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Weapons accuracy

The general place to discuss MOD''ing Freelancer!

Post Tue Nov 08, 2005 2:32 pm

Weapons accuracy

i was wondering if its possible to make the FL guns not so acurate.
like in th real world, the bullets of a SMG spreads.

Post Tue Nov 08, 2005 4:58 pm

well...i don't know if it works with a single-fire weapon, but try adding this to your guns:
dispersion_angle = 1

Post Wed Nov 09, 2005 3:22 am

o_0

Going to have to test this- too much fun to not mess with

Post Wed Nov 09, 2005 8:38 am

Wow, brilliant stuff! How come you haven't shared this before?

Post Wed Nov 09, 2005 8:56 am

Works like a charm. Behold my horrendously overpowered cluster-torpedo launcher.

Post Wed Nov 09, 2005 1:35 pm

hehe - i have shared this and some other discoveries over on the freelimits board, just seems TLR' ain't refined enough to appreciate them ~

Post Wed Nov 09, 2005 2:53 pm

IT WORKS WITH SINGLE-FIRE GUNS!

Sorry... erm... I've been wanting that for WOS for... like... ever... thanks for sharing that. Now, if there was only a ripple-fire variable...

Post Wed Nov 09, 2005 3:00 pm

ripple fire?why not just use mutlifiring points offset on the z axis however you want the gunfire to ripple.anyhoo,glad you guys like it see what a little poking around with a disassembler can get? i'm definitely looking forward to machinegun 'spray' in WOS

Edited by - Cold_Void on 11/9/2005 3:01:00 PM

Post Sat Nov 12, 2005 10:25 am

oh heres another for {Munition} entries
const_effect_delay =
and another i haven't tested yet but has potential,could go in the motor or munition
top_speed

ah hehe - another
cruise_accel_time - great for making battleships accelerate realistically in cruise
i've also got a very comprehensive list of all the constants over in the freelimits forum

Edited by - Cold_Void on 11/12/2005 5:50:54 PM

Post Sun Nov 13, 2005 12:13 am

Hmm... that const_effect_delay could be downright handy. I could finally make some Missiles that just have "flames" as rear geometry, among other things, or just glowmaps. Sounds like a plan.

Post Sun Nov 13, 2005 3:31 am

yup - or disappeared-reappearing projectiles, or making missile launches look more realistic ^_^
ah,i forgot to mention cruise_accel_time is an engine property,and did i mention
cruise_drag? it has some awfully strange reactions in a zone w/ settings like
interference = 0.01
drag_modifier = 15

^__^

Post Sun Nov 13, 2005 3:56 am

I was aware that the cruise_drag variable existed, but how do you use it? Just set it to a value between 0 and 1?

Post Sun Nov 13, 2005 3:13 pm

you need a _very_ large number for a batleship/super massive ship if you want to actually *turn* in cruise - i assume,but haven't tested,that 0 cruise drag = 0 maneuvering.if thats the case,cruise really could be made into a warp engine by giving it gobs of speed and removing drag,and of course making it super energy intensive.

a large drag_modifier can cause an engine with low enough cruise drag to go to warp too

Post Mon Nov 14, 2005 6:37 pm

Question.

How bug free are those? Becuase that sounds very interesting to add, but I do not want to risk ALOT of time doing something that isn't 75% bug free. What I mean is does it cause crashes? Any weird things.
I am sure you tested it, but which ones. Alot of those are very interesting.

Post Mon Nov 14, 2005 6:40 pm

they're all safe except drag_modifier - making this very large can cause insane local cruise speeds for some engines that could potentially stall/crash a server and/or client.

Edited by - Cold_Void on 11/14/2005 6:41:56 PM

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