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Fixed Guns?

The general place to discuss MOD''ing Freelancer!

Post Sun Apr 04, 2004 2:21 pm

Fixed Guns?

I did a little checkin after reading the "Creating new Dynamic weapons" tutorial...

[Munition
nickname = li_gun01_mark01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 16.299999
energy_damage = 0
weapon_type = W_Laser01
one_shot_sound = fire_laser1
munition_hit_effect = li_laser_01_impact
const_effect = li_laser_01_proj
lifetime = 0.800000
force_gun_ori = false <--------------------------------
mass = 1
volume = 0.000100

[Gun
nickname = li_gun01_mark01
ids_name = 263357
ids_info = 264357
DA_archetype = equipment\models\weapons\li_heavy_ion_blaster.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 400
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_1
damage_per_fire = 0
power_usage = 5.090000
refire_delay = 0.120000
muzzle_velocity = 750
use_animation = Sc_fire
toughness = 1.300000
flash_particle_name = li_laser_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = li_gun01_mark01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90 <------------------------------
lootable = true
LODranges = 0, 20, 40, 80, 100

Now, I set the "force_gun_ori =" to true and it's not for keeping the gun fixed, but rather it stops a gun from fireing when it can't follow a target anymore. In other words, when you're attacking a ship to your right with a Starflier, the left gun (which can't turn to face the target) will still fire....

I tried toying with turn_rate... so I've set it to 0 and the gun didn't rotate! BUT, the shots that came from it's barrels could still hit targets as normal....
Putting 999999 insted had no effect whatsoever....

So..is there a way to make fixed guns without editing the hardpoints?

Post Sun Apr 04, 2004 3:24 pm

well... if you REALLY don't want to use the utf editor to adjust the min and max values you can just put the gun onto a fixed hardpoint. IE, stick the gun on the shield hardpoint you can do that by just using the ini's.

But obviously the best (and easiest) way is through the hardpoint editing in either the ships cmp for the firing arc of that hardpoint. Or the editing of the min max values of the specific gun in the guns .3db file... Just using the utf editor would be a lot easier and faster then trying to figure someway out to do it using the inis, so I'de suggest that. If you just want the one gun to have a fixed arc and not for all guns on that hardpoint, then just edit the gun's file and not the ships with the utf.


Post Mon Apr 05, 2004 7:17 am

DUH!..But of course...thanks!

Post Tue Apr 06, 2004 1:23 pm

Strange....

I put the min and max avalue of a gun HpConnect in the cmp to 0..the gun still moves up/down...

(This particula model has a fixed HpMount...no axes)

Edited by - Firewing on 4/6/2004 2:23:59 PM

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