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How powerful can the weapons be?

The general place to discuss MOD''ing Freelancer!

Post Tue Apr 22, 2003 5:52 am

How powerful can the weapons be?

i have noticed or it seems that when i edit like a missle per say that when i give it like a trillion damage it really doesnt do a trillion, is there a cap of how powerful the weapons can be?

Mess With the Best Die lIke the Rest

Post Tue Apr 22, 2003 5:59 am

Turn it into a beam weapon and watch even the most powerful ships fall if you don't reduce the damage per shot.

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I am awesomer than you.

Space Propultion made easy

Post Tue Apr 22, 2003 11:38 pm

well what if i dont wanrt to turn it into a beam wep are there any other ways cause i still want it to be missles and stuff just want to make the xplosion radios be huge HUGE HUGE and i want the power to be enormus

Mess With the Best Die lIke the Rest

Post Wed Apr 23, 2003 12:43 am

Here is what you need to do.
( this an examlpe of missile I modifies )

[Explosion
nickname = or_battleship_missile_turret01_explosion
effect = ku_torpedo01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 10000000000000000000000
radius = 3000000000000000000000000
hull_damage = 1867500000<---damage done to the ship
energy_damage = 0
impulse = 0

Now find the missile you want to modify and make the changes.The file is DATA\EQUIPMENT\weapon_equip.ini


May strong survive and weak perish

Edited by - leonhart on 23-04-2003 21:46:11

Post Wed Apr 23, 2003 12:59 am

I forgat to say be carefull when editing missails because can enemy can get improved weapon.

May strong survive and weak perish

Edited by - leonhart on 29-04-2003 21:27:48

-V-

Post Wed Apr 23, 2003 5:17 pm

Ahem, energy_dammage = dammage done only to shields, not energy used per shot, check out the stunpulse weapons for examples of that.

Post Wed Apr 23, 2003 8:49 pm

Yeah tou are right I just checked that and changed message.Thanks.

May strong survive and weak perish

Post Sat Apr 26, 2003 4:50 am

well i know that about energy and about hull like i know the concepts of all this stuff it just is that when i launch a torpedo this what i really want to change i want my sunslayer o do like 1 mil damage and it seems as if it doesnt but im not sure

Mess With the Best Die lIke the Rest

Post Tue Apr 29, 2003 5:48 pm

So
hull_damage = damage to ship's hull
energy_damage = damage to ship's shield

What about "strength" then?

Post Tue Apr 29, 2003 8:30 pm

If you are not sure answer this question

Is the enemy killed witn one shot, if it is well than it probably does 1 mil damage if it does not than it is still normal.

o)==[::::::::::::> May strong survive and weak perish <::::::::::::==(o

Post Tue Apr 29, 2003 8:34 pm

well this is mainly for torpedo i wanna be able to destroy a station in one shot hehe but like i always do make the torpedos mad expensive


Mess With the Best Die lIke the Rest

Post Tue Apr 29, 2003 9:15 pm

Well it will always take two shots to destroy a ship with shields, since shields absorb ALL damage.

If someone has figured a way around this, let me know. It's holding up a mod I have almost finished.

Ceylon

Post Tue Apr 29, 2003 9:20 pm

i dontthink there is a way to do this

Mess With the Best Die lIke the Rest

Post Wed Apr 30, 2003 1:20 am

Actually there is. Open the cmp file of the turret/missile launcher and duplicate the firing hardpoint along with its orientation and position. That way it looks like its firing one missile while in actuality its 2. If the damage is that high, its an instant takedown on impact.

Post Wed Apr 30, 2003 2:00 am

Interesting solution, but that would be a rather obtuse way of making the game handle blowthrough damage. Do you have to buy two launchers? Or does it change it so that two missiles are fired from one launcher, for one ammo? If that is the case, its a pretty slick solution.

Ceylon

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