Nexus Modding > Mod Development / Released Mods

Beam Weapons

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Keldane:
Concerning beam weapons, or lasers, if you'd prefer to call them such. In Nexus, there are a wide array of such weapons, in a few different colours and thicknesses. I intend to use this thread as a personal resource, available to all, to document which lasers have which descriptions. I identify the lasers by the three numbers used in the Start/Travel/End categories in DeviceType in the tacticstypes.ini file.

50/51/52: Thin green laser. "Squirty" sound effect.
53/54/55: Thin green laser. "Squirty" sound effect.
56/57/58: Thin green laser. "Squirty" sound effect.
62/63/64: Golden laser, normal thickness
65/66/67: Yellow laser, normal thickness
74/75/76: Orange laser, normal thickness
77/78/79: Thin red laser.
80/81/82: Purplish laser, normal thickness
83/84/85: Purplish laser, normal thickness
89/90/91: Pale purple laser, very thick. Sound effect can only occur once every 2 seconds. (Siege Laser)
176/177/178: White laser, normal thickness

This post will be edited with more details as I test each type. I didn't see anything on the wiki that suggested this had already been done, so hopefully this helps serve as a resource for more than just myself.

Keldane:
There, those are all the laser weapon numbers I've found so far. If anyone finds more, feel free to post 'em up, and I'll add them to the list.

Arparso:
Keep in mind, however, that you don't have to rely on these laser effects. These numbers just refer to their corresponding EFX in universeengineefx.ini or universeenginemod_efx.ini, where you can also put your own type of laser FX ;)

Keldane:
A good point. I'll have to read up on that, as defining my own would be a lot more suitable, I think, and I hope that this little bit of information comes in handy for anyone else who is just starting out with modding this game.

Keldane:
I had some issues with defining my own animations. Specifically, the game crashed if I paused it or when it tried to go to the post-mission screen. I had copied and pasted the full /engine/ folder from the Everything Change sample mod into my mod's directory, and within the mod_efx.ini file I had duplicated the first two Phaser efx (311 and 312) by copying and pasting them at the end of the file and giving them new numbers. One of the weapon systems, employed by two ships in the mission I was testing, used these two efx as its Start and Travel effects respectively.

Any idea what I did to cause this crash?

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