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Questions about weapon making.

The general place to discuss MOD''ing Freelancer!

Post Mon Mar 06, 2006 10:16 am

Questions about weapon making.

Ok I have two questions.

I know how to make invisible guns and how to how to make custom guns/gun models, and how to make fixed guns and how to restrict the fire cone of a gun barrel.

My questions are.

1. I have heard that you can hide a weapon mount from the player so they have no ability to dismount or change the weapon monuted on that slot, how is this achieved?

2. When making a custom weapon model is it possbile to make a weapon that is revolute but has no ability to elevate? Or is it possible to make a weapon whose anchor point for elevation is differen thatn the mounting point for the weapon? I am working on some WW2 style battleship guns and want the gun barrels to elevate but their rotation point to be centered forward of the weapons attachment point to the hull, so they would elevate properly in the gun carriage.

Any help would be greatly appreciated :-)

Post Wed Mar 08, 2006 9:00 am

1. Just make no entry for the hardpoint in the shiparch.ini
Take the Ragnarok for an example.

Post Wed Mar 08, 2006 3:49 pm

thank you that's just what I needed to know :-)

Post Thu Mar 09, 2006 4:33 pm

crymson,

It is possible to lock a weapons rotation.. but not its ability to elevate.. so far as I know no-one has solved this as its not accessible with UTF..

EDIT: Btw..If anyone has solved this could they tell the rest of us.. please

Harrier

Edited by - harrier on 3/9/2006 4:35:39 PM

Post Fri Nov 24, 2006 1:07 am

pretty simple:

open the cmp in hardcmp

delete hpfire-point(s) from barrel and add it/them to the root/object where hpconnect is ... that will limit the freedom of elevation to zero degres ...

sure it would be better to limit it by given min/max values like the rotation but havent anything found about it yet ...

depending on turretmodel and position on the ship it could help to set the hardpointdirection -45° on the y-axis that will limit the elevation to 45° downwards and 45° upwards

Edited by - Holzbein on 11/24/2006 1:16:28 AM

Post Fri Nov 24, 2006 6:56 am

I've been able to make a custom turret and set it's "limits" through the cmp editor.
I usually keep the "fire" point close to the center mass of the weapon itself..although that is realtively of little consequence.
I have placed HpMount and HpConnect on exactly the same spot on the turret base. The "Fire point" still rotates as it should and will rotate at the limits you specify.
To make a non rotatable weapon...make sure its Hp/Revolute/HpWeapon01
or Hp/Revolute/HpTurret01..you can then set it's limit of rotation.
For some odd reason..setting a "fixed" hardpoint allows a weapon to rotate freely like a turret on practically all axees. The exceptions are Mines and countermeasures since they're fixed points anyway and they will not rotate.

Dev

Post Fri Nov 24, 2006 4:20 pm

Dev to the rescue!

"When making a custom weapon model is it possbile to make a weapon that is revolute but has no ability to elevate?"

Yes it is. Min/max barrel elevation is controlled in the cmpnd.cons.rev of the turret. In the process of creating a custom turret you'll be copying in one of these anyway, so just change it beforehand and you'll be set. Read a tutorial on custom turret creation, it will be explained there for sure.

Anyway, the cons.rev of a turret is 208 bytes, and the last eight bytes of that are what determine the minimum and maximum elevation of the barrel. The values are four-byte single-precision floating point and are in radians (minimum first, then maximum). For example, if I set the last eight bytes to D8 0F 49 BF D8 0F 49 3F, this means I set the minimum elevation to -0.785398 radians (-45 degrees) and the maximum elevation to 0.785398 radians (45 degrees). Commonly vanilla Freelancer weapons have a minimum elevation of 0 degrees (00 00 00 00), but don't be deceived; you can still put a non-zero value there and it will work just fine.

A final note, I have found that elevations beyond 90 degrees tend to confuse the game; ordinarily it will try to rotate the turret to face a target that is behind its vertical axis, so it may get confused and not aim where it technically should be able to. You can still do it, you just might not get the behavior you intended.

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