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>
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>