Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

one shot weapons

The general place to discuss MOD''ing Freelancer!

Post Wed Sep 01, 2004 2:18 am

one shot weapons

I cant find any reference to this anywhere else so here goes....

Im trying to create missiles like todays fighter aircraft..ie, 1 shot, no reload until you land. So far I cannot for the life of me work out how to do it.. I cant make the damage on fire line work, extending the refire rate means it just doesnt charge in the first place, and now i'm out of ideas.
If anybody knows how to do this i would truely appreciate the knowledge

Cheers in advance

Post Wed Sep 01, 2004 2:29 am

You mod the ammo so that the ship can carry only one, that way, refire rate does not matter. And you can't get more unless you buy them or loot one.

Post Wed Sep 01, 2004 8:19 am

There is still the question of how. I could increase the volume of the ammo but then whats to stop me simply adding 3 missiles onto one launcher. Ammo limit doesnt work either otherwise my gatling guns stop working..........

"whir.whir.whir.whir.whir..bang...click, click, click, click, click...doh

Post Wed Sep 01, 2004 8:31 am

The Missle you want to use, you might be able to edit the ammo part to not be combinable so that it is a single fire wep. In other words, you have , say a sidewinder, hellcat, and a crossbow missle mounted, but with only one missle to fire. Or simple "create" a new missle to do that so that the game ones are intact. Just mod new ID's for them and cards and add as commodities for the station/bases you want them sold at.

Post Wed Sep 01, 2004 9:01 am

Meh - we did this for our launchers - but it lead to problems of being kicked when players sold ammo - which they ALWAYS do!!

We:

made the launchers come with as many ammo as needed (1 in your case - 50 in ours).

Set the launchers price - and to sell at a station.
Set the AMMO to sell at same station (otherwise you CANNOT get ammo with the launcher!! It NEEDS to have the station selling the ammo!

Now - in weapon_goods.ini file - make the PRICE of the AMMO to 0

Yep - nothing. Why? Cause you cannot buy it for nothing - so it doesn't even appear in the list! Ergo - they can get a launcher with one round already attached (which is very like what you want) - and thats it. To reload - they have to sell, and rebuy the launcher.

There is one problem - if this is in multiplayer - they cannot then sell the ammo - of course! Oh well

Post Wed Sep 01, 2004 9:32 am

An interesting idea, but i forsee the problem of people simply buying a launcher selling it and then buying another simply to get the extra round of ammo.....

On the other hand, i have been looking at the ini files and noticed the line "damage on firing" or something like that. Is there anyway to cause the weapon to self destruct after firing. This would solve my problem easily, stopping the gun from actually requiring ammo. Fire the missile, bang. No more hardpoint means no more missiles fired.

any suggestions?

Post Wed Sep 01, 2004 9:48 am

Nope - doesn't work like that. You could give it a refire rate of 100000 - that would mean once every..........day i think.

Post Wed Sep 01, 2004 9:51 am

Nope... as i said earlier, the gun requires the refire time to have passed before you can actually fire the first shot.... this seems far to difficult for such a simple idea....... unless i give my rocket pods unlimited ammo???

Post Wed Sep 01, 2004 3:16 pm

Your wanting a delay before you can fire? I have not heard of a wep that would require that. though, you could require a high energy requirement and would have to wait till all energy refilled to fire.

Post Wed Sep 01, 2004 3:33 pm

Well, i have never tried that - so i dunno. Will trust you have, and therefore know.

Oh well - looks like your out of luck then, you could limit max ammo to being 1 - that should do it, but then every missile launcher is useless. You could do the volume - but that will spoil the rest of the game - plus other ships could carry more than one round (freighters) - at which point it looks like your done!!

You'll have to comprimise from what has been offered. The ammo limit is stated in newbie questions - have a look for th correct link.

Post Fri Sep 03, 2004 3:36 am

If in the weapon_goods.ini for the particular missile you set it combinable = false, would that not mean you could only have one loaded at a time? I suppose you could buy more, but only one would be in the launcher and you would have to land and reload... isn't that so?

Edited by - JustSomeGuy on 9/3/2004 4:39:10 AM

Post Fri Sep 03, 2004 4:17 am

Yes, like a F-16 fighter, you could launch the missles you carried, but would have to land to reload. WC game was the same, a very limited supply of them made you use them wisly or you would be left with just guns.

Post Fri Sep 03, 2004 8:08 am

Justsomeguy - yes, you are correct - that should work. Give it a go then!

Return to Freelancer General Editing Forum