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Missile Ammo
The general place to discuss MOD''ing Freelancer!
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I need a mod that lets you use hold around 5000 missiles o_O
damn thats some amount of ammo!!! Hope it is for a cap ship lol if not then DAMN thats a hell of a lot of ammo to store in a regular fighter!!!
i think thats in the constants.ini file...some entry about max ammo carried...(might be another file...been a while since i changed the ammo storage..but i lowered it a tad)
"To live is to die....but living is to die slowly..why waste time on trivial things just play as hard as you can"
i think thats in the constants.ini file...some entry about max ammo carried...(might be another file...been a while since i changed the ammo storage..but i lowered it a tad)
"To live is to die....but living is to die slowly..why waste time on trivial things just play as hard as you can"
There sure is. To look at a random section from market_misc.ini:
MarketGood = missile01_mark02_ammo, 2, -1, 50, 50, 0, 1
MarketGood = missile01_mark03_ammo, 10, -1, 50, 50, 0, 1
MarketGood = missile01_mark04_ammo, 22, -1, 50, 50, 0, 1
MarketGood = missile01_mark05_ammo, 30, -1, 50, 50, 0, 1
Notice how all the last numbers are 1? That's a multiplier of the base price. Change that to whatever you want on the bases you want to affect.
EDIT: I just realised that what I've said applies for commodities, I'm not sure if it works for equipment. You'll just have to try it out.
Edited by - Darkstone on 11/21/2004 2:01:50 AM
MarketGood = missile01_mark02_ammo, 2, -1, 50, 50, 0, 1
MarketGood = missile01_mark03_ammo, 10, -1, 50, 50, 0, 1
MarketGood = missile01_mark04_ammo, 22, -1, 50, 50, 0, 1
MarketGood = missile01_mark05_ammo, 30, -1, 50, 50, 0, 1
Notice how all the last numbers are 1? That's a multiplier of the base price. Change that to whatever you want on the bases you want to affect.
EDIT: I just realised that what I've said applies for commodities, I'm not sure if it works for equipment. You'll just have to try it out.
Edited by - Darkstone on 11/21/2004 2:01:50 AM
"in the first section of constants.ini put MAX_PLAYER_AMMO = 5000 or whatever number of ammo you want."
Ok I did this.
Didn't work.
Like this?
[Constants
COLLISION_DAMAGE_FACTOR = 0.500000
MUSIC_CROSS_FADE_DELAY = 10.000000
MUZZLE_CONE_ANGLE = 40
PLAYER_COLLISION_GROUP_HIT_PTS_SCALE = 3
PLAYER_ATTACHED_EQUIP_HIT_PTS_SCALE = 5
MAX_PLAYER_AMMO = 5000
Edited by - RaCailum on 12/9/2004 2:21:27 PM
Edited by - RaCailum on 12/9/2004 2:21:52 PM
Ok I did this.
Didn't work.
Like this?
[Constants
COLLISION_DAMAGE_FACTOR = 0.500000
MUSIC_CROSS_FADE_DELAY = 10.000000
MUZZLE_CONE_ANGLE = 40
PLAYER_COLLISION_GROUP_HIT_PTS_SCALE = 3
PLAYER_ATTACHED_EQUIP_HIT_PTS_SCALE = 5
MAX_PLAYER_AMMO = 5000
Edited by - RaCailum on 12/9/2004 2:21:27 PM
Edited by - RaCailum on 12/9/2004 2:21:52 PM
Yes, but only by proxy. You can set different Volumes for ammunition, therefore making it impossible for little teeny ships to carry any/much ammo for Really Huge Guns, among other things.
And, of course, you can just structure your ships so that they can only use certain weapons, of course, which combined with ammo limitations can give you a lot of modding options. Just because DA made every level below the max. level available for every gun doesn't mean that modders have to- I have several ships (the sea-going kind) that can only use Class 3 Turrets (which in my mod corresponds to "medium cannons or really heavy AA guns", but can't mount Class 1 or 2 on those hardpoints, for example.
Rethinking things like this... does require that you abandon a lot of DA's approach, which is, needless to say, fairly complicated, especially if you're just making an add-on mod, as you'd have to gradually re-balance everything in shiparch.ini, etc. In my mod, I don't have that problem, obviously- as a TC, I haven't kept any of DA's stuff...
And, of course, you can just structure your ships so that they can only use certain weapons, of course, which combined with ammo limitations can give you a lot of modding options. Just because DA made every level below the max. level available for every gun doesn't mean that modders have to- I have several ships (the sea-going kind) that can only use Class 3 Turrets (which in my mod corresponds to "medium cannons or really heavy AA guns", but can't mount Class 1 or 2 on those hardpoints, for example.
Rethinking things like this... does require that you abandon a lot of DA's approach, which is, needless to say, fairly complicated, especially if you're just making an add-on mod, as you'd have to gradually re-balance everything in shiparch.ini, etc. In my mod, I don't have that problem, obviously- as a TC, I haven't kept any of DA's stuff...
Wlel, 5000 ammo simply is just like cheating, "hey I can carry all those 5000 cannonballs and firestalkers around". Crap idea imo. You could, however, maje the ammo take up cargo space (in weapon_equip.ini in the corresponding "munition" entries "Volume = xxx", so that larger ship can carry more, smaller ships carry less etc. I don't mind 5000 Missiles on a battleship, but on a normal fighter...
Or just do what I do and open the weapon_good.ini folder to find the price of the weapon you want e.g. this:
[Good
nickname = missile01_mark01_rtc
equipment = missile01_mark01_rtc
category = equipment
price = 500
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db
combinable = false
free_ammo = missile01_mark01_rtc_ammo, 10
ids_name = 263146
ids_info = 264146
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat
[Good
nickname = missile01_mark01_rtc
equipment = missile01_mark01_rtc
category = equipment
price = 500
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db
combinable = false
free_ammo = missile01_mark01_rtc_ammo, 10
ids_name = 263146
ids_info = 264146
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat
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