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Custom Missiles

The general place to discuss MOD''ing Freelancer!

Post Fri Mar 18, 2005 8:37 pm

Exactly, I pasted

DA_archetype = ships\bretonia\br_freighter\br_freighter.cmp
material_library = ships\bretonia\br_playerships.mat

in and I was shooting Clydesdales.

I just can not get it work with a TIE Fighter.

We've secretly replaced their dilithium crystals with new Folgers crystals. Now let's watch them go to warp.

Post Fri Mar 18, 2005 10:32 pm

Ok, here's how you make all-new custom missiles and torpedoes , that have projectiles you can see in flight. I have been doing this for WOS B2, and I have included a screenshot below, so y'all will know that I'm not full of crap. Here are the steps, in brief:

1. Build a custom weapon, with the geometry and texture of your custom weapon, and a tiny, un-textured box inside (you could probably even get away with a single tri).

2. Follow my Custom Weapons Guide that I made, which is now in the Tutorials section.

3. Attach a HpExhaust hardpoint to the Root, after attaching the other three necessary items (HpFire01, HpMount, HpConnect). Put the HpExhaust well to the rear of the model, so that you can actually see it

4. Rebuild your scripts.

To sum up: basically, so far as I can tell... there's nothing special about Torpedoes at all... they're just like every other weapon model in the game, and need two Vmeshes, animation data, to function correctly. Which, unfortunately, brings me to Burnout's problem. Burnout... if you're going to make kamakazi ships... they need to consist of ONE mesh for the ship, and one for the Root, or you're never going to get this to work. At least for the "launcher" end of things... Dunno what to tell you about projectiles, as I, uh... haven't wanted to launch things that impractical before I'll see what happens if I use a regular, one-mesh CMP with just the bare minimum of HPs, just like the rh_seeker_missile. Long story short: I think it's perfectly possible to do what you're wanting here, but you may have to build a custom CMP to do it.

Screenie follows. And yes... these are ugly placeholder missiles I made as proof-of-concept for my mod, the final versions will hopefully be more elegant, or at least have a better texture But these serve as both the launchers and the projectiles for my Heavy Rocket Torpedoes in B2, at least for now... and are 100% original (if ugly).

Post Mon Mar 28, 2005 8:00 pm

Only Cowards use missiles. Why would you want to make a custom one?

Glock36
"No Comment"

Post Tue Mar 29, 2005 12:15 pm

... because we're all cowards over here, in WOS-land... the AI is scary

If you haven't played my mod before, you're missing out- I had to nerf the AI's weapons so that they do much less damage than players, otherwise people would just get owned... and the next release, I've toned it down even more, so that I have to listen to a little less whining from newbies

Post Thu Apr 07, 2005 6:27 am

I wanted to make a Kamikaze ship missiles to be launched from the docking bay of a capital ship. Because we are doing a Star Wars TC mod, I want the missiles to Star Wars ships. We have limited the amount of missiles that fighters can have because we hate missile spammers too, but I thought it would be neat if a ISD shot a TIE Fighter at you. The thing that drove me nuts is that a stock Freelancer ship would work fine, but none of the ships from our mod were visible. They worked as missiles, but you could not see them.

We've secretly replaced their dilithium crystals with new Folgers crystals. Now let's watch them go to warp.

Post Thu Apr 07, 2005 9:11 am

And Argh, it was I who said I would PM Wasabe regarding the THN's Which I did and he came and made his reply on this forum regarding it (which was basically, he will when he has time and can remember what he did as it was a long while ago since he played with them). However, as far as THN's go, I have managed to crack the landing and room THN's with new custom scenes, it is actually easier than you may think, though knowing Vector Orientation also help (I gave myself a one hour crash course it... my head hurt for days afterwards). Take a look at http://www.freeworldsmod.com/Default.aspx?tabid=22&g=posts&t=6879 (2nd page, the generic dock types for Freeworlds 1.66 and two custom landing sequences)

EDIT: Oppps, just checked the date, that post about getting Wasabe to talk about THN's was dated before I said I would contact him. My bad.

Freeworlds Mod Developer
Author of Modular Station

'There is no Good nor Evil in the universe, just perceptions and circumstances.'

Edited by - Aldebaran28 on 4/7/2005 10:13:45 AM

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