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Capship Beam Weapons

The general place to discuss MOD''ing Freelancer!

Post Tue Aug 19, 2003 10:09 pm

Capship Beam Weapons

I have a beamweapon that works (ie, I have 4 mounted on my ships at the moment) that I want to mount on capships, but when they fire they fire them as if they had the regular weapons mounted. Does anyone know how (or if) it's possible to change the way that capships fire their weapons so that they fire them in beams?

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Post Tue Aug 19, 2003 11:52 pm

Yeah, change the refire rate of the capships turrets etc......lol
Didn't know you could mount guns on a capship - thought it was all turrets...but still...
Chips

Post Thu Aug 21, 2003 5:17 am

Yeah, the weapons are turrets, and I have changed the refire rate (I can fire them as beam weapons) but the capships refuse to fire them as beam weapons. That's why I'm asking.

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Post Thu Aug 21, 2003 6:06 am

Maybe it fires but its so fast you can't see it? I played around with beam weaps a bit and messed it up so much that I couldn't see it, but it still made noise and did damage.

Post Thu Aug 21, 2003 6:54 am

Its not the refire rate. Its the weapon visibility range. Look up the effects.ini for the weapon fx type that the beam weapon uses and up the range.

Post Thu Aug 21, 2003 7:20 am

Dam wanderer is good!
Any chance of anyone helping out on accushots thread? Some questions (specially stuff to do with systems) is WAY beyond me!

Post Mon Aug 25, 2003 9:30 pm

I can't see it, but when it fires you know it

I copied the nomad cannon into a turret, which is mounted on my ship and on the capship. I didn't change the damage, so it still does ~850 or so damage per shot, so when the capship fires I definitly feel it. Only problem is that it won't fire it like a beam weapon, only like it's normal weapon for that slot.

Any ideas?

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Post Fri Aug 29, 2003 6:52 pm

so what your saying is they just fire little bursts off instead of holding the trigger down for a solid beam right?

Post Fri Oct 10, 2003 1:57 am

Ok, first off sorry for the long wait, I came back from Germany and this is the first time I've had to come back here

Yes, fattytheking, that's exactly what I mean. They fire the beam weapons in short bursts (shot, 3 seconds, shot, etc) just as if they were using their regular weapons.

Anyone know how to change this?

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Post Fri Oct 10, 2003 7:54 am

You can change the AI in the "MISSIONS/pilot_population.ini" to only fire in busts on 3 secs.

Post Fri Oct 10, 2003 11:58 am

Dam - 1 and a half months later.............lol
Okay - if you increased the (well decreased) the refire rate, then fiddled with the effects for the particular shot you have as well to make it 'longer' in projectile effect appearance but you cannot see the beam? Have you sped the projectile speed up too? If you have it at a nice little 600m/s you will see a kinda 'beam' effect - but beam weapons were never intended for the game, so you won't get a real 'beam' - its just lots of long single shots.

*edit* i ask about projectile speed as if you cranked it way up to like 5000m/s you are shooting something travelling so fast that you probabily won't see it at all

For NPC's to fire more frequently and heavier, yes - blazeme is correct - however - you need to know the pilot that the AI uses for your particular encounter people - ie, no point moddifying defualt at all, no point doing military easy if you require pilot ace! By the way, it is in the gun block like this you will need to look:

Example:
[GunBlock
nickname = gun_xeno_easy_style_a
gun_fire_interval_time = 0.200000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 1.500000
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 2
gun_fire_accuracy_cone_angle = 6
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.750000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1 ;increase
auto_turret_no_burst_interval_time = 2 ;decrease
auto_turret_burst_interval_variance_percent = 0.500000 ;play
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 3

If its turrets the AI are using - then its the autoturret part to change i think (if the turrets have autoturret = true obviuosly). Have a fiddle - as you can see this is for xenos in the example above.
Enjoy

Edited by - chips on 10-10-2003 13:00:09

Post Fri Oct 10, 2003 11:05 pm

Yes! Exactly, Thank you all! Thing is I know the weapon is firing since my shields dip and I can see a flare on my ship (the animation that plays when your shields take a hit), but the damn capship would only fire in tiny little bursts wheras the weapon should have fired and killed me in about a second

Again, many thanks to you all.

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Post Sat Oct 11, 2003 3:29 am

Ahh, so thats what it was about. Sorry, i had thought you had meant you couldn't see the beam fired from your own ship. As for beams by AI, the only important things is the interval then.

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