Wed Oct 22, 2003 7:21 am by BlazeME
Now, we need to make a new effect. Goto: 'DATA\FX\beam_effects.ini'.
Add to the end:
[BeamSpear
nickname = ci_laser_01_beam2 ; the nickname
tip_length = 2500 ; the tip length, long because its a beam
tail_length = 2500 ; the tail length, long because its a beam
head_width = 4 ; the head width
core_width = 4 ; the core width
tip_color = 255, 255, 255 ; the color of the tip
core_color = 225, 225, 65 ; the color of the middle of the shot
outter_color = 213, 213, 43 ; the color of the outer part of the shot
tail_color = 50, 50, 175 ; the color of the end
head_brightness = 1 ; how much the tip stands out
trail_brightness = 1 ; how much the tail stands out
head_texture = star ; texture
trail_texture = wide ; texture
flash_size = 4
And save. You can copy this code again and again then change the color to get more effects for more weapons. The color values are rbg values. To choose them out, goto MS Paint and Custom Colors. Copy the numbers to the code.
Now you will need to add an entry of this weapon in the 'effects.ini' file. Find the old effect entry and copy it and add in the new effect.
Anyway now to edit the weapon. Go back there.
Edit what I have marked:
[Munition
nickname = co_gun01_mark01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 14.700000 ; <== Change to 4
energy_damage = 0
weapon_type = W_Laser01
one_shot_sound = fire_laser1
munition_hit_effect = ci_laser_01_impact
const_effect = ci_laser_01_proj2 ; <== Change to new projectile
lifetime = 0.800000 ; <== Change to 0.5
force_gun_ori = false
mass = 1 ; <== Change to 100 for beam push
volume = 0.000100
[Gun
nickname = co_gun01_mark01
ids_name = 263486
ids_info = 264486
DA_archetype = equipment\models\weapons\li_laser_beam.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 = 4.580000 ; <== Change to 1
refire_delay = 0.120000 ; <== Change to 0.02
muzzle_velocity = 750 ; <== Change to 2000
use_animation = Sc_fire
toughness = 1.200000
flash_particle_name = ci_laser_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = co_gun01_mark01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100
The way you can get these thing on other weapons:
1. Always change the lifetime, velocity, mass and refire delay to what I have stated.
2. For Energy, divide the power by fire rate then times by 0.02. You might what to make it more because its a beam.
3. For Damage, divide the damage by fire rate then times by 0.02.
There you go, making beam cannons.
Edited by - BlazeME on 22-10-2003 08:24:13
Edited by - BlazeME on 31-10-2003 09:19:47