = li_gun01_mark01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 16.299999 <-- hull damage (lol)
energy_damage = 0 <--shield damage (multiplied by something.. so this is not actually 0 shield damage)
weapon_type = W_Laser01
one_shot_sound = fire_laser1
munition_hit_effect = li_laser_01_impact <-- the effect used when the projectile hits something
const_effect = BEAM_O_DOOM <--the beam
lifetime = 0.800000
force_gun_ori = false
mass = 1
volume = 0.000100
[Gun
nickname = li_gun01_mark01
ids_name = 263357
ids_info = 264357
DA_archetype = equipment\models\weapons\li_heavy_ion_blaster.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 400
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_1
damage_per_fire = 0
power_usage = 5.090000 <-- how much power each shot uses
refire_delay = 0.120000 <-- how long before you can shoot again... 1.0 is long and 0.01 is real short
muzzle_velocity = 750 <-- how fast the projectile goes
use_animation = Sc_fire
toughness = 1.300000
flash_particle_name = li_laser_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = li_gun01_mark01_ammo <-- references above [munition section
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 40, 80, 100
ok, now edit those to whatever, these are the defaults for the Liberty Mark One cannon.
all the effects are listed in effects.ini, so in there, you need to make a listing:
[Effect
nickname = BEAM_O_DOOM
effect_type = EFT_WEAPON_PROJ
vis_beam = BEAM_O_DOOM <-- This references the listing in beam_effects.ini
now go to beam_effects.ini and make a new listing:
[BeamSpear <--can be [BeamBolt or [BeamSpear
nickname = BEAM_O_DOOM
tip_length = 5
tail_length = 60
head_width = 3
core_width = 2
tip_color = 0, 64, 128
core_color = 20, 85, 150
outter_color = 0, 64, 128
tail_color = 255, 255, 255
head_brightness = 1
trail_brightness = 1
head_texture = ball <-- can be BALL or STAR
trail_texture = thin <-- can be THIN or WIDE
flash_size = 3
all these things are pretty self-explanatory, but the colors are in RGB values: R, G, B
to easily get an RGB value, use Microsoft Paint, and go to the custom color editor.
anyhoo, for a beam weapon, you want low energy use, long beam, fast refire, low damage.
just play around with the settings.
also:
for fun ya can use any effect listed in effects.ini for the following in weapon_equip.ini:
flash_particle_name =
const_effect =
projectile_hit_effect =
just be careful... some effects loop indefinitely, and if ya use one for a flash, it's stuck to your ship untill ya die, or dock with something.
P/-/3@R D@ D@\/\/G F00lZ
Check out what I'm doing for Reynen's Mod @ my website!
Edited by - BobTheDog on 07-06-2003 07:09:22