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Guns with explosions. Can they do damage twice?

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Post Fri Jul 18, 2003 5:51 am

Guns with explosions. Can they do damage twice?

Okay, I know how to make energy missiles, and I know how to make turrets fire missiles (I think), but how in the hell do I get a normal gun/turret fire a blast that explodes as well? I don't want it to be a missile, because I want it to fire as a normal weapon does, but I want it to have an explosion that does damage (I've gotten it to do an explosion, and it looks pretty, but it did no real damage). The cause for this, is that I want it to do damage twice. I know missiles can, as you have the explosion do damage along with the munition hitting. So it seems like a simple thing to add an explosion arch, but does it have to use an existing explosion to work? Say, a javelin missile's or something? Cuz I just kind of created a nick for the new explosion, and I'm not sure if that has something to do with the thing not doing damage. I'm kind of at a loss. If someone could get this to work, and just paste the gun/munition/explosion/motor (if there is one) part of the weapon_equip.ini, I'd figure out what to do and apply it to my current weapon. Thank you in advance.

Edited by - xenogear_0001 on 18-07-2003 06:52:28

Edited by - xenogear_0001 on 18-07-2003 17:07:43

Post Fri Jul 18, 2003 4:07 pm

This is the turret I'm trying to mod. How would I go about getting this to have an explosion (and a possible motor with acceleration and the like if you can, but an explosion alone would be quite nice). Like I said, I tried adding that explosion_arch line, and then the explosion section, but that didn't pan out. Is there something I need to add in addition to that?

[Munition
nickname = neworder1_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 7500
energy_damage = 3750
weapon_type = W_Ion
one_shot_sound = fire_capship
munition_hit_effect = gf_piratestationexplode
const_effect = li_capgun_01_proj
lifetime = 1.00
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = neworder1
ids_name = 458753
ids_info = 458873
DA_archetype = equipment\models\turret\li_turret05.cmp
material_library = equipment\models\li_turret.mat
HP_child = HPConnect
hit_pts = 50000
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_turret_special_1
damage_per_fire = 0
power_usage = 400
refire_delay = .500000
muzzle_velocity = 2000
use_animation = Sc_fire
toughness = 0.400000
flash_particle_name = pi_laser_01_flash
flash_radius = 150
light_anim = l_gun01_flash
projectile_archetype = neworder1_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 40, 80, 100

Post Fri Jul 18, 2003 6:59 pm

try comparing missles to your turret

Post Sat Jul 19, 2003 4:24 am

Try something like this:
[Explosion
nickname = naginata_cannon_explosion
effect = particle_cannon_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 50
hull_damage = 400000
energy_damage = 200000
impulse = 0

[Munition
nickname = naginata_cannon_ammo
explosion_arch = naginata_cannon_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_no_cruise_disruptor
munition_hit_effect = br_capgun_01_impact
const_effect = br_gunboat_maingun
detonation_dist = 0
lifetime = 3
hull_damage = 400000
energy_damage = 200000
force_gun_ori = true
mass = 2
volume = 0.000100

[Gun
nickname = naginata_cannon
ids_name = 524327
ids_info = 264379
DA_archetype = equipment\models\turret\li_cruiser_gun01.cmp
material_library = equipment\models\li_turret.mat
HP_child = HPConnect
hit_pts = 50000
explosion_resistance = 1.000000
debris_type = debris_turret_huge
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
power_usage = 25000
refire_delay = 5
muzzle_velocity = 1500
hp_gun_type = hp_gun_special_10
toughness = 1.000000
flash_particle_name = rh_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = naginata_cannon_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 60
lootable = false

In theory it should do impact damage followed by explosive damage.

Post Sat Jul 19, 2003 6:25 pm

Thank you. I know I already posted a similar predicament before, but that was pertaining to a torpedo, and this was about a gun, and I tried doing the same thing as I did with the torpedo (I even tried turning the torpedo into a gun) but that didn't work. Hopefully, this will. Thank you again, Wanderer.

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