uea0206_Script.zip @jip
table.insert(self.ThrasherFXBag, CreateBeamEmitterOnEntity( self, 'afterburner', self:GetArmy(), '/mods/4DFAF/effects/emitters/uea0202_afterburner_fire_beam_01/uea0202_afterburner_fire_beam_01_emit.bp'):SetEmitterParam('Lifetime', burnTime))
Above is what I'm currently using, which works, minus being able to re-scale it. However, please note that I'm currently using a custom file so i can manually change the scale.
Using :SetScale(Value) doesn't appear to change anything. Neither does :SetEmitterParam('Thickness', value) or :SetEmitterParam('length', value), which "Thickness" and "Length" are BeamBluePrint values that can be seen via a repr() of the emitter file.
(Effect file shown below, length and thicknesses are half the original files values)
-----------------------------------------------------------------------------
-- File : /4DFAF/effects/emitters/uea0202_afterburner_fire_beam_01/uea0202_afterburner_fire_beam_01_emit.bp
--
-- Author(s) : EbolaSoup, Resin Smoker, Optimus Prime, Vissroid
--
-- Summary : Special FX for use with Thrasher multirole fighter
--
-- Note : This file is needed as the default GPG beam effect can not be rescaled via :ScaleEmitter()
--
-- Copyright © 2024 4DFAF, All rights reserved.
-----------------------------------------------------------------------------
BeamBlueprint {
Lifetime = 3.0,
TextureName = '/textures/particles/missile_exhaust_fire_01.dds',
Thickness = 0.05,
StartColor = {x=1,y=1,z=1,w=0.2}, -- R,G,B,A
EndColor = {x=0.0,y=0.0,z=0,w=0}, -- R,G,B,A
Length = -1.4,
UShift = 0.0,
VShift = -0.65,
}
If your iterested or need to see the units complete .lua for context, Ive included it below. The script does run as intended, which is pretty good for a guy who hasn't scripted in 10 years.
uea0206_Script.zip