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really kickass missles

The general place to discuss MOD''ing Freelancer!

Post Fri Apr 18, 2003 8:35 pm

really kickass missles

If anybody reading this has seen Gundam, remember the missles from that.

What i did was make the reload rate almost nothing (<0.1), put up the accelleration to 500-600, made the max angular velocity 300-500 (still needs to be tweaked, all the missles hit at 500), and set the fov to 180. I also had to make the ammo infinite (50 is way too few), and put the damage way down (or else i couldn't watch the pretty missles )

In testing, i used the stalker missle as a starting point and put four of em on a phoenix. Just pound away on the fire button (or run along the number keys for a better swarm effect) and enjoy. I think this is one of the coolest weapon effects i've seen in pretty much any game.

Post Fri Apr 18, 2003 9:40 pm

Can you post a pick, this sounds awesome

- Dauntless

Post Fri Apr 18, 2003 10:09 pm

Heres a screenshot:
<br clear=left>
Some of my original numbers were kinda high...
I've got the max angular velocity at 3 now, and the missle fov at 30 degrees. That works a lot better, as in some missles actually miss.
I also put the motor lifetime down to .25

Post Fri Apr 18, 2003 10:10 pm

oops, i guess it doesnt take html...

Ut

Post Fri Apr 18, 2003 10:15 pm

Now THAT is really quite undescribably awesome.

Post Fri Apr 18, 2003 10:27 pm

lol. I was trying to get the missles to fire, sit next to/just under my ship for a fraction of a second and then accellerate, so i gave them a negative muzzle velocity......bad idea......they shot backwards but were trying to go forwards, sorta. So instead of dropping back and accellerating forward like i intended, they dropped back and never went forward again.

Post Fri Apr 18, 2003 11:26 pm

DAMN! I had tried and failed!


i prplx

Post Sat Apr 19, 2003 3:13 am

i love you... gundam wing ROKED!!!!!!!!!! u are my new hero... after i try your idea in conjunction wit the beam weapon mod.... heheeh.... i will let yall kno how it went.... :-)

Space... it's so.... big..... you can't exactly meet me in a dark allyway either...... so I'll just annihilate you now....... okey dokey?

*good luck and god speed to our troops in Iraq[!*

Post Sat Apr 19, 2003 3:22 am

problem... what is the *exact* name of any missile in the weapon_equip.ini file... i would prefer the javlen but any missile that i can buy at manhattan would be good... thanks man!

Space... it's so.... big..... you can't exactly meet me in a dark allyway either...... so I'll just annihilate you now....... okey dokey?

*good luck and god speed to our troops in Iraq[!*

Post Sat Apr 19, 2003 3:38 am

OK, heres the specs for the missle as i have it now (stalker missle):

[Motor
nickname = missile02_mark01_motor
lifetime = 0.200000
accel = 400
delay = 0.01

[Explosion
nickname = missile02_mark01_explosion
effect = li_missile01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 16
hull_damage = 30.00000000
energy_damage = 0
impulse = 0

[Munition
nickname = missile02_mark01_ammo
explosion_arch = missile02_mark01_explosion
loot_appearance = ammo_crate
;units_per_container = 10 hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_missile_homing
detonation_dist = 4
lifetime = 12.500000
Motor = missile02_mark01_motor
force_gun_ori = false
const_effect = li_missile01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 2000
seeker_fov_deg = 30
max_angular_velocity = 3.000000
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 265152
ids_info = 266152
mass = 1
volume = 0.000000

[Gun
nickname = missile02_mark01
ids_name = 263152
ids_info = 264152
DA_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 400
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_1
damage_per_fire = 0
power_usage = 0
refire_delay = 0.100000
muzzle_velocity = 10.3300000
toughness = 2.400000
projectile_archetype = missile02_mark01_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100



Hope this helps.

Post Sat Apr 19, 2003 3:39 am

With the new changes i made it works almost exactly like the gundam missles: shoot 5000 missles, have like 5 hit...

Post Sat Apr 19, 2003 3:50 am

i messed up....... i copied and pasted what you posted in2 my directory... just straight copying and pasting... and now FL wont start... i deleted the autosave and restored the back up's... i should be able to fix it but can anyone tell me what i did wrong so i dont do it again? thx in advance

Space... it's so.... big..... you can't exactly meet me in a dark allyway either...... so I'll just annihilate you now....... okey dokey?

*good luck and god speed to our troops in Iraq[!*

Post Sat Apr 19, 2003 6:45 am

okey dokey!!!
i fixed my prob yall dont need 2 worry bout me no more... DUDE UR "MOD" ROKZ!!!!! it feels more like Cowboy Bebop than Gundam Wing.... but who really cares??? heh i dont! now if someone could skin a ship like the Dragonfly, the Bebop, and Fay's ship.... hehehe mega props man!

Space... it's so.... big..... you can't exactly meet me in a dark allyway either...... so I'll just annihilate you now....... okey dokey?

*good luck and god speed to our troops in Iraq[!*

Post Sat Apr 19, 2003 7:09 am

Cowboy Bebop?!? More like Macross! Keep up the good work!

Post Sat Apr 19, 2003 8:37 am

havent heard of "Macross" but if you say so! I feel like Fay while letting go of that many missiles... only differences are that our ships are different... and she has an ammo limit and ammo cost! heheh ;-)

Space... it's so.... big..... you can't exactly meet me in a dark allyway either...... so I'll just annihilate you now....... okey dokey?

*good luck and god speed to our troops in Iraq[!*

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