Screenshots
History
These effects are part of a lucrative partnership with Mr. Gloomy of the Dark Star mod. He also commisioned the Soul Cannon and the Glow Magic hit events. It's also a welcome break from ship-specific deaths. Those things are horrid! Yuck! Bleagh! Yes, well, more about this effect. It will work best with a beam weapon with a lifetime of 3 seconds. The effect goes full-strength for that period of time, attracting (get it?) little power particles from the surrounding space (proton-positron pairs?) to increase the beam's power. Then it dissipates over the next two seconds. The fire event is actually called from the bullet effect, another strange and amazing trick discovered by the great Cnl Pepper. It comes with red and blue beams, so both Kushan and Taiidan can use the nifty particles.
Instructions
Unzip attractor.zip into your Homeworld directory. This example will replace the LargeIonCannons of both races, but with some search-replacing, you can quickly replace all four ion beam sizes. Find the LargeIonCannon section in r2.script and replace it with this:
setBulletEffect R2,GS_LargeIonCannon,Bulletattractorblue.ebg setBulletEffect R2,GS_LargeIonCannon,Bulletattractorblue.ebg setBulletEffect R2,GS_LargeIonCannon,Bulletattractorblue.ebg setBulletEffect R2,GS_LargeIonCannon,Bulletattractorblue.ebg setHitEvent R2,GS_LargeIonCannon,HitIonBeam.ebg setHitEvent R2,GS_LargeIonCannon,HitIonBeam.ebg setHitEvent R2,GS_LargeIonCannon,HitIonBeam.ebg setHitEvent R2,GS_LargeIonCannon,HitIonBeam.ebg
Yes, it's a fireEvent, and you don't specify a fireEvent. Trust me. One more thing, put these lines at the bottom of r2.script, under [EFFECTS LOADING].
LoadEffect attractor.ebg LoadEffect fireattractorblue.ebg
For the Kushan ion cannons, you'll have to replace the LargeIonCannon section of r1.script with:
setBulletEffect R2,GS_LargeIonCannon,Bulletattractorred.ebg setBulletEffect R2,GS_LargeIonCannon,Bulletattractorred.ebg setBulletEffect R2,GS_LargeIonCannon,Bulletattractorred.ebg setBulletEffect R2,GS_LargeIonCannon,Bulletattractorred.ebg setHitEvent R2,GS_LargeIonCannon,HitIonBeamR1.ebg setHitEvent R2,GS_LargeIonCannon,HitIonBeamR1.ebg setHitEvent R2,GS_LargeIonCannon,HitIonBeamR1.ebg setHitEvent R2,GS_LargeIonCannon,HitIonBeamR1.ebg
Last thing, these lines go at the bottom of r1.script
LoadEffect attractor.ebg LoadEffect fireattractorred.ebg