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Changing weapons

The general place to discuss MOD''ing Freelancer!

Post Thu Mar 11, 2004 7:35 pm

Changing weapons

I've been trying to change the Justice Mk I (or any other weapon for that matter) into a beam weapon, using the data found in the beamweaponmod file in the mod manager thing. I tried using the mod manager and it gave me an error, so I've been trying to input it on my own. How do you change the firing effects of a weapon to turn it into a beam weapon?

Post Thu Mar 11, 2004 7:54 pm

@Chris03
Sample

[Gun
nickname = fc_ou_gun01_mark02
ids_name = 263191
ids_info = 264191
DA_archetype = equipment\models\weapons\co_proton_cooker.cmp
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect
hit_pts = 1405
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
damage_per_fire = 0
power_usage = 40.400002
refire_delay = 0.330000 change to .000125
muzzle_velocity = 700 Change to 10000
use_animation = Sc_fire
toughness = 4.800000
flash_particle_name = pi_tachyon_02_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = fc_ou_gun01_mark02_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

Changing the bold items will make it like a beam weapon.

Finalday

/Keith Green\ (1953-1983)

Post Fri Mar 12, 2004 12:15 pm

Thanks, but I want to create the beam type weapon in the original beam mod (not advanced beam mod, I don't like the effects for it as much). Does anyone know how?

Post Fri Mar 12, 2004 12:22 pm

in data\fx\beam_effects.ini, the entries for the beam weapon in the mod:

[BeamSpear
nickname = Li_laser_01_beam
tip_length = 5
tail_length = 60
head_width = 2
core_width = 2
tip_color = 0, 0, 0
core_color = 255, 255, 255
outter_color = 200, 200, 255
tail_color = 55, 55, 155
head_brightness = 1
trail_brightness = 1
head_texture = ball
trail_texture = thin
flash_size = 3

[BeamBolt
nickname = Li_laser_01_beam
tip_length = 9000
tail_length = 9000
core_length = 60
head_width = 1
core_width = 0.3
sec_core_width = 1
tip_color = 172, 34, 172 <--- These entries dictate colour
core_color = 185, 34, 185
outter_color = 152, 35, 184
sec_core_color = 255, 155, 0
sec_outter_color = 255, 0, 0

tail_color = 111, 37, 184
head_brightness = 0
trail_brightness = 2
head_texture = star
trail_texture = wide
flash_size = 4

In data\equipment\weapon_equip.ini, the refire_delay of "li_gun01_mark01" is set to 0.001. So if you make the changes in the Beam entries and the change in the refire, the Justice Mk I will become the beam weapon from the mod.

"A good pun is its own reword"

Edited by - Darkstone on 3/12/2004 12:22:35 PM

Post Fri Mar 12, 2004 12:35 pm

Ok, which one do I put into the beams_effects.ini file? One says beamspear and one says beambolt.

Post Fri Mar 12, 2004 5:16 pm

Ok, thanks. The only problem is that a while back I changed the Justice Mk I so that it fired one of the class 10 weapons (I can't remember the name of the weapon, but the effect is a blue ball). So, instead of a laser look it's just dozens of blue balls firing per second. Can someone give me the original weapon_equip.ini data for the Justice Mk I? Thanks. I also need the weapon_goods.ini data for the Justice Mk I as I think I changed it too.

Post Fri Mar 12, 2004 6:33 pm

download a copy of the Freelancer SDK v1.3 made by Louva-Deus

the FreelancerSDK is set of decompressed ini files(over 1200) from the original game of Freelancer
You can use this package to make your mod making life easier since it contains fixes for all the major errors in the original source.
It also fixes the errors caused from decompression using bini.

So you will have a copy of every ini file already decompressed.
Just install the files to what ever folder you want.
By default the installer will ask you if you want to install the files into the Freelancer folder but you can put a copy of the files where ever you want to use whenever you need them.

This Mod Is

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