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new weapons

The general place to discuss MOD''ing Freelancer!

Post Mon Apr 07, 2003 9:29 pm

new weapons

ok here are 2 new weapons -

U will need:

BiniQDU

ok here we go... Make a BACKUP OF THE FILES BEFORE U EDIT THEM

start up biniqdu and load market_misc.ini add this to any of the bases.

MarketGood = heavy_plasma_cannon, 4, -1, 10, 10, 0, 1
MarketGood = 40mm_pulse_cannon, 3, -1, 10, 10, 0,

Then save.

in the same progam load up the Weapons_goods.ini and add this at the bottom.

[Good
nickname = heavy_plasma_cannon
equipment = heavy_plasma_cannon
category = equipment
price = 4830
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_gun.3db
combinable = false
ids_name = 274655
ids_info = 274665
shop_archetype = equipment\models\weapons\li_laser_beam.cmp
material_library = equipment\models\li_equip.mat

[Good
nickname = 40mm_pulse_cannon
equipment = 40mm_pulse_cannon
category = equipment
price = 2530
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_gun.3db
combinable = false
ids_name = 273645
ids_info = 274645
shop_archetype = equipment\models\weapons\li_auto_cannon.cmp
material_library = equipment\models\li_equip.mat


now open the weapons_equip.ini and add this to the bottom.

[Munition
nickname = heavy_plasma_cannon_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 263.500000
energy_damage = 0
one_shot_sound = fire_capship
munition_hit_effect = pi_capgun_01_impact
const_effect = pi_capgun_01_proj
lifetime = 0.900000
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = heavy_plasma_cannon
ids_name = 274655
ids_info = 274665
DA_archetype = equipment\models\weapons\li_laser_beam.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 23076
explosion_resistance = 1.000000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
hp_gun_type = hp_gun_special_4
damage_per_fire = 0
power_usage = 23.719999
refire_delay = 0.500000
muzzle_velocity = 1222.199951
toughness = 5.300000
flash_particle_name = pi_particle_02_flash
flash_radius = 1
light_anim = l_gun01_flash
projectile_archetype = heavy_plasma_cannon_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = false
LODranges = 0, 200


[Munition
nickname = 40mm_pulse_cannon_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 63.50000
energy_damage = 0
one_shot_sound = fire_capship
munition_hit_effect = ku_capgun_01_impact
const_effect = ku_capgun_01_proj
lifetime = 0.900000
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = 40mm_pulse_cannon
ids_name = 273645
ids_info = 274645
DA_archetype = equipment\models\weapons\li_auto_cannon.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 23076
explosion_resistance = 1.000000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
hp_gun_type = hp_gun_special_3
damage_per_fire = 0
power_usage = 9.180000
refire_delay = 0.220000
muzzle_velocity = 1222.199951
toughness = 5.300000
flash_particle_name = ku_capgun_01_flash
flash_radius = 1
light_anim = l_gun01_flash
projectile_archetype = 40mm_pulse_cannon_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false
LODranges = 0, 200


u can use FLEd-ids to add the ids_name and ids_info if u like or it will just say in game IDS? when i have the weapons right and the right colour i will put a zip up for download.

Now dose anybody know how to edit the colour of the weapons like the Scorpion witch is red how would i go about making it green?

Edited by - wolfman391 on 07-04-2003 22:31:42

Edited by - wolfman391 on 07-04-2003 22:34:55

Edited by - wolfman391 on 07-04-2003 23:41:13

Post Tue Apr 08, 2003 12:19 pm

hello anybody

Post Tue Apr 08, 2003 2:28 pm

hi somebody...

looks good..

Post Tue Apr 08, 2003 7:03 pm

lol, hi all i like to know dose anybody know how to edit the colour of the weapons or do i have to make a new texture for them.

Post Wed Apr 09, 2003 4:21 am

Colors are in the beem_effects.ini inside of the DATA/FX folder, and you need to know RGB color codes. It looks like this...

255, 100, 135<--------It's 0-255.
red green blue

So a deep blue would be...
0, 0, 255. Etc. There ya go

Post Wed Apr 09, 2003 4:23 am

Oh, and I know quite a bit about adding weapons, and editing them. So any questions I might be able to answer whenever I can. I even know info cards if you need help.

Cheers, The Almighty Cheese

Post Wed Apr 09, 2003 4:38 am

yer thank i know that just need to make sure. Now is there a way to mak a enagy weapon use ammo.

Post Wed Apr 09, 2003 7:12 am

I haven't tried it yet, but I'm pretty sure that by setting the requires_ammo=true on the weapon's munition, similar to the way missiles are, that you could accomplish what you are trying.

For instance, a normal energy weapon has its munition set to requires_ammo=false; change that to true, and then have units_per_container=1000, maybe?

then in weapongood.ini put your ammo with combineable = true

I'm not sure how to specify ammo capacity limits.

Happiness is a belt-fed weapon.

Post Wed Apr 09, 2003 2:13 pm

I think that is it if i try and copy bit of the missile and see if it can be done

Post Wed Apr 09, 2003 9:19 pm

The Almighty Cheese do u know what the .ale files are and txm are if u do what progam will i need to edit them or make them. Now i know thay have something to do with the weapons but what?. any help will do

Post Thu Apr 10, 2003 2:13 am

About the ammo. Well, one idea I saw around was somethign like

damage_per_shot = 0<-----------Maybe change this to...15-40 or whatever.

Would make it cost to shoot, repairs, and in real life weapons degrade, so added realism . Or do the ammo thing you mentioned SHOULD work, not tested my self...but why would energy weapons have ammo? They are unlimited...usualy.lol

About *.ale

HCl wrote

"Well to the best of my knowledge, *.ale files define certain effects. You can use the UTF editor to open these, but the format of the data contained on ALEffectLib and AlchemyNodeLibrary nodes isn't known yet, so reserach will have to be done on this."

So, if you get the utf editor and then you can look at them. Thats my 2 credits. lol! I'm funny.

Post Thu Apr 10, 2003 4:14 am

ok I have made a particle cannon that sit on the hp_torpedo slot it dose high damage and cost 80 in power to fire but i need it to have ammo as if i put it on a VHF ship it dose not make any mark on the power so if someone use the weapon thay can fire it all the time and with no enagy use even with the power use a 80 the bar dose not move. any idear of a way or how it should be done.

CW

Post Thu Apr 10, 2003 3:12 pm

I made an unguided flak rocket system with a 200m blast radius. It explodes when it flies within 150m of *something*. The problem is, that "something" includes asteroids and debris too... just wondering if anybody knows how to get that fixed.

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