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Multi-Missile Launcher help needed

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Post Wed Feb 18, 2004 5:01 am

Multi-Missile Launcher help needed

I'm trying to make a missile launcher (a custom one) but I can't even get the javelin to fire more than 1 missile per shot, I took a look around and tried what Accushot had posted but that doesn't seem to work either. Has anyone made a working multi-missile launcher or know of a mod/weapon-pack that has one so I can look at the weapon_equip.ini and see where I'm going wrong?

StarShadow

Edit: Just finished trying a few different things, I'm starting to wonder if this is even possible. Adding extra projectile_archetype lines doesn't help, the launcher just fires 1 of whatever the last projectile_archetype is.

Edited by - StarShadow on 2/18/2004 6:06:43 AM

Post Wed Feb 18, 2004 10:54 am

that's one of the engine limitations - it's hard-coded to fire one projectile per shot

sorry...

Some people are alive only because its illegal to kill them

Post Wed Feb 18, 2004 11:23 am

Yeah, there's no burst tag
However, you can edit it so that the missile model instead looks like multiple missiles in very close formation, and the sound file to make it appear that it fired more than one shot.

+++++++++MESSAGE ENDS+++++++++++

Post Wed Feb 18, 2004 12:56 pm

I too, was workig on a "Rocket Pod" that launched several warheads at once, however I was unsuccessful. My rocket pods load up with infocards and work perfectly but alas, no multiple warheads. Tough luck, old chum .

Post Wed Feb 18, 2004 6:38 pm

I'm grasping at straws but....would the 1 missile per shot limit be because the launcher (li_rad_launcher.cmp) only has one HpFire0x defined for it? I'm going to try using the br_auto_shotgun.cmp, it has 5 HpFire0x points defined in the CMP, it probably won't work, but I can hope lol.

StarShadow

EDIT: OK, it looks like it IS possible to make a multi-missile launcher, it you go into weapon_equip.ini and change :

[Gun
nickname = missile01_mark01
ids_name = 263147
ids_info = 264147
DA_archetype = equipment\models\weapons\li_rad_launcher.cmp ; CHANGE THIS
material_library = equipment\models\li_equip.mat ; CHANGE THIS

DA_archetype = equipment\models\weapons\br_auto_shotgun.cmp
material_library = equipment\models\br_equip.mat

The javelin now fires 5 missiles per shot!! It looks like 1 big missile because the 5 fire points on the auto_shotgun are fairly close together, if someone can model a missile launcher with 2 or 3 HpFire0x points that aren't TOO close together you'd probably be able to see the missiles seperately.



Edited by - StarShadow on 2/18/2004 6:59:51 PM

EDIT: So far it looks like the only weapon modela that had multiple HpFire0x points are the br_auto_shotgun.cmp (5 fire points), and the ku_auto_blaster.cmp (2 fire points).


Edited by - StarShadow on 2/18/2004 7:08:32 PM

Post Wed Feb 18, 2004 7:06 pm

yay, this works - i noticed this when editing some guns on capships - it was fishy that some did double damage and had double drain - some have 2 barrels and fire 2 shots - just edit the cmp and cluster missiles there u go.

edit:
hint: let the orientation of the hardpoints vary a bit - let it fire the swarm of missiles in a spread way - minor changes in orientation should do the work.

Fjord

---------------------------------
Excelcia forever
www.excelcia.org/forum

Edited by - LordFjord on 2/18/2004 7:23:22 PM

Post Wed Feb 18, 2004 7:32 pm

cool


---------------- E·N·D O·F M·E·S·S·A·G·E ... ----------------

Post Thu Feb 19, 2004 1:13 am

I've noticed that whenever I use the ku_auto_blaster.cmp (I haven't checked with the 5-shot br_auto_shotgun.cmp) I don't get a gun-fire sound, any ideas on why this is happening?

StarShadow

Post Fri Feb 20, 2004 8:47 pm

hey, if you download Silver_Fire's latest mod, the Weapon Pack 1.3, he has like Cluster Missile launchers and Rocket pods etc. With the Cluster Missiles, you just gotta click lots, to get a continuous stream of fire. However, it means that it's really hard *not* to beat people...

Post Sat Feb 21, 2004 10:23 am

make sure that all of the lines for the sounds are set up, it may involve chnaging multiple files i beleieve i did it a while ago i dont rmeber exactly what i did. if u want you can get it to look like its firing 2 missles. but the second missles is basically a dummy doesnt do anything

Mess With the Best Die lIke the Rest
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Post Sat Feb 21, 2004 12:19 pm

You can also change your refire rate to .000125 and they launch so quick after each other to look like multi fire and so you don't run out too fast, change the Requires Amo. from true to false

Finalday

Until that final day. /Keith Green\ (1953-1983)

Post Mon Feb 23, 2004 7:34 am

I can fire true cluster/multi missiles, I was just wondering about the sound. It seems like when I switch to the gun that fires 2 per shot, I get no sound, Still haven't tried the 5 shot gun, been busy working on other parts of my mod.

StarShadow

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