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one hit kill guns

The general place to discuss MOD''ing Freelancer!

Post Sun Dec 05, 2004 3:13 am

one hit kill guns

yes i have made them, i've mentioned it quite a few times before, and now i'll just simply tell you about them so you can freely go and do it yourself.

simply use a cluster gun model (or make your own, add extra hardpoints i blieve) and then create a missile. the missile needn't a working motor or explosion. The munition just has to hvae the look of the original gun effect. motor speed is zero, and delay is zero. seeker = DUMB. turn_rate = 0. make it so that it's a perfectly straightforward missile. a bullet, for say. set ridiculously high damage levels for it. and.. voila. you've got a one hit kill gun in essence.

so, all it does is just fire more than one uber gun shot, thus eliminating the shield and hull in one trigger-pull, one shot (visually).

now there are a few bugs with this.

one is occasional malfunction. You fire, there is a direct hit, but the enemy loses no life whatsoever. you try a few more times, still nothing. then you try again, and it works.

a fun way to use this is to turn on battleship encounters and then find the leader of a convoy (you do this by hailing them and finding the matching name). kill them with one hit. Like all other quick kills, this is fast enough so that the AI doens't detect you as a temporary enemy. THen listen to the next guy say 'I'm taking his place' or whatever.

have fun, and (you don't have to but i'd appreciate it if it's true) mention me in your readmes.

Post Sun Dec 05, 2004 3:26 am

It's even easier, and can be done upon any normal weapon model. Simply add a shield damage to the [munition entry, and give the explosion hull damage. You can give the explosions a radius of 1 to make it more like a nomral gun hit, and give the whole thing a gun projectile effect, too of course. Just make sure you have a little delay in the explosion, 1/1th of a second or so should be fine. The result is, the ammo hit itself tears down the shield, the explosion the hull. In order to make it not so uber, I suggest you let the whole thing use very costly ammo, which is how I am going to make this a weapon for special situations, with an ammo cost of several 10k per shot, and you won't be able to carry many.

Post Sun Dec 05, 2004 11:16 pm

Instead of setting damage levels really high, you can set them to '-1' and then no matter how strong the hull or sheild it will take out either in one hit.

Post Mon Dec 06, 2004 8:23 am

"motor speed is zero" is the cause of the misfiring.
The target has to run into it for it to work.


Watch your 6!

Post Fri Dec 10, 2004 1:04 pm

uhh, no offence to anybody here but a one-shot kill gun will cause cheaters to be even more deadly. thats not so fun for the honest guy

Post Sat Dec 11, 2004 5:03 am

Look at my thread "Shield and HUll damge at once" or so. Itis possible with some tweaking, I have sucessfully made a missile like that to include in my mod. However, ammo-size (uses cargospace) and cost are made so that you will quickly find yourself wasting money etc. if you only rely on those, because players know how to use countermeasures.

Post Mon Dec 13, 2004 4:37 am

versoth, i tested this in MP to see what would happen, game crashes before you even get off the planet. and besides, several things won't allow you to....

Unmodifyable damage ratings from client -> server.
There is no such thing as gun01_motor and gun01_explosion.
gun01 is NOT a missile on the server.

and a few other stuff.

Post Tue Dec 14, 2004 4:50 am

Such a Weapon should have an astronomic little refire rate otherwise is would be unfair.

Post Tue Dec 14, 2004 9:29 am

If your so worried abotu cheaters jsut ban em on site or report and/or get a anti-cheat system if thier has been any *havent been on freelancer for so long dont nkow how much of it has changed online, got groudned for bad marks like a year or so ago so I couldnt play freelancer but yae. hopefully i can do better and play online and tryout all the mods and get bak to my own modding , Uber Weapons should have like. Heavy Fireing Costs. like the pesron above said ^^. 10k shot or like ammo that costs thousands and can only carry like 1 or 2 of them or simply just 1 " (nuclear missle lol ^^ )

<Watch your 12! Incoming !>

Post Tue Dec 14, 2004 2:17 pm

"Such a Weapon should have an astronomic little refire rate otherwise is would be unfair."

Well, refire rate 0.1, Ammo uses 5 units of cargo space in the weakest version, and costs 10k and above depending on where you buy it, so mostly it's more expensive).

Also, because I made weapons and shields ship-type-specific, the ships that can mount that missile will have other disadvantages, and keep in mind that many players simply forget there's CMs to use...

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