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Guns that say "Whoosh"

The general place to discuss MOD''ing Freelancer!

Post Tue Sep 20, 2005 2:09 pm

I got a quick question about this guns with the extra HPfire on them, do they fire more then one shot in that gun?
What I mean is, if it has 5 HPfire spots on it and it's damage is like 100, does that mean it does 500 and 250 shield? Becuase if so, then I am making those in my mod, I would love to have a short range shotgun on the ships.

Post Tue Sep 20, 2005 4:33 pm

nvm, my answer to my question is yes.
It's very weird and cool at the same time, only problem is the ammo uses up five shots, so I am planning on extending the ammo limit to 120 or 150 in order to get more shots in.
The only thing I am having troble with is the sound, but other then that, it's very interesting. Thanks for showing that tut's.

Post Wed Sep 21, 2005 4:35 am

Argh,

I think you will find if you ask Accushot .. that Parabolix was the first to do it.. Epsilon mod has featured it for some time now..

Yes the damage is per shot i.e. 5 points = 5 times the damage,, energy consumption etc... is pretty cool,, but weapons need to be made in such a way that the damage is divided by the number of points... otherwise the weapons are.. well... very very uber..

Harrier

Post Wed Sep 21, 2005 11:29 am

I know I was playing around with it and make the shotgun like 1200 damage pershot thinking it wouyld jsut be 1200 and man did it take out ships.
I got the sound working and it sounds very very very COOL. (Like a real shotgun underwater. Just that bass sound but sounds more like a gun shot. )
I stilll need to work with the effect, but other then that it's a very good idea for modders out there to use.

Post Wed Sep 21, 2005 12:23 pm

what happens when you change damage_per_fire on a multifire weapon

Post Wed Sep 21, 2005 1:34 pm

For special effects you might want to ask bakedpotato. From what I've seen in his close encounters mod he knows a lot about them.

Post Wed Sep 21, 2005 5:27 pm

Cold Void,

Any changes in multifire weapons stats: - damage per shot, energy consumption etc.. is multiplied by the number of HPFire points..rate of fire will stay the same, so lets say you use the 5 HPFire point model and set your refire at 0.25 the weapon will still fire at 4 shots per sec, but each time it fires it does so 5 times simultaneously, with 5 shot effects etc.. so you may need to play with the effects a little otherwise they can be overpowering.. a great big blob can result or a neat conelike beamspear, depending on the effect used. If the freelancer models are used since the Hpfire points are fairly close together, the separation of the shot effects is lost a little but the overall effect can look very cool.

For custom weapons it's best to try to separate the barrels a little (say a dual barrel heavy ship turret) then the individual 'tracer' effects are more easily seen.

So far as I know nobody has yet worked out how to stagger the shot effects so there can be a 'ripple effect' with each 'fire' being individual i.e. like a gatling gun.. that I think may be very difficult, however, it can be 'faked' by grouping individual 'invisible' HPWeapon mounts ( ie nomad gun cmps or liberty main gun), then making the exact same weapon in terms of effects and range.
Then let's say you want a doppler or rotary fire effect, simply stagger the refire rates so the sounds are separate, and vary the damage rates per weapon so the overall damage is what you want.. if you want this "weapon" as a main gun on a capship or 'mobile damage platform' .. lol.., some math and experimentation can result in some very cool effects.. Glock did it for the Mars Flyer for Epsilon about a year ago.. so the thing is not new.. but it has the drawback of needing 'matched' weapons mounted that some droid says "hey!.. this would be really cool with my suber_uber_no energy_use_planet_killer_blaster.." and proceeds to sell the custom weapons and mount conventional ones... so the ship looks 'odd' to say the least with a great cluster of weapons in the same spot .. the only other way I know to prevent this is to premount the weapons via goods.ini and remove the weapons from shiparch.. and that can throw warnings to the console about missing hardpoints.. or model the ship in such a way that the guns are completly hidden inside the ship with the max and min locked so the weapon does not rotate outside the hull and look dumb.. the fact that the 'shots' come from inside the hull can also look odd... depending on your point of view..

Harrier

Edited by - harrier on 9/21/2005 6:35:38 PM

Post Wed Sep 21, 2005 5:35 pm

no,i mean whats damage_per_fire for if not somehow related to multifire?its in the weapon code instead of the munition, which is weird.

Post Wed Sep 21, 2005 5:51 pm

Cold_void,

The damage is linked to the munition entry, munition means the actual projectile fired from the weapon. The munition entry is then linked to the Gun entry which specifies the type of model used. The gun entry calls to the munition entry for the type of ammo used, but the gun entry controls how it is fired (speed, refire, energy, and model). Thus, if you reference to a multifire cmp in the gun entry, it will tell the weapon to fire multiple shots at once...Hope this makes sense

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