Well, OK then, love me if you must but its really not necessary :?
Alright Alfa, and anyone else really, as promised , heres the file that I have for now, its still not the way I would like it to be but it doesn't look phoney at least.
I've realized that the way FL draws beams (or projectiles) for weapons means that a projectile from a weapon will never look OR draw like the tractor effect. It'll take too long to fully explain why. The screenshot sort of hides this but I don't have FRAPS installed yet (just reformatted), then you could have seen what I mean.
I will try to implement the animated lightning texture from the tlr_powerout.ale (from which I've discovered a jump tunnel effect and now lightning discs!) if I can get Firekisse's method for *true* beam effects to work, perhaps he could elaborate....
Anyway, the projectiles are basically "balls", it you turn your ship or weapons while firing you will see, it does look good though, much nicer than when I tried to make it a "beam" type. I've only worked on it last night and a bit this morning so if anyone else here can decode the tale (its still a valid effect) and see if they could help, I would be most grateful.
This is for the weapons_ale.ini:
[VisEffect]
nickname = lightning_spark
alchemy = fx\weapons\lightning_spark.tale
effect_crc = -3854478259
textures = fx\lightning2.txm
This is for the effects.ini:
[Effect]
nickname = electro_flash
effect_type = EFT_MUZZLE_FLASH
vis_effect = gf_misc_miningship_sparks
[Effect]
nickname = electro_hit01
effect_type = EFT_DAMAGE_SHIELD
vis_effect = gf_misc_miningship_electricity02
[Effect]
nickname = lightning_spark_proj
effect_type = EFT_WEAPON_LARGE_PROJ
vis_effect = lightning_spark
And the weapon entries for weapon_equip.ini:
[Munition]
nickname = electro_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 0
energy_damage = 100000
;weapon_type = W_EMP
;one_shot_sound = fire_electro1
munition_hit_effect = electro_hit01
const_effect = lightning_spark_proj
lifetime = 1
force_gun_ori = false
mass = 1
volume = 0.000000
[Gun]
nickname = electro_gun
ids_name = 470009
ids_info = 470009
DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp
;material_library = equipment\models\hardware.mat
HP_child = HPConnect
hit_pts = 4215
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 1
damage_per_fire = 0
power_usage = 1
refire_delay = -1
muzzle_velocity = 800
use_animation = Sc_fire
toughness = 8.500000
flash_particle_name = electro_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = electro_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = false
LODranges = 0, 20, 40, 80, 100
I commented out the weapon_type = W_EMP and one_shot_sound = fire_electro1 cause I really don't wanna post all that stuff as well, and possibly have to explain it too, Power usage should be really high imho, but this is still incomplete so for testing purposes its low. Refire rate is -1 (no delay) but that still didn't solve my problem .
I'm sure you guys can do the weapon_good and market files yourselves