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*HELP* Sunslayer modification mess up

The general place to discuss MOD''ing Freelancer!

Post Sun Apr 20, 2003 11:22 pm

*HELP* Sunslayer modification mess up

If I put a question mark by these could you please tell me what they do and/or what other input is available.
[Motor
nickname = torpedo01_mark02_motor
lifetime = 9999 ???
accel = 500 ???
delay = 5 ???

[Explosion
nickname = torpedo01_mark02_explosion
effect = ku_torpedo01_impact
lifetime = 0.000000, 0.000000 ???
process = disappear ???
strength = 100 ???
radius = 25 ???
hull_damage = 11000
energy_damage = 11000
impulse = 2 ???

[Munition
nickname = torpedo01_mark02_ammo
explosion_arch = torpedo01_mark02_explosion
loot_appearance = ammo_crate
units_per_container = 50
hp_type = hp_torpedo ???
requires_ammo = false ???
hit_pts = 2
one_shot_sound = fire_tachyon5 ???
detonation_dist = 9999 ???
lifetime = 9999 ???
Motor = torpedo01_mark02_motor
force_gun_ori = false ???
const_effect = ku_torpedo01_drive ????
HP_trail_parent = HPExhaust ????
seeker = LOCK ???
time_to_lock = 0
seeker_range = 9999 ???
seeker_fov_deg = 360 ???
max_angular_velocity = 500 ???
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
ids_name = 265164
ids_info = 266164
mass = 1 ???
volume = 0.000000 ???

[Gun
nickname = torpedo01_mark02
ids_name = 263164
ids_info = 264164
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_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_torpedo_special_1
damage_per_fire = 0 ???
power_usage = 0
refire_delay = .000001 ???
muzzle_velocity = 20 ???
toughness = 58.700001 ????
projectile_archetype = torpedo01_mark02_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false ???
turn_rate = 90 ???
lootable = true
LODranges = 0, 20, 60, 100 ????

I have one big problem my torpedoes immediately explode... In front of my ship.

Edited by - Ice Gecko on 21-04-2003 01:42:16

Post Mon Apr 21, 2003 12:31 am

well obviously they explode in front of your "hip" they recognise your typing is bad and turn on you.

I love the nomad fighter, its so fun to fly.

Post Mon Apr 21, 2003 1:34 am

HElp I mean it !!!!!

Post Mon Apr 21, 2003 1:52 am

You shouldn't be so demanding, people might not want to help someone like that :
Anywho, detonation_dist should not be set to 9999. The number basically means how close the missile gets before it explodes, so you're telling it to explode once it is within 9999 meters away from the target, and in 99.9% of all cases when you fire the missile you are well within the 9999 range

Post Mon Apr 21, 2003 2:36 am

I just wanted a torpedo that I could target the Newark Station be 50k away and fire. And hit it too . I could use something with a 5-10 second delay... And a big explosion. If only we had a magnifier now that would be awesome...

Post Mon Apr 21, 2003 2:42 am

detonation_dist has no effect on how far away you can fire the torpedo from

Post Mon Apr 21, 2003 4:56 am

Why does everyone want to blow up Newark Station?

signature.exe

I am awesomer than you.

Post Mon Apr 21, 2003 2:43 pm

It was the first thing I ccould think of at the moment...
Everyone has some attachment to Newark...

Post Tue Apr 22, 2003 9:56 pm

bump

Post Wed Apr 23, 2003 5:08 am

[Motor
nickname = torpedo01_mark02_motor
lifetime = 9999 <-how long the motor lasts
accel = 500 <-acceleration per second
delay = 5 <-time before motor starts. Adds on to muzzle velocity and will begin seeking target after time set.

[Explosion
nickname = torpedo01_mark02_explosion
effect = ku_torpedo01_impact
lifetime = 0.000000, 0.000000 ??? <-don't mess with it. Strange effects.
process = disappear ??? <-unknown
strength = 100 ??? <-force of missile impact i think
radius = 25 ??? <-blast radius
hull_damage = 11000
energy_damage = 11000
impulse = 2 ??? <-unknown

[Munition
nickname = torpedo01_mark02_ammo
explosion_arch = torpedo01_mark02_explosion
loot_appearance = ammo_crate
units_per_container = 50
hp_type = hp_torpedo ??? <-hardpoint type
requires_ammo = false ??? <-does it need ammo or not
hit_pts = 2
one_shot_sound = fire_tachyon5 ??? <-sound effects on launch
detonation_dist = 9999 ??? <-distance from target before detonating. Keep small
lifetime = 9999 ??? <-how long the missile lasts before self detonation
Motor = torpedo01_mark02_motor
force_gun_ori = false ??? <-unknown
const_effect = ku_torpedo01_drive ???? <-missile trail
HP_trail_parent = HPExhaust ???? <-missile trail parent
seeker = LOCK ??? <-Guided missiles or Dumb missiles
time_to_lock = 0
seeker_range = 9999 ??? <-Maximum range for seeker to activate
seeker_fov_deg = 360 ??? <-lock on angle. Current setting is set for never lost
max_angular_velocity = 500 ??? <-turning speed
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
ids_name = 265164
ids_info = 266164
mass = 1 ??? <-mass of missile
volume = 0.000000 ??? <-unknown

[Gun
nickname = torpedo01_mark02
ids_name = 263164
ids_info = 264164
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect ???? <-unknown
hit_pts = 6752
explosion_resistance = 1.000000 ??? <-unknown
debris_type = debris_normal
parent_impulse = 20 ??? <-unknown
child_impulse = 80 ??? <-unknown
volume = 0.000000 ??? <-unknown
mass = 10 ??? <-mass of gun
hp_gun_type = hp_torpedo_special_1
damage_per_fire = 0 ??? <-self inflicted damage i think
power_usage = 0
refire_delay = .000001 ??? <-Rate of fire. In this case reload rate
muzzle_velocity = 20 ??? <-speed of intitial missile launch before motor kicks in
toughness = 58.700001 ???? <-unknown
projectile_archetype = torpedo01_mark02_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false ??? <-does the turret track the target
turn_rate = 90 ??? <-speed of turret turn
lootable = true
LODranges = 0, 20, 60, 100 ???? <-range of visibility

Hope this helps.

Post Tue Apr 29, 2003 7:50 pm

Thanks it does help

Post Tue Apr 29, 2003 9:26 pm

I have inserted my comments after an asterix


[Motor
nickname = torpedo01_mark02_motor
lifetime = 9999 <-how long the motor lasts
accel = 500 <-acceleration per second
delay = 5 <-time before motor starts. Adds on to muzzle velocity and will begin seeking target after time set.

[Explosion
nickname = torpedo01_mark02_explosion
effect = ku_torpedo01_impact
lifetime = 0.000000, 0.000000 ??? <-don't mess with it. Strange effects. * How long the explosion lassts.. Don't mess
process = disappear ??? <-unknown * tells the missile to 'disappear' from the game. Has any found other processes?
strength = 100 ??? <-force of missile impact i think
radius = 25 ??? <-blast radius
hull_damage = 11000
energy_damage = 11000
impulse = 2 ??? <-unknown

[Munition
nickname = torpedo01_mark02_ammo
explosion_arch = torpedo01_mark02_explosion
loot_appearance = ammo_crate
units_per_container = 50
hp_type = hp_torpedo ??? <-hardpoint type
requires_ammo = false ??? <-does it need ammo or not
hit_pts = 2
one_shot_sound = fire_tachyon5 ??? <-sound effects on launch
detonation_dist = 9999 ??? <-distance from target before detonating. Keep small
lifetime = 9999 ??? <-how long the missile lasts before self detonation
Motor = torpedo01_mark02_motor
force_gun_ori = false ??? <-unknown
const_effect = ku_torpedo01_drive ???? <-missile trail
HP_trail_parent = HPExhaust ???? <-missile trail parent
seeker = LOCK ??? <-Guided missiles or Dumb missiles
time_to_lock = 0
seeker_range = 9999 ??? <-Maximum range for seeker to activate
seeker_fov_deg = 360 ??? <-lock on angle. Current setting is set for never lost
max_angular_velocity = 500 ??? <-turning speed
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
ids_name = 265164
ids_info = 266164
mass = 1 ??? <-mass of missile *an artifact from the Privateer-type settings
volume = 0.000000 ??? <-unknown *How much cargos space it uses.

[Gun
nickname = torpedo01_mark02
ids_name = 263164
ids_info = 264164
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect ???? <-unknown
hit_pts = 6752
explosion_resistance = 1.000000 ??? <-unknown
debris_type = debris_normal
parent_impulse = 20 ??? <-unknown
child_impulse = 80 ??? <-unknown
volume = 0.000000 ??? <-unknown *Cargo space
mass = 10 ??? <-mass of gun
hp_gun_type = hp_torpedo_special_1
damage_per_fire = 0 ??? <-self inflicted damage i think *doesn't appear to do anything.
power_usage = 0
refire_delay = .000001 ??? <-Rate of fire. In this case reload rate
muzzle_velocity = 20 ??? <-speed of intitial missile launch before motor kicks in
toughness = 58.700001 ???? <-unknown * how much damage the gun resists I believe
projectile_archetype = torpedo01_mark02_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false ??? <-does the turret track the target
turn_rate = 90 ??? <-speed of turret turn
lootable = true
LODranges = 0, 20, 60, 100 ???? <-range of visibility

Ceylon

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