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Multi-shot weapons

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Post Tue Aug 02, 2005 7:46 am

Multi-shot weapons

I found a post by Accushot a while back that mentioned how you go about creating a missle that shoots 4 at a time. However, it was rather useless as it doesn't actually work. Has anyone found a way to accomplish this? I took Accushot's advice and added projectile_archtype lines to the gun and the corresponding ammunition. The ammo isn't recognized as corelated to the weapon in game. So, I tried making a good for each type of ammo, still didn't work. I tried putting all the ammo types into one good... crashed the game... I honestly can't come up with any more ideas... so... is it actually possible? If so, how?

Post Wed Aug 03, 2005 7:26 pm

I'll take the lack of responce as a resounding "no". But, I thank those of you who took their time to read my query.

Post Wed Aug 03, 2005 11:56 pm

Hi!

Don't give up so fast. Sometimes we need a bit longer to answer you. I have to say that I cannot give you a detailed tutorial about this, as I never needed such weapons. I think I could get them working, but I don't want to tell you something wrong or something that is more difficult to do as it has to be.

Basicly you have to edit the weaponmodel with utf editor and add more HPFire hardpoints I think. You might want to look at some of the original battleship or weaponplatform turrets, as these already have two projectiles per shot.

If you cannot figure it out, you should try to search some threads down in this forum (just let the site show topics from the last 60 or 100 days). There were several threads asking for this and also some answers on how to do it. I think they actually got it working with no or very small 'bugs'.

I hope this helps a bit and maybe someone else will also post here. Just wait a bit

Black Eagle

Edited by - Black Eagle on 8/4/2005 1:25:04 AM

Post Thu Aug 04, 2005 2:32 am

Exactly. If you look at, well, let's take "rh_turret03" (in EQUIPMENT/MODELS/TURRET). It has two HpFire hardpoints. When the weapon using this model is fired, the effect defined in the weapon_equip.ini is fired from each of the HpFires, which in this case makes two.

The damage is not doubled by this, it is simply a change in the visual effect.

So if you want to have a weapon that fires two projectiles in one shot, use a model with multiple HpFire hardpoints or give the model of your choice another HpFire. But remember that all NPCs and other weapons using this model will fire two projectiles, too, if you do so.

Post Thu Aug 04, 2005 6:00 am

Um, no, the two projectiles actually do seperate hit-detection and collision, and do damage correctly.

The only problem with dual guns is that they require a strange sound setup, and a customized sound approach to really work properly- in short, if two guns, then make the firing sound attached to the "flare" FX, (not the gun, like it normally is), and make it twice as quiet as normal, if three... three times as quiet, etc... otherwise you'll cause distortion and lag your box out- the FL engine tries to dither sound down below standard Db cutoff levels in situations where the game engine's calling for more than the default volume and it would result in poor quality.

Post Thu Aug 04, 2005 6:54 am

They do seperate damage? Oh, sorry for the false information then.

Hmm, I am using such a weapon with two effects and I didn't have to make the sound quieter.

Post Thu Aug 04, 2005 12:24 pm

Ah, thanks guys! I was getting a little discheveled by pounding my head against the wall trying to figure out what I was doing wrong. I'll check those turret's out. Thanks!

Post Thu Aug 04, 2005 1:18 pm

Yep, they do separate damage (this is veeery tested )

Post Thu Aug 04, 2005 5:08 pm

separate as in divided damage and not sum?

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