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new mine prob

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Post Thu Oct 02, 2003 11:15 pm

new mine prob

ok well i saw the emp mines for dl and i thought it was a good idea. so for my mod i decided to create my own mines that were emp. nowwhat i tried to do was take the ripper mine and make it turn emp. i got that far, and now i wanted the red explosion to massive like alot bigger than it is now. i set up the radius to be like 600 a real lot and thats why i wanted the xplosion to be bigger. so as not to disturb the ripper mine effects already there i tried to make new ones. the mine work i can see the mine but the exposion doesnt come up at all and u dont see anything whats wrong with my coding. i have al of what i did below.

from effect_types.ini

[EffectType
nickname = EMP_Explosion_Mine
priority = 1.000000
generic_priority = 1.000000
lod_type = EFT_LOD_SMALL_DISTANT
radius = 20
visibility = CULL_OFFSCREEN
update = CULL_UPDATE
run_time = 10
pbubble = 250, 750

[EffectType
nickname = EMP_WEAPON_MINE
priority = 1.000000
generic_priority = 1.000000
lod_type = EFT_LOD_SMALL
radius = 10
visibility = EXIST_OFFSCREEN
update = CULL_UPDATE
run_time = -1
pbubble = 200, 500




from effects.ini


[Effect
nickname = EMP_Mine_Blast
effect_type = EMP_Explosion_Mine
snd_effect = asteroid_explosion
vis_effect = pi_mine02_blast25

[Effect
nickname = EMP_Mine
effect_type = EMP_WEAPON_MINE
vis_effect = pi_mine02




from weapon_equip.ini



[Explosion
nickname = EMP_Mine_explosion
effect = EMP_Mine_Blast
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 600
hull_damage = 0
energy_damage = 500000
impulse = 0

[Mine
nickname = EMP_Mine_ammo
explosion_arch = EMP_Mine_explosion
loot_appearance = ammo_crate
units_per_container = 50
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_mine_tracking
detonation_dist = 4
lifetime = 10
force_gun_ori = false
DA_archetype = equipment\models\mines\br_plasma_mine.3db
material_library = equipment\models\br_equip.mat
ids_name = 1
ids_info = 1
mass = 0.100000
volume = 0.000000
owner_safe_time = 4
linear_drag = 0.400000
seek_dist = 400
top_speed = 80
acceleration = 200
const_effect = EMP_Mine

[MineDropper
nickname = EMP_Mine_Launcher
ids_name = 1
ids_info = 1
DA_archetype = equipment\models\weapons\li_cm_dropper01.cmp
material_library = equipment\models\li_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
damage_per_fire = 0
power_usage = 0
refire_delay = .1
muzzle_velocity = 50
toughness = 39.099998
projectile_archetype = EMP_Mine_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
lootable = true
LODranges = 0, 20, 60, 100




this is all i changed



Mess With the Best Die lIke the Rest
Check out my Freelancer Website FLPoliceclan.tripod.com

Post Fri Oct 03, 2003 5:15 am

Wow, I shouldn't be doing this on this little sleep.

Anyway, try changing the ammo to use the explosing from one of the EMP missiles, if you can get that to work then make your visual changes to a duplicate of that effect.

Edited by - Victor on 03-10-2003 06:20:29

Post Fri Oct 03, 2003 10:16 pm

well see i changed the stuff back and it works as a normal mine, just dont know why my specs dont work

Mess With the Best Die lIke the Rest
Check out my Freelancer Website FLPoliceclan.tripod.com

Post Sat Oct 04, 2003 1:47 am

My best guess is that you exceeded some built-in constant - I ran into the same problem when i made the interdictor missile 8000 m/s - it just didn't fire at all.

Some people are alive only because its illegal to kill them

Post Sat Oct 04, 2003 1:49 am

hmm well actually i tried doing naother thing and i think its because i made sutmhing new in effect_types.ini almost positive sumthings up with that

Mess With the Best Die lIke the Rest
Check out my Freelancer Website FLPoliceclan.tripod.com

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