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How to make shots explode, without them being missiles?

The general place to discuss MOD''ing Freelancer!

Post Mon Jan 12, 2004 9:36 pm

Nope. Explosion arches only activate if you have a seeker = lock/dumb prefix in the munitions arch. You still get the bang but no actual effect when the shell impacts. Anyways, for the special effects, check out the effects.ini and look up any non-weapon fx with the line "vis_effect" in it, just copy that line into the effect type that your weapon uses remembering to overwrite its existing one. Good weapons fire fx are like:
vis_effect = outer_sanctum_lightning
vis_effect = dyson_city_creationbeam

Explosions are more plentiful with effects such as:
vis_effect = GravityWell1020
vis_effect = gf_nomadwormholeopening
vis_effect = outer_sanctum_shield
vis_effect = gf_nomadwormhole

There's a lot more but since i didn't keep any notes on them anymore, you'll have to dig a little for the good stuff. The ones i already put here are more than enough to impress those who are tired with piddly ass fx

Post Tue Jan 13, 2004 4:50 am

Nice to see you back Wanderer.

So what you meant was he should just have the gun and munitions section, then change the impact for the laser/whatever into an explosion effect (or more impressive other effect) and add a radius value in the munition section as well.

lol - can tell i don't fiddle with weapons to much! hehe

Post Tue Jan 13, 2004 9:13 am

Wanderer - in the hope that you check back here, and not wishing to highjack a thread (too badly).....


Any idea why ships sometimes show the repair icon permanently? Any idea how to get rid of this - as its a pain in the butt!! Not sure - have tried changing things, but was wondering if you know anything about it. Typical examples are trains and transports. Fine until they get damaged in battle - then after that - no matter what happens, you have a permanent repair icon on bases, but if you go to it, there is nothing to repair, and a bill of 0!!

Thoughts?

anyone can join in on this one - don't wish it to sound like for Wanderer only! lol

Post Tue Jan 13, 2004 5:00 pm

Mahaha! Excellent! I am indeed tired with piddly ass fx! The new "Naginata" Experimental Kusari Proton Accelerator will terrify the Sirius sector by it's visuals alone, let alone the mega-damage explosions!

Thanks a lot, I'll hook those into my ini. file. It's certainly a much more concise way of doing things. Hehe, I'll have fun messing with all those vis_effects too. That'll probably eat up a few days just by itself. Much appreciated!


Here's the modified .ini file:

____________________________________________________________________________
[Munition
nickname = kx_gun01_mark01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 3006.199997
energy_damage = 0
radius = 750
weapon_type = W_Photon01
one_shot_sound = fire_photon5
munition_hit_effect = GravityWell1020
const_effect = kx_guno1_mark01_proj
lifetime = 1.928000
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = kx_gun01_mark01
ids_name = 263914
ids_info = 264914
DA_archetype = equipment\models\weapons\li_laser_beam.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 2632
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_5, hp_torpedo_special_1
damage_per_fire = 0
power_usage = 567.139999
refire_delay = 0.900000
muzzle_velocity = 1950
use_animation = Sc_fire
toughness = 6.700000
flash_particle_name = ku_photon_04_flash
flash_radius = 35
light_anim = l_gun01_flash
projectile_archetype = kx_gun01_mark01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100
____________________________________________________________________________


Is this right?

Post Tue Jan 13, 2004 5:31 pm

Chips, i think its possible that a part was shaved off your transport or damaged (cargo box) that doesn't actually belong to the ship is the problem. Its not part of the ship but when you land, it registers as damaged and yet cannot be repaired for the reasons mentioned above.

Vype, you got that right. That was the theory i had behind the explosive munitions some time ago. Gun and munitions settings are all you really need. And i see that your using the "inferno bomb" fx. Its a nice one isn't it? Although its animation cuts off somewhat abrubtly.

The last thing i was working on before i retired was a 2 stage explosion with a primer explosion followed by a big bang to solve that problem. However this required the explosion arch and a lot of precision timing in the settings in order to get it to go off right. If you guys are interested, just post a standard missile setting from motor to munition and i'll point out what to change. Since i deleted FL, i no longer have a good template to work with.

Edited by - Wanderer on 1/13/2004 5:33:05 PM

Post Tue Jan 13, 2004 6:15 pm

Allright, I'm in! =) Here's the missile arch.


[Motor
nickname = missile02_mark01_motor
lifetime = 2.500000
accel = 26.666700
delay = 0

[Explosion
nickname = missile02_mark01_explosion
effect = li_missile01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 16
hull_damage = 244.500000
energy_damage = 0
impulse = 0

[Munition
nickname = missile02_mark01_ammo
explosion_arch = missile02_mark01_explosion
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_missile_homing
detonation_dist = 4
lifetime = 12.500000
Motor = missile02_mark01_motor
force_gun_ori = false
const_effect = li_missile01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 1000
seeker_fov_deg = 35
max_angular_velocity = 4.355000
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 265152
ids_info = 266152
mass = 1
volume = 0.000000

Post Tue Jan 13, 2004 7:17 pm

Wanderer - thanks again. Dunno why i didn't think of that before.............say bye to the cargo pods

Post Wed Jan 14, 2004 7:14 pm

Nice to here from you Wanderer....
atlast the Master is BAck...

All I do for LOVE

Post Wed Jan 14, 2004 9:35 pm

Right, i'm going to list a few areas of interest for this effect

[Explosion
nickname = missile02_mark01_explosion
effect = li_missile01_impact <- this will be the end explosion. Pick whatever you like
lifetime = 0.000000, 0.000000 <- the 2nd number is the time before the explosion kicks in. Time it so it begins once the primer is done
process = disappear
strength = 100
radius = 16
hull_damage = 244.500000
energy_damage = 0
impulse = 0

[Munition
nickname = missile02_mark01_ammo
explosion_arch = missile02_mark01_explosion
munition_hit_effect = br_capgun_01_impact <- this is your primer explosion. Pick whatever you like
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_missile_homing
detonation_dist = 4
lifetime = 12.500000
Motor = missile02_mark01_motor
force_gun_ori = false
const_effect = li_missile01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 1000
seeker_fov_deg = 35
max_angular_velocity = 4.355000
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 265152
ids_info = 266152
mass = 1
volume = 0.000000

That should do it. I'll post a sample using the most impressive features i can find in a little while. The timing may be a bit off though but i think the effects will make up for it.

Post Wed Jan 14, 2004 10:16 pm

This should do it. The timing is a bit off but i think you'll get a nice bang for your efforts. Well not really a bang, but i think its still impressive.

[Explosion
nickname = singularity_torpedo_explosion
effect = gf_neutronstar
lifetime = 0.000000, 10.000000
process = disappear
strength = 100
radius = 8000
hull_damage = 150000000
energy_damage = 0
impulse = 0

[Munition
nickname = singularity_torpedo_ammo
explosion_arch = singularity_torpedo_explosion
hull_damage = 15000
energy_damage = 0
radius = 150
munition_hit_effect = GravityWell1020
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_missile_homing
detonation_dist = 4
lifetime = 12.500000
Motor = missile02_mark01_motor
force_gun_ori = false
const_effect = li_missile01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 1000
seeker_fov_deg = 35
max_angular_velocity = 4.355000
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 265152
ids_info = 266152
mass = 1
volume = 0.000000

Good luck on making your own thermonuclear toys

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