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Balistic Weps

The general place to discuss MOD''ing Freelancer!

Post Sat May 17, 2003 6:23 pm

Balistic Weps

I'm not realy capable of doing this kinda stuff, but I have ideas.
Rotary gun: Bombarder gun (visible on ship), tizonea del cid sound and graphics (ie no visible 'rounds' when firing, since ballisitics don't exactly glow with energy) and a refire rate of 14.33, projectile speed: 800
Blaster: Stealthblade gun, tizonea del cid graphics and sound, refire rate of 2.00, projectile speed: 800, they'd still use up energy because some kind of reaction would have to get the round out of the barrel.
Now I'm just posting ideas, my guess is they wont fly, but some comments would be coo.


General Fang
Equipment Dealer
Mercenary
and pirate
at your service
...
look for me on elite

Edited by - djscratchman on 17-05-2003 19:25:44

Post Sun May 18, 2003 2:13 am

Shouldn't be difficult at all. The only problem is how do you buy ammo for them? Or do you just make them have unlimited ammo? If so, what's the point? i feel that if you make it projectile, it should be able to run out of ammo.

I would also think that tracers would be appropriate, so making a ammo animation wouldn't be that bad. Why not make it fire bursts, and have the projectile be a three rounds with a tracer? That would get out of having to have different animations. It would just fire one 'shot', that would be animated as three rounds.

Ceylon

Post Sun May 18, 2003 2:56 am

The real problem is the ammo issue. The rest can be done.

Post Sun May 18, 2003 3:21 am

Why not change the ammo usage from 1 to say .25 that way with 50 rounds you get 200 shots? Not sure if it would work, but if not you could modify the max ammo you can carry.

Post Sun May 18, 2003 3:34 pm

Modifying max ammo is no problem, but it applies to all ammo. That means if you change it to be able to carry 1000 rounds for the cannon, you can carry 1000 missiles, and 1000 mines, and 1000 countermeasures. That's why I didn't suggest doing that. Changing to partials is an interesting idea, but I would expect the game to use integers for ammo so a decimal might screw it up. It's an idea to try, and shouldn't be difficult to test.

Ceylon

Ut

Post Sun May 18, 2003 5:33 pm

Is ammo really such a big deal? I mean, they have tachyon cannons, and tachyons are very wildly believed to be ficticious.

How does ammo volume work? All (or just about) missile munition entries have volume = 0 set as their default. Is this just the stadard "amount of space taken up in cargo hold" volume? If so, it makes sense to simply give the missles a volume, and keep the, uh, bullits, more-or-less volumeless. Then you can up the max ammo to something that's effectively infinite, and have cargo room be the balance. Those fighters need that cargo room for something, after all.

Post Sun May 18, 2003 7:50 pm

I agree UT. In my total ship building mod, everything will have volumes. It's in the works right now, but balance testing needs to be done. I have made almost everything buyable, and am ready to start building ships from empty hulls.

Ceylon

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