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Editing Weapons

The general place to discuss MOD''ing Freelancer!

Post Wed Mar 26, 2003 12:31 am

Editing Weapons

More specifically want to edit the missiles, I feel they just aren't worth the cost so I want to change that. I opened up weapon_equip.ini and saw a few variables that made me think this was where I can change them (variables like radius, accel, hull_damage). So, to start out I picked two missiles: the Firestalker (missile02_mark05) and the Cannonball (missile01_mark05). I changed some things around like accel, range, fov, etc. I went to test this out and nothing seemed to have worked. What I did notice, however, is that the infocards had changed. My firestalker now said it had a range of 3000m (exactly what I set) and a projectile speed of 800 m/s. Well, suffice to say I immediately found the 800 m/s speed to be false when I was beating the missile in a race and only going 200 m/s with the afterburners.

How do I get the changes to effect the actual missile/launcher instead of just the infocards? Is there a file besides weapon_equip.ini I have to edit? One final thing if I may add it, but how do I change the ammo capacity for the missiles (say instead of 50 have it 75)? Just for reference I will post the code on both these missiles.

Firestalker:
<pre><font size=1 face=Courier>
[Motor
nickname = missile02_mark05_motor
lifetime = 0.937500
accel = 10012.888916
delay = 0

[Explosion
nickname = missile02_mark05_explosion
effect = pi_missile01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 50
hull_damage = 2445
energy_damage = 0
impulse = 0

[Munition
nickname = missile02_mark05_ammo
explosion_arch = missile02_mark05_explosion
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_missile_homing
detonation_dist = 4
lifetime = 4.687500
Motor = missile02_mark05_motor
force_gun_ori = false
const_effect = pi_missile01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 3000
seeker_fov_deg = 120
max_angular_velocity = 12.710000
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 265156
ids_info = 266156
mass = 1
volume = 0.000000

[Gun
nickname = missile02_mark05
ids_name = 263156
ids_info = 264156
DA_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 6752
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_9
damage_per_fire = 0
power_usage = 0
refire_delay = 1
muzzle_velocity = 1012.700012
toughness = 24.500000
projectile_archetype = missile02_mark05_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100
</font></pre>

Cannonball:
<pre><font size=1 face=Courier>
[Motor
nickname = missile01_mark05_motor
lifetime = 0.937500
accel = 568.888916
delay = 0

[Explosion
nickname = missile01_mark05_explosion
effect = pi_missile02_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 30
hull_damage = 4890
energy_damage = 0
impulse = 0

[Munition
nickname = missile01_mark05_ammo
explosion_arch = missile01_mark05_explosion
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_missile_regular
detonation_dist = 4
lifetime = 4.687500
Motor = missile01_mark05_motor
force_gun_ori = false
const_effect = pi_missile02_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 3000
seeker_fov_deg = 120
max_angular_velocity = 2.903330
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 265151
ids_info = 266151
mass = 1
volume = 0.000000

[Gun
nickname = missile01_mark05
ids_name = 263151
ids_info = 264151
DA_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 6752
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_9
damage_per_fire = 0
power_usage = 0
refire_delay = 1
muzzle_velocity = 266.700012
toughness = 24.500000
projectile_archetype = missile01_mark05_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100
</font></pre>

Post Wed Mar 26, 2003 12:46 am

I've found that in single player, for some reason, changes don't always have an effect. This may or may not be true, but you might start your own server, and try it in multiplayer. This is how I test all of my modifications, and they work fine this way.

-indi

Post Wed Mar 26, 2003 2:18 am

I've come to the conclusion that the modifications I made to the weapons doesn't work on someone else's server. I tried it on my own server and it worked fine (and now missiles always hit their targets). Well, at least I can't get them to work on someone elses server, I might be seen as a bad person if I used them. Strange thing is I have seen other people use modified weapons (like this one dude that has rapid fire, greatly extended range nomad lasers). Guess it's best, sometimes I abuse my abilities and that isn't a good thing in the mp world.

Post Wed Mar 26, 2003 2:25 am

lol khaos... that was probably me.... but missiles arent editing friendly as i have seen. Missiles are server side..

---------------
Genius
Writer
Freelancer Software Development Kit

Post Wed Mar 26, 2003 2:35 am

Well, that depends Genius, do you play on the Dementia Solaris server? Anyway, when I was able to use my missiles it was great fun. All I had to do was aim in the general direction of the enemy, hit Q, and two seconds later 7 Firestalker missiles slammed into it and killed it instantly. I was only in Liberty, but I could kill anything with just one volley and I bet 7 Firestalkers was a lot of overkill against every target. It was so much fun ^_^ Now if I can just figure out how to change the ammo capacity to like 1,000 I'll go back and play singleplayer all over again just to use all missiles all the time.

Post Sun Apr 20, 2003 1:40 am

What do these following values mean?

lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 160
energy_damage = 0
impulse = 0

Post Sun Apr 20, 2003 2:02 am

Talk about reviving an old post :
1) I'm guessing you got this from the Explosion section, in which case the longer the lifetime the longer the explosion lingers. Set both numbers higher and the explosion will take longer to disappear.

2) No idea

3) Strength of the explosion, just don't know if the value is a percent or what.

4) Radius of the explosion

5) EMP damage. This can increase the shield damage and I think it will drain the targets power supply if the shields are down. I figure this from the description of the Paralyzer missile that says sustained fire can disable enemy weapons, and it has a lot of energy damage.

6) No idea.

Post Sun Apr 20, 2003 2:49 am

I tried increasing strength and radius of a missile explosion a lot, but it doesn't seem to affect anything .

Post Sun Apr 20, 2003 3:00 am

Sometimes it seems like the explosion effect stays the same size, but it will still do damage over the full radius. I set the radius to 1000 and even though the explosion wasn't that large ships outside the explosion effect still died

Edited by - Khaos on 20-04-2003 04:01:31

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