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Editing weapon refire rates

The general place to discuss MOD''ing Freelancer!

Post Fri Jul 23, 2004 5:36 pm

Editing weapon refire rates

How do you edit refire rates or is there a program to help with it?

Post Fri Jul 23, 2004 6:21 pm

Freelancer/data/equipment/weapon_equip.ini Open this with notepad. If it looks like giberish, download and install the SDK file and all folders will be decoded. Sample to edit -

[Gun
nickname = ku_gun02_mark03
ids_name = 263422
ids_info = 264422
DA_archetype = equipment\models\weapons\ku_ion_blaster.cmp
material_library = equipment\models\ku_equip.mat
HP_child = HPConnect
hit_pts = 2632
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_7
damage_per_fire = 0
power_usage = 26.139999
refire_delay = 0.120000 ;This can be changed to a smaller number to increase the refire rate Examp. .000125 for extreme speed
muzzle_velocity = 600
use_animation = Sc_fire
toughness = 7.000000
flash_particle_name = ku_photon_03_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = ku_gun02_mark03_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 40, 80, 100

Hope this helps. This and other info is available in the tuteral forums and can be used to modify many aspects.
welcome to TLR.


Edited by - Finalday on 7/23/2004 7:23:17 PM

Post Sat Jul 24, 2004 5:43 am

if you want to put this into a mod, be careful as high refire rates can cause alot of lag.

Post Sat Jul 24, 2004 8:12 am

i went in and edited some of my refire rates and now freelancer will not load. What did i do wrong? Do i need to reinstall freelancer?

Post Sun Jul 25, 2004 9:11 am

need more info...post what you actually edited, so we can see the code.

Post Sat Jul 31, 2004 1:28 pm

I edited all items listed in bold. + How do you tell what weapon your editing?

Gun
nickname = ku_gun02_mark03
ids_name = 263422
ids_info = 264422
DA_archetype = equipment\models\weapons\ku_ion_blaster.cmp
material_library = equipment\models\ku_equip.mat
HP_child = HPConnect
hit_pts = 2632<~~~~~~~~~This i changed to 4000
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_7
damage_per_fire = 0
power_usage = 26.139999 <~~~~~This I changed to .000125
refire_delay = 0.120000 <~~~~~~~~This was changed to .000125
muzzle_velocity = 600
use_animation = Sc_fire
toughness = 7.000000
flash_particle_name = ku_photon_03_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = ku_gun02_mark03_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 40, 80, 100

Post Sat Jul 31, 2004 3:51 pm

I would suggest you read newbie questions, or read any of the FIVE tutorials about weapons in the tutorials forum.

however, to work out which weapon is which - they all follow the same types:

Li_gun01 means liberty line 1, like the justices and the vengences etc. Then then mark01-04 means the others in the line:

li_gun01_mark01 is the justice mk 1
li_gun01_mark03 is the justice mk 3
li_gun01_mark05 is the vengence mk 2
li_gun02_mark01 is the lava blade mk 1
li_gun02_mark05 is the magma hammer mk 2
rh_gun01_mark02 is one of the rheinland guns - like the erm, i cannot remember the name.

So they all follow the same method of naming (ou_gun01_mark04 is the outcast wyrm or kraken - mk 1 or something like that - you will pick it up as you go along). However, until you do - subxeros misc database (see the stickied thread at the top saying it has it all, cause that will have a link to download the tool from), as his database contains all the nicknames for things like guns, ships, systems, bases etc all with their real names too

Edited by - Chips on 8/1/2004 1:25:07 AM

Edited by - Chips on 8/1/2004 1:30:48 AM

Post Sun Aug 01, 2004 12:55 am

basically the refire rate you need is 1/z, where z is how many shots you want per second.

ps : i made a small program which is available in the d/l section of TLR, it can help you out.

+ End Of Message +

ittan

Post Sun Aug 01, 2004 4:34 am


power_usage = 26.139999 <~~~~~This I changed to .000125
refire_delay = 0.120000 <~~~~~~~~This was changed to .000125


Did you enter your numbers just like that? If you did, I'd suspect you need a 0 in front of your decimal.

Also, that hit point number you're changing is the amount of damage the weapon itself can take before it is blown off your ship - not the amount of damage the weapon does. Just in case that's what you thought you were changing.

In the downloads there is a handy spreadsheet database that has all the weapons listed by name, id, and nickname in MS Works format so you can even sort them by whichever column you want. Not sure of the name, but look for Freelancer Database perhaps.

Edited by - Rathelon on 8/1/2004 5:38:59 AM

Post Sun Aug 01, 2004 5:27 am

I play open SP and have se my guns at .ooo125 ,8 guns set like this fire just fine with no lag. the lag may come as a result of low video memory available.

Post Mon Aug 02, 2004 3:13 am

ok..I have been reading over the editing forums...

I just want to make a couple changes..

1. I would like to know...how to change the refire rate of weapons.
2. I would also like to know, how to change cargo space.

I have downloaded all of the editing tools.

I don;t want to add a new ship, I want to modify a couple of the existing ones.

Post Mon Aug 02, 2004 4:30 am

have you gone through the tutorials sections. it has everything.

1)anyway just open up weapon_equip.ini, find the gun you want. then edit the line refire_delay = ??, just check the other forums and you will find more answers.

2)open up shiparch.ini and check in that , find your shup and in that you will find the entry you are searching for.

+ End Of Message +

ittan

Post Mon Aug 02, 2004 4:35 am

You won't need tools to modify an existing ship for wep and hold. You will need, however, FLMM. Use it to open the freelancer/data/folders to access the files. You may want to download and install the SDK file which is all the data files decoded. Its a whole lot easyer than decoding with bini. See above in this thread for the refire rate issue. On the hold part, find the ship you want in the shiparch file and scroll down to the hold reading. Modify to what amount you want.

hold = 25 ; changing it to say, 4000 will then give you all the space you need.

The tuterals in the forums will explain how to mod almost anything.

Post Mon Aug 02, 2004 10:20 am

He'll need FLEDs to change the info cards however, if you want to see the changes.

Post Sat Aug 07, 2004 1:47 am

I wrote a tutorial on modding the weapons about a year ago. I don't know if it still is here, but there are several of them in the tutorials section you would find helpful... same for the ships. And yes, FLed_ids is the program to have for any modding where you want the text for the changes to show up in the equipment dealer or shipdealer at a base. If you just change the hold size for the ship in shiparch.ini it would be bigger and the little line graphic would show that when you pass your mouse over it, but the text in the game would not reflect the change without editiing it in the ids_info and ids_info3 with FLed_ids. I guess I could re-post it if there is still a need or if the moderators wanted me to.

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