Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

Chewing Gum?

The general place to discuss MOD''ing Freelancer!

Post Sat Oct 15, 2005 12:33 pm

Chewing Gum?

I came across a ponder, and was wondering if it were possable to create an ammo for a weapon that sticks to the side of the enemy's craft, ans stays their for a certain amount of time, such as how the needlers of Halo stick to their enemy's.

Everything is nothing, but nothing is not everything.

5i1

Post Sat Oct 15, 2005 12:40 pm

As far as I know you can't make a gun effect to stick to the ship but i might be wrong. Anyway why would you want to in the first place?

Post Sat Oct 15, 2005 1:02 pm

I wanted a gun to have this effect, so I could have an EMP generator weapon,that looked like the kind of EMP guns that the cops would use on high speed chases (as seen in 2Fast 2Furious). This is mosly for my mod, since their's a little bit of time travel in the story, and one of the places you go is the very distant future were mankind is right on the edge of dieing out, and all their weapons are futuristicly primitive, if you know what I mean...

Post Sat Oct 15, 2005 1:26 pm

There was an effect I mistakenly added to my gun and every shot added this weird effect that stuck to the target til it was destoryed. But this would cause huge lags becuase it sticks to anything, docking rings, bases.
If you want I'll try to find the effect again.

Post Sat Oct 15, 2005 1:37 pm

You can make a break away part of a ship to work with just ships, that changes to look likee the pep stuck to it. A new visual effect if you will. And when a ship is repaired, it is back to normal. Hmmm?

Post Sat Oct 15, 2005 3:06 pm

You could make the vis_effect of the shot impacts last longer.

Post Sat Oct 15, 2005 5:18 pm

or a missile with a detonation range of 0,millions of hitpoints and and long lived missile motor fast enough to keep up with a moving ship - i actually saw this work when i was playing with shooting cows as missiles & i gave the 'moosles' and motors very long lifetimes

Post Sat Oct 15, 2005 8:54 pm

Um, you know, once we were playing around with our shiva effect, and it stuck on the guys ship... So he was a flying lightbulb ^^

In any case, if i go look through the INIs... *checks* EFT_EQUIP_ATTACHED. If you make your explosion effect, or whatever effect you choose for the explosions have EFT_EQUIP_ATTACHED as an effect type, the effect will stick to the side of the ship until its lifetime expires.

EDIT: almost forgot, EFT_EQUIP_ATTACHED_LARGE and EFT_EQUIP_ATTACHED_INSANELY_LARGE also result in the same effect.

insanely large... tells you something about freelancer developers...

Edited by - Blackhole2001 on 10/15/2005 9:54:41 PM

Post Sun Oct 16, 2005 3:41 am

Thanks for this infomration, but I've never seen that line anywhere...

Post Sun Oct 16, 2005 6:38 am

My mistake... Go to Effects.INI, and if someone here could explain how to make a new effect that would be great, but for now, just find the effect your explosion is, and

[Effect
nickname = gf_br_shield01 <-- Name of effect
effect_type = EFT_DAMAGE_SHIELD <-- the effect type, this is what you change
snd_effect = sh_br01 <-- the name of the sound that occurs
vis_effect = gf_br_shield01 <-- the visual effect, usually found in misc_ale.ini or explosion_ale.ini, or one of those other _ale.ini files

Have fun with the needler! ^^

Btw, in order to make a fun like the needler, you would simply make the explosion effect the same effect as the shot, and thus it would appear to "stick". Be warned though, once the lifetime expires, there is no second explosion.


FL:CE Mod Team Leader

Return to Freelancer General Editing Forum