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The content may be outdated and links may not be functional.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

Torps and Impact

The general place to discuss MOD''ing Freelancer!

Post Thu Nov 25, 2004 11:04 pm

Torps and Impact

I've got another fun game-engine mystery to solve.

Basically, I want to have a torpedo that will never, ever EVER make a ship change course. Not a single bit- I don't want them to spin, I don't want them to do anything... except get hit by the explosion and die, of course

But my current torps are causing this nasty side-effect... here is their script:

[Motor
nickname = torpedo01_mark01_motor
lifetime = 10
accel = 40
delay = 1

[Explosion
nickname = torpedo01_mark01_explosion
effect = li_torpedo01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 0
radius = 100
hull_damage = 2500000
energy_damage = 1
;;impulse = 0

[Munition
nickname = torpedo01_mark01_ammo
explosion_arch = torpedo01_mark01_explosion
loot_appearance = ammo_crate
units_per_container = 1
hp_type = hp_torpedo
requires_ammo = true
hit_pts = 500
one_shot_sound = fire_torpedo
detonation_dist = 1
lifetime = 37.500000
Motor = torpedo01_mark01_motor
force_gun_ori = false
HP_trail_parent = HPExhaust
seeker = DUMB
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
ids_name = 265163
ids_info = 266163
mass = 0
volume = 5
LODranges = 0, 2000

[Gun
nickname = torpedo01_mark01
ids_name = 263163
ids_info = 264163
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect
hit_pts = 1405
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 = 0.5
muzzle_velocity = 150
toughness = 12.100000
projectile_archetype = torpedo01_mark01_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 5
lootable = false
LODranges = 0, 100

Soooo... what's causing these things to make objects move on impact? I don't want them to, because if they cause that effect then they're going to screw up my ocean-going ships, which is not what I want, obviously...


And, on a related topic... I have the damage set absurdly high... because they don't seem to be doing damage correctly to game objects with custom SUR files. Anybody know what's going on? The SUR in question is a special hitbox that I developed with Anton's help, so it may be something funny about it in particular...

Post Fri Nov 26, 2004 4:50 am

hmm, very good question. sry, donno the answer - the impulse of the explosion is already 0, that would have been where i would have started to search.

your detonation distance is very low - the game checks this every ingame "tic".
maybe hte torp itself collides with the target and that causes the misbehaviour.
increase detonation_distance, but this is just a guess.

Fjord

Post Fri Nov 26, 2004 5:08 am

try delet the 2 ;; near the impulse

; = not active ,not to use ,not to read in freelancer

Post Fri Nov 26, 2004 5:58 pm

well instead of using a missile you can use a gun, like i have for mine. i'll give ya the code:

[Munition
nickname = torp_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 200
hull_damage = 1500
energy_damage = 750
one_shot_sound = fire_tachyon5
munition_hit_effect = sp_distortion_01_impact
const_effect = sp_annihilator_01_proj
lifetime = 5.166000
force_gun_ori = false
mass = 20000 (change this)
volume = 0
seeker = LOCK
time_to_lock = 0
seeker_range = 5000
seeker_fov_deg = 10

[Gun
nickname = torp
ids_name = 458774
ids_info = 458783
DA_archetype = equipment\models\weapons\co_proton_cooker.cmp
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect
hit_pts = 20000
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 = 220.050003
refire_delay = 2.000000
muzzle_velocity = 600.299988
use_animation = Sc_fire
toughness = 21.500000
flash_particle_name = sp_distortion_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = torp_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

note this is just a plain photon torpedo, and yes it looks like it as well (no custom effects)

hope this helped

Post Fri Nov 26, 2004 6:43 pm

Thanks for the help guys, much appreciated

It turned out to be the ;; ... I removed that line... and voila... everything worked right... except for the damage. Gonna switch out that customized CMP and try another one, and see if the damage starts working correctly

Return to Freelancer General Editing Forum