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Explosion radius

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Post Thu Jun 17, 2004 6:57 pm

Explosion radius

Ok, so I've made a very deadly torpedo, and now I'm tweaking it. Problem is that I can't get the radius bigger than the regular sunslayer explosion radius

Here's my code:
<pre><font size=1 face=Courier>
[Motor
nickname = torpedo01_mark03_motor
lifetime = 100
accel = 26.666700
delay = 0

[Explosion
nickname = torpedo01_mark03_explosion
effect = ku_torpedo01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 1000000
hull_damage = 100000
energy_damage = 100000
impulse = 10

[Munition
nickname = torpedo01_mark03_ammo
explosion_arch = torpedo01_mark02_explosion
loot_appearance = ammo_crate
units_per_container = 1
hp_type = hp_torpedo
hull_damage = 1000000
energy_damage = 100000
radius = 1000000
impulse = 10
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_no_torpedo
munition_hit_effect = rtc_nomadtorpedo_impact
const_effect = rtc_nomadtorpedo_proj
detonation_dist = 1.250000
lifetime = 100
Motor = torpedo01_mark03_motor
force_gun_ori = false
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 5000
seeker_fov_deg = 180
max_angular_velocity = 0.580670
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
ids_name = 0 ;GENERATESTRRES("SolWrecker Torpedo"
ids_info = 0 ;GENERATEXMLRES(SolWreckerAmmo)
mass = 1
volume = 0.000000

[Gun
nickname = torpedo01_mark03
ids_name = 0 ;GENERATESTRRES("SolWrecker Torpedo Launcher"
ids_info = 0 ;GENERATEXMLRES(SolWrecker)
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect
hit_pts = 6752
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 = 0
refire_delay = 2
muzzle_velocity = 20
toughness = 58.700001
projectile_archetype = torpedo01_mark03_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100
</font></pre>

Interestingly enough, the damage has to be listed in the ammo as well as the explosion to be different from the sunslayer so I figured the radius needed to be in both too. No luck there. Anyone have any ideas?

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Post Thu Jun 17, 2004 8:30 pm

Are you talking about the graphics? Or the damage? Because the "radius" refers to the area that will be effected (damaged) by the blast. If you want the actual explosian graphics to be bigger, then you need to change this line:

explosion_arch = torpedo01_mark02_explosion

Change it to a different explosion (you'll have to experiment with the explosion graphics, they are all listed in the data\FX\effects.ini file and the explosions.ini file)

Post Thu Jun 17, 2004 10:37 pm

You have in the ammo torpedo mark2 explosion, and not the mark 3 explosion you show up there

[Munitionnickname = torpedo01_mark03_ammo
{b explosion_arch = torpedo01_mark02_explosion


That line SHOULD match the name you give the above, its not, its still pointing at the old sunslayer - which is why its not working for you.


Edited by - Chips on 6/17/2004 11:38:42 PM

Post Fri Jun 18, 2004 7:58 am

D'Oh, I try that thanks.

(This site is best viewed with your eyes open)

Post Fri Jun 18, 2004 10:26 pm

giving both the explosion and ammo entries with hull damage... you will have that instant one shot scheme...


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