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Missiles Really locking on?

The general place to discuss MOD''ing Freelancer!

Post Tue Mar 18, 2003 9:24 am

Missiles Really locking on?

Have anyone tried to make the missiles lock on somehow, like any other game??

Post Tue Mar 18, 2003 3:10 pm

Look in the weapon_equip.ini the missiles all have a lock_on_time line. Try changing the value to 5 and find out what it does.

Post Tue Mar 18, 2003 6:44 pm

does it tell you when you've got a lock tho? cause otherwise its pretty useless

Post Wed Mar 19, 2003 11:02 am

Don't know haven't tried.

Post Wed Mar 19, 2003 4:21 pm

i have tried changing these variables:
seeker = lock (seek, 1 ) i think the game then treats it like a "non-missile" wep. becouse i doesn't fire when "q" is pressed, it works ,however, when it's marked with the other laser/pulse/whatever weapons and right-click is used.

time_to_lock = 0 (5, 0.5 etc.) if over "0" then i doesn't seek at all

ill keep you posted if i figure it out....


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hey...ehhh....hey you!! thats MY bong!!!!

Post Sun Mar 23, 2003 2:43 pm

You can change the time for the seeker to activate by changing the motor delay to: delay = 2. That way the missile travels on inertia for 2 seconds before the motor starts and the missile begins seeking.

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