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April. 17, 2021
The Starport Forum Index > All Posts (Wolfie)

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Re: Is the ALE as simple as it is?????
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TheDvDMan wrote:
Now, all I need to know is: Where is the shape? Where are the layers? And where is the size?
From the things I found, I only understood the command types (not meanings) and the aim of the file.

Can some specialist explain me please?


FX_Type = FxSphereEmitter is the shape. Its a sphere.

A rectangle would be FxRectEmitter for example.

I've seen BasicApp_Size and SphereEmitter_MinRadius and SphereEmitter_MaxRadius define the size.

What layers?

Posted on: 2010/11/10 14:49
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Re: The Great What Are You Listening to Thread ;D
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Well, when it comes to Infected Mushroom I prefer their psychedelic trance from 2004 and earlier. Its impossible to call Heavyweight for psytrance, but I still absolutely love the track.

Posted on: 2010/11/8 1:07
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Re: The Great What Are You Listening to Thread ;D
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Posted on: 2010/11/7 23:36
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Re: O_O LASERS
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Very nice work Nova.

Posted on: 2010/11/7 21:26
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Re: O_O LASERS
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FriendlyFire wrote:
@Wolfie: I'd disagree with that. ALEs are seen as some sort of arcane art, but I don't exactly see why. Unlike SURs, we have tools that work effectively and reliably, and the syntax is simple and clear once you've wrapped your head around it.



You're saying someone in this community understands ALE files 100%? I disagree personally.

The basic stuff with emitters, appearance etc... Sure, but there are some stuff in ALEs that doesn't make any difference at all.

Posted on: 2010/11/6 19:36
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Re: O_O LASERS
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Nova wrote:
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Wolfie wrote:
In my world at least, thats not it. I want you to learn, and you can't do that without learning yourself. Just open beam_effects.ini and you will see.

Human's brain cant know everything. I dont understand the ALE. I understand a lot of FL stuff, but ALE and SUR are exceptions. And I need a help such as little child needs help with learning the ABC....

Also it is hard for me to understand something special in english: sometimes i have to use google translator, but of course it may give translation in wrong meaning. There are no russian FL modding communities.


Ahh, that is where you don't understand us. It has nothing to do with .ale when it comes to beam effects.

When it comes to .ale editing, its hard for people to help you. I think I can safely say that there are none in the FL modding community that fully understand ALE. Me and Xar are coming up with something you might find of use.

Posted on: 2010/11/6 19:13
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Re: O_O LASERS
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Nova wrote:
Never mind... You all gosu modders here, im little annoyong stupid faggot...


In my world at least, thats not it. I want you to learn, and you can't do that without learning yourself. Just open beam_effects.ini and you will see.

Posted on: 2010/11/6 16:38
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Re: O_O LASERS
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Read a bit yourself, or you'll never learn.

HINT: Color codes are Red-Green-Blue, and only goes up to 255 each.

Posted on: 2010/11/6 15:09
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Re: O_O LASERS
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Still the same concept.

beam_effects.ini

Posted on: 2010/11/6 15:00
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Re: Concept/Idea for a hack: Addition and Subtraction of Damage in Zones
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Maybe a scene of Outcast women performing an erotic dance...


Possible without the use of plugins.

Posted on: 2010/11/5 10:15
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Re: Looking to voice in anything
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Welcome to The Starport.

Posted on: 2010/11/3 7:37
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Re: Need help: gunboats don't fly
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Oops, my fault. Been a year or 2 since I touched such files. I know formations.ini exists, and that was what I meant by patrols.ini. Hmm, seems I have to put myself into modding encounters again.

Posted on: 2010/11/2 19:29
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Re: Need help: gunboats don't fly
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You have to add pilots, gunboat patrols in patrols.ini and add them in encounters.ini for that.

Posted on: 2010/11/2 18:49
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Re: Effects showroom!
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Nice work FF, I like the fire effect.

Posted on: 2010/11/2 12:18
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Re: XML line break/new line
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Well, thats the line break commands for XML.. What about just a normal linebreak

like this?

Posted on: 2010/11/1 22:29
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