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Shield and Hull Damage at once!

The general place to discuss MOD''ing Freelancer!

Post Wed Dec 08, 2004 5:58 am

Shield and Hull Damage at once!

I made it, I produced a missile that can cut through a shield and, if it brings the shield down, additionally do hull damage. This might be interesting for some of you, so I decide to give you a code example that worked here:

Stats are based upon the Firestalker missile, I changed what was needed for the test:

[Motor
nickname = test_missile_motor
lifetime = 60
accel = 26.666700
delay = 0.000000

[Explosion
nickname = test_missile_explosion
;effect = br_mine01_blast25
lifetime = 0.100000, 0.500000;/////////Delay is very important
process = disappear
strength = 100
radius = 5
hull_damage = 100000;///////////This will be the hull damage
energy_damage = 0
impulse = 0

[Munition
nickname = test_missile_ammo
explosion_arch = test_missile_explosion
loot_appearance = ammo_crate
units_per_container = 1
hp_type = hp_gun
requires_ammo = false;//////Easier to test this way
hit_pts = 200
hull_damage = 0
energy_damage = 100000;///////////This is important, does the shield damage
one_shot_sound = fire_missile_homing
detonation_dist = 0
lifetime = 60
Motor = test_missile_motor
force_gun_ori = false
const_effect = pi_missile01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 5000;////////////////For the sake of testing, uber qualities.
seeker_fov_deg = 89;///////////////
max_angular_velocity = 10;////////////////
munition_hit_effect = br_mine01_blast25
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 265156
ids_info = 266156
mass = 1
volume = 10.000000

[Gun
nickname = test_missile
ids_name = 263156
ids_info = 264156
DA_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 6752
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 1.000000
mass = 10
hp_gun_type = hp_gun_special_1
damage_per_fire = 0
power_usage = 0
refire_delay = 1
muzzle_velocity = 33.299999
toughness = 24.500000
projectile_archetype = test_missile_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

You will find that you need an energy damage entry for the ammo, a hull damage entry for the explosion. The most important part is the delay, it does not only work for the effect, but also for the damage itself! That means, shield damage is done upon impact, hull damage shortly after!

Funny thing is however, that sometimes the effect does not work, and only shield damage is done. I will either try to do some tweaking to the delay settings to avoid this, or simply state in the infocard that sometimes the missile does not work as it should... As in real life.

Edited by - Mephistopheles on 12/8/2004 6:10:40 AM

Post Wed Dec 08, 2004 8:01 am

You may need to increase the explosion radius to like 50 or more. The reason it doesn't always work is because the ship moves out of the 5 meter radius before the explosion effect has a chance to work. Besides wouldn't it make sense that a missile would have a larger damage radius than 5 meters?

Post Wed Dec 08, 2004 11:13 am

Well, wqhile tweaking it I increased it to 15, with undesired side-effects (weapon-stripping, argh got to increase equipment hitpoints, because even with explosion_resitances all set to 10 million the ships still got stripped!! Weird...).

The idea was a missile that will produce and emp effect to cut down the shields, and then penetrates the hull and explodes inside. An observer would not recognize any explosion, because the ship gets blown from the inside then.

Well, this stuff is all weird, set the delay too low and the effect will only work randomly (although a very very low delay would be ideal, to sad it does not work), set it too high and it only works when the enemy gets hit from the front.

Now why does the damn explosion resistance not work as it should? And is it possible to set an explosions resitance to wings etc, because simply increasing hitpoints would also make them harder to blow off using guns, but I just want to make tougher against missiles...

Oh, and while we are at it, what exactly do the "toughness" values in various equipment entries do?

Edited by - Mephistopheles on 12/8/2004 11:14:35 AM

Post Wed Dec 08, 2004 12:56 pm

Set the toughness high and if that doesn't work there is a constant you can set, PLAYER_ATTACHED_EQUIP_HIT_PTS_SCALE in the constants.ini file under the [Constants section but this doesn't help npcs.

Post Wed Dec 08, 2004 1:16 pm

Yeh, I set that to 1 indeed. So, what you mean is toughness affects how much it takes to blow the stuff off... Well I will try upping those and see if it helps.

Post Wed Dec 08, 2004 1:35 pm

If you set that constant to 1 then I wouldn't be surprised if your weapons fell off just from sneezing too hard. That value is normally higher than 1, just not sure what the default is exactly.

Post Fri Dec 17, 2004 10:57 am

well, the scale obvioulsy means the hitpoints would be multiplied, i.e. a value of 1 would make player equipment equal to NPC equipment.

toughness and explosion resistance and gun hitpoints settings of several 10k or even millions did not help, the stuff still gets blown.

EDIT: problem solved, I found that the explosions_resistance on equipment actually is a damage multiplier vs. explosions, not a hitpoint multiplier!

Edited by - Mephistopheles on 12/27/2004 5:05:33 AM

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