Snailman Posted May 10, 2017 Posted May 10, 2017 At least, in weapons these two appears to be stopped working. When? I don't know, but I'm sure they were working before because I have seen old effects with these setting... StartTime and EjectTime does not work for me. If Start is set, the effect does not start. At Eject it does not stop. Did anyone else noticed this? Is this related to weapons exclusively? When I did the BattleShipFireEffect, it was working - but it was an effect used by a gun.
KJakker Posted May 10, 2017 Posted May 10, 2017 Would you please tell me what weapon you are testing or show the data file for it so I can get a better handle on the issue?
Snailman Posted May 11, 2017 Author Posted May 11, 2017 All kinds of missiles do this. AAM SAM etc. Basically all MIssileFIreEffect, MIssileSmoke all of of them. And new ones I made.
KJakker Posted May 14, 2017 Posted May 14, 2017 I just tested my modified for F-22/F-35 use AIM-120C and it waited until the the bay door was opened before ejecting and then waited until it was clear of the aircraft before the engine ignited. Is that what you are talking about or am I misunderstanding the issue?
Snailman Posted May 15, 2017 Author Posted May 15, 2017 that effect is being started when the booster starts. It is regulated by booster delay. This is, what I am speaking of is within the effect itself.
+EMCON360 Posted May 16, 2017 Posted May 16, 2017 Still That Bug Where Only Original Boost Efffects And Flight Efffects Are Useable Snailman Ive Never Seen Boost Two Effects Viable I Would Love To Effect A Four Point Booster Effect For Not Only SA-4 But Also SA-5 Launch Effects.
Snailman Posted May 16, 2017 Author Posted May 16, 2017 Four-flame effect has been done to both, and two-flames for Kh-Series
KJakker Posted May 17, 2017 Posted May 17, 2017 At least, in weapons these two appears to be stopped working. When? I don't know, but I'm sure they were working before because I have seen old effects with these setting... StartTime and EjectTime does not work for me. If Start is set, the effect does not start. At Eject it does not stop. Did anyone else noticed this? Is this related to weapons exclusively? When I did the BattleShipFireEffect, it was working - but it was an effect used by a gun. Okay, after rereading this all again I understand what was confusing me. I thought you were talking about an entry in the weapons data files when you appear to instead be referring to the effect files in the Effects folder that are used by weapons. For example below, in red, from the start of the FlakEffect.ini file. [EffectType001] Name=FlakEffect Element[01].ElementType=PLACE_EMITTER Element[01].ElementName=FlakExplosion Element[01].StartTime=0.0 Element[01].StartTimeDeviation=0.0 Element[01].EjectTime=-1.0 Element[01].EjectTimeDeviation=0.0 I will have to take a closer look at this.
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