here u go, directly from Excelcia source where we turned all turrets into ammo-using guns. our ammolimit is 20k at the moment - we regulate amount by ammo cargo needs. our ammousing guns deal 20% more damage, use 20% less energy but they need ammo - which costs $ and uses up ur cargospace - fair deal
; *** Ripper EX ***
[Munition
nickname = br_turret01_mark01_ammo
hp_type = hp_gun
requires_ammo =
true
hit_pts = 2
hull_damage = 227
energy_damage = 0
weapon_type = W_Tachyon01
one_shot_sound = fire_tachyon2
munition_hit_effect = br_tachyon_01_impact
const_effect = br_tachyon_01_proj
lifetime = 1.143000
force_gun_ori = false
mass = 1
volume = 0.001135
; ** ammo usage **
ids_name = 463807
ids_info = 464807
DA_archetype = equipment\models\commodities\nn_icons\equipicon_powerplant.3db
material_library = equipment\models\li_equip.mat
loot_appearance = ammo_crate
units_per_container = 50
[Gun
nickname = br_turret01_mark01
ids_name = 263394
ids_info = 464807
DA_archetype = equipment\models\weapons\br_mass_driver.cmp
material_library = equipment\models\br_equip.mat
HP_child = HPConnect
hit_pts = 3000
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 1
mass = 10
hp_gun_type = hp_gun_special_3
damage_per_fire = 0
power_usage = 32
refire_delay = 0.250000
muzzle_velocity = 699.900024
use_animation = Sc_fire
toughness = 3.200000
flash_particle_name = br_tachyon_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = br_turret01_mark01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100
u need to add the
bold lines or change existing ones to fit them.
u also need an entry in weapon_goods.ini - just gab an existing missile - copy paste, change references, stats and appearance, then set it up for sale on a base in the market-file and its done.
Fjord
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Excelcia Mod Leading Developer