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How the Heck do i create Torpedos

The general place to discuss MOD''ing Freelancer!

Post Tue May 04, 2004 6:33 pm

How the Heck do i create Torpedos

Them weapon tutorials does not even mention torpedoes. They are the shiznit man. What the heck. Can sum1 make a tutorial or tell me how to make Torp's (IN DETAIL!) as i am a noob with weapons, im trying everything i want in FL, i just made a system but it has some bugs but it is still in working condition. I just cant get the missions to work. If anyone is great with system making please email me by clicking on the profile button of my message, and copy my email address and email me please ASAP.

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"There is no such thing as miracles, there is only cutting-edge technology."-Ocelot
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Post Wed May 05, 2004 12:06 am

System making isnt that hard if u get FlExplorer, i can easily click a system together.

Post Wed May 05, 2004 2:20 am

making a new torpedo the easy way

1) copy and paste an existing entry
2) rename it
3) up the damage/turn rate/speed as you like
4) copy and paste new goods section and update for new torpedo
5) make it sell on a base
6) nuke everything (george w. will love you for it )

most of whats above can be seen in existing weapons modding tutorials, have fun mate

+++ out of cheese error - redo from start +++

"Psycho-ceramics. We are the cracked pots of mankind.
Would you like me to decipher a Rorschach for you?"
- Dean Harding, 'One Flew Over The Cuckoos Nest' by
Ken Kesey

Post Wed May 05, 2004 2:27 am

A Torp is technically the same as a missile.
The only difference is the mount type (hp_torpedo_special_1) and stats.

---------------------------------
Excelcia Mod Leading Developer

Post Wed May 05, 2004 12:36 pm

Its just that i dont know how to make the shield damage change. There is no line for it. Is it just the same damage as the hull_damage line?

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"There is no such thing as miracles, there is only cutting-edge technology."-Ocelot
****************************************************************************************************************************************************************************************

Post Wed May 05, 2004 12:49 pm

Energy_damage if i remember rightly. Haven't fiddled with weapons for ages, but its directly below hull damage, and usually = 0 - like this:

Hull_damage = 2000
Energy_damage = 0

Shield damage is energy damage. Remember that energy damage is HALF of hull damage, so making energy_damage = 2000 above will make it 3000 in game, Make it 1000 above, and it will be 2000 in game. To make it 0 instead, set it to
= -1000 , and that will make it say 2000 in game for hull, but do NO shield damage.

Post Thu May 06, 2004 7:20 am

Forgive me if i'm wrong because i may well be...

Normal guns and missiles do not delcare any energy damage but still knock down the shields - this i think is the shield damage percentage (moddable in constants.ini). IE the percentage of the hull damage to apply to shields.

Energy damage is only set for shield buster guns & missiles that dont harm the hull and take power from the ships power supply when shields are down completely.

+++ out of cheese error - redo from start +++

"Psycho-ceramics. We are the cracked pots of mankind.
Would you like me to decipher a Rorschach for you?"
- Dean Harding, 'One Flew Over The Cuckoos Nest' by
Ken Kesey

Post Thu May 06, 2004 9:40 am

you are right :
havent seen a mod yet that changeed it though - but it should work in theory.
changing it in a reasonable way would require to overwork manymany guns.

---------------------------------
Excelcia Mod Leading Developer

Post Thu May 06, 2004 10:20 am

hmmmm, i havent done it ina while BUT if i recolect correctly, yuor energy damage is half that of the hull damage and if u want more say the same as the hull damage you put in the number thats half into the script for shield damage.

out of suriosity what kind of torp are you looking to make. i have made custom torps before, my netron bomb torpedo launcher. it destroys everything with in 5k. its a long range torpedo. it has custom smoke custom explosion.

torps and missles do vary some stuff you need to be carfeful about.

i havent done this shiznit in a while so i could be wrong

Mess With the Best Die lIke the Rest
Check out my Freelancer Website FLPoliceclan.tripod.com
AIM SN - SuBZeRo69069 (feel free to IM me if you need any Modding help)

Post Thu May 06, 2004 10:21 am

im willing to help u out more in depth mabye tonight or another day.

Mess With the Best Die lIke the Rest
Check out my Freelancer Website FLPoliceclan.tripod.com
AIM SN - SuBZeRo69069 (feel free to IM me if you need any Modding help)

Post Wed May 12, 2004 12:43 pm

There is still no exact way to change the shield damage, i dont understand anyone of yall. Plus i want it to be like the antimatter torpedo in The Next Generation mod, but i can make a copy of it.

************************************************************************************************************************************************************************************
"There is no such thing as miracles, there is only cutting-edge technology."-Ocelot
************************************************************************************************************************************************************************************

Post Wed May 12, 2004 9:13 pm

A typical energy based torpedo...

[Motor
nickname = slipstream_torpedo01_mark02_motor
lifetime = 7.500000
accel = 10.00000
delay = 0

[Explosion
nickname = slipstream_torpedo01_mark02_explosion
effect = fb_torpedo_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 50
hull_damage = 9650.2645 <--- this is the hull damge
energy_damage = 0.000000 <--- this is the shield damage which is half of the hull damage if set to 0
impulse = 3250.00000 <--- a special effect... cannot elaborate

[Munition
nickname = slipstream_torpedo01_mark02_ammo
explosion_arch = slipstream_torpedo01_mark02_explosion
hp_type = hp_torpedo
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_no_torpedo
detonation_dist = 6.2500000
lifetime = 37.500000
Motor = slipstream_torpedo01_mark02_motor
force_gun_ori = false
const_effect = fb_torpedo_drive
seeker = LOCK
time_to_lock = 0
seeker_range = 3000
seeker_fov_deg = 45
max_angular_velocity = 6.000000
mass = 10000
volume = 1.000000

[Gun
nickname = slipstream_torpedo01_mark02
ids_name =
ids_info =
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect
hit_pts = 4215
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_torpedo_special_1
damage_per_fire = 0
power_usage = 7000.00000
refire_delay = 2
muzzle_velocity = 90.214502
toughness = 1.600000
flash_particle_name = fb_torpedo_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = slipstream_torpedo01_mark02_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 1000

and those tha has an fb prefix are special effects...


a message from firebase...

Post Sat May 15, 2004 9:37 am

Your not helping by going off topic!

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"There is no such thing as miracles, there is only cutting-edge technology."-Ocelot
************************************************************************************************************************************************************************************

Post Sat May 15, 2004 10:23 am

Snake, he did not go off topic, he showed you what to change and how energy damage is done. It's halh of the hull damage unless you add a specific amount.

hull_damage = 9650.2645 <--- this is the hull damge
energy_damage = 0.000000 <--- this is the shield damage which is half of the hull damage if set to 0

strength = 100 ;how big a bang, can change to even more damage
radius = 50 ; how big an area is affected, the bigger the more ships affected including freindlys if you are not carefull

Edited by - Finalday on 5/15/2004 11:25:32 AM

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