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creative guns

The general place to discuss MOD''ing Freelancer!

Post Wed Aug 17, 2005 6:16 am

creative guns

Try make this gun:
[Motor
nickname = missilemy_motor
lifetime = 0.200000
accel = -3530.038601
delay = 0.2

[Explosion
nickname = missilemy_explosion
effect = no_capgun01_flash
lifetime = 0.000000, 0.000000
process = disappear
strength = 300
radius = 50
hull_damage = 500
energy_damage = 500
impulse = 0

[Munition
nickname = missilemy_ammo
explosion_arch = missilemy_explosion
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_missile_regular
detonation_dist = 4
lifetime = 63.750000
Motor = missilemy_motor
force_gun_ori = false
const_effect = gf_co_smallengine01_fire
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 1000
seeker_fov_deg = 0
max_angular_velocity = 0.000000
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass = 1
volume = 0.000000
linear_drag = 50.000000

[Gun
nickname = missilemy
DA_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 400
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_1
damage_per_fire = 0
power_usage = 0
refire_delay = 0.1
muzzle_velocity = 700.299999
toughness = 0.400000
projectile_archetype = missilemy_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

Post Wed Aug 17, 2005 6:20 am

Changing the stats of the guns can have some possibilies. any other "creative guns".

Post Wed Aug 17, 2005 10:55 am

Instead of placing engine fire for the :const_effect =,
place big lighteffects. These can also be found in the select_equip.ini. For example:

[AttachedFX
nickname = gravity_well
particles = GravityWell1020

Use the particle GravityWell1020 for your const_effect, then you shoot a big ball of blinding light . There are plenty of other possebilitiets .....

Post Wed Aug 17, 2005 3:55 pm

like using the nomadwormholeopening effect for the explosion........heh....shiva

Post Sun Sep 04, 2005 8:04 am

The creative thing about my gun was that it would stop a small time after its launch because of the motor is set to negative acceleration.

Post Thu Sep 08, 2005 8:31 pm

where do you put this info i want to try it

the path of the righteous man is beset on all sides by the inequities of the selfish and of the tryannys of evil men.blessed is he who, in the name of chariety and good will, shepherds the weak through the valley of darkness, for he is truly his brohers keeper and the finder of lost children. and i will strike down upon thee with great vengeance and furious anger those who would attempt to poisen and destroy my brothers. and you will know my name is the lord when i lay my vengeance upon thee

Post Fri Sep 09, 2005 9:06 am

I put in in the weapon_equip.ini in the equipment folder, but to try it you should also make it sellable with weapon_goods and market _misc.

Post Sat Sep 17, 2005 12:27 pm

I newly got an idea of a mine that would orbit around the launcher ship because of the mass of the mine is higher and that the child hardpoint is rotated 90 degrees, but it would take some time to calculate how much the mass of the mine should be and the muzzle velocity.

But it would be a cool thought about tons of mines flying around the ship and hitting enemy ships nearby, might a bit risky for the pilot.

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