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Custom Weapons and Increasing Ammo: Help

The general place to discuss MOD''ing Freelancer!

Post Sun Jun 25, 2006 5:46 pm

Custom Weapons and Increasing Ammo: Help

Hi, once again I would ike to request your help in the following questions:

1. How can I increase the ammunition limits?

2. How can I create custom weapon models, ike massive cannons that appear on the ship like, uh, massive cannons? I'm kinda working on a bomber that fires only missiles and one hyper-massive primary cannon, all of which need their own custom models.

3. What does the auto_turret in weapon_equip.ini mean?

4. Is there a way to make a turret "auto-lock" to a target?

5. Does a two-gun turret really fire two projectiles? If so, can I make a missile launcher have multiple tubes so it can fire multiple missiles in one shot?

Thanks in advance.

Raycrasher

Ogu

Post Sun Jun 25, 2006 6:01 pm

1. How can I increase the ammunition limits?

In constants.ini, add the line MAX_PLAYER_AMMO = 100 under [Constants . Just change the 100 to whatever limit you want. If you want limits for certain ammo types, you can just change the amount of cargo that a certain type of ammo takes up, and set the value above to the highest you think necessary.

2. How can I create custom weapon models

You would have to make your own CMP using Milkshape or something compatible with that format. There's a tutorial about it somewhere around here.

3. What does the auto_turret in weapon_equip.ini mean?

I've heard that it's part of an 'unfinished' option of FL. I think npc's will use it as a turret (and fire backwards?) if it's enabled though.

4. Is there a way to make a turret "auto-lock" to a target?

The only way I know of that will allow guns/turrets to fire a projectile that tracks their target, is to make it a missile. Instead of making the missile use an explosion effect, you can make it use an impact effect from a regular gun, and the visual effects from a regular gun as well (in place of the actual missile you see flying around).

5. Does a two-gun turret really fire two projectiles? If so, can I make a missile launcher have multiple tubes so it can fire multiple missiles in one shot?

I've never seen any gun fire more than one projectile. But maybe someone has done it, and I don't know about it yet - which is entirely possible

Post Sun Jun 25, 2006 7:53 pm

To question 5, yes there are a few custom guns for Cruisers and such with more then one FireHP. on the model. Some guns that are fighter size can be used, but you'll have to make a custom gun using that model. But, I think your going to have to make your own missile launcher with more then one fireHP. You could take a look and see if there is a missile laucnher that can fire more then one missile at a time.

QuEsTiOn AsKeR
Last Hope MOD
NEXT MOD!

Edited by - Question Asker2044 on 6/25/2006 8:55:02 PM

Post Sun Jun 25, 2006 8:19 pm

2.to make new weapons you can use the old method, which is tedious and long enough to require a tutorial - or export with the newest CMP exporter v0.3 which has a weapon-export option

3/4.auto turret is somewhat of a mystery - ive also heard its for AI, but whatever it does it's not automatic for players

5. bretonian capital ship guns and rheinland capital ship guns fire two projectiles; its important to remember that it's doing double the damage of the single projectile, while power does not double - you can fire as many as 32 projectiles and possibly more with no sound effects attached

p.s to add new hardpoints select the barrel and create HpFx## etc, then rename with UTF editor to HpFire##

Post Sun Jun 25, 2006 11:00 pm

Thanks a lot.

I also have additional noob questions :

6. Is weapon recoil possible?

7. Is there a way to fire weapons that are oriented away from your firing reticule (i.e., outside the guns' firing arc)? I noticed that only turrets that have the reticule insinde their firing arcs fire, while others, like rear-facing turrets usually do, don't.

I'm asking all these because I have in mind the following weapon concepts:

A multiple-tube missile launcher that launches the same number of missiles as launcher tubes at once - the true Cluster missile. Slow refire rate, uses up enormous power. Has normal (Javelin, etc.), stalker, emp, torpedo and CD versions.

A huge gun, that serves as a primary cannon for special ships (like the one on Versoth's "Ragnarok" ). Drains almost all power and has recoil, if possible.

A beam blade mounted on special hardpoints on special ships, which allows them to do melee attacks on objects. I think the beam blade can be made using a very short range ultra-high refire rate gun mounted on a special non-movable hardpoint, with a medium-short featureless, headless beam effect, which gives the illusion of a continuous blade. Very effective with the Extended Keyboard Set's Roll command - makes your ship into a rolling porcupine.

All weapons have custom cmps which reflect the nature and purpose of the weapon itself.

Again, many thanks to you all.

Edited by - raycrasher on 6/26/2006 12:00:05 AM

Edited by - raycrasher on 6/26/2006 12:01:33 AM

Post Mon Jun 26, 2006 1:47 am

sorry to jump this thread,but i'm having a problem with some battleship turrets i've made...they refuse to fire downwards,the harpoints are fine as i've put standard Skyblast turrets onto them and they fire a full 360 degrees in all directions...so anyone got any ideas why my guns refuse to fire downwards?

Or at least tell me what code to look at?

Cheers

DS9 Phoenix

(\__/)
(='.'=) This is Bunny. Copy and paste bunny into your
(" )_(" ) signature to help him gain world domination.

Post Mon Jun 26, 2006 2:17 am

raycrasher

6: no to recoil - explosions can have impulse but there are no recoil physics for weapons

7. using the fire-all button will fire every weapon regardless of orientation

ds9phoenix

guns can't fire down past their x axis except within the "MUZZLE_CONE_ANGLE" constant - it may be possible to edit the Rev node to allow a full rotation(?)

Post Mon Jun 26, 2006 3:04 am

Thanks a bunch, everyone.

BTW, I got this idea of a beam weapon. It seems all beam weapons I have seen does not concide with the general idea of a real beam weapon (i.e., Freespace 2 style), so what if we edit the weapon muzzle flash so it would be VERY long, while the ammo stays invisible? Just a thought...

Ogu

Post Mon Jun 26, 2006 3:57 am

@Ray: If you make the refire very high, and the length of the tail of the projectile's "tail" fairly long, it should look alright. There are lots of mods out there that do this.

Post Mon Jun 26, 2006 5:45 am

@Ogu:

Yeah, but the beams scatter all aver the place. It's good for slow-refire beams, though. A true beam must be like a laser beam (i.e., a circa-21st century laser beam), or a flashlight, wherein there is only beam and it goes where the source points. The long tail will only do if the refire rate is slow; even then, the beam does not stay with the gun muzzle, which it should. FreeSpace 2 beams are an excellent example of what true beam weapons should look like. Thanks for the insight anyways.

Ogu

Post Mon Jun 26, 2006 8:34 am

I see what you mean now. The speed of the gun would have to be very very very high to keep it straight ahead. To further limit the 'scattering' of the beam, you could try lowering the speed that the gun can 'revolve' on it's mount. I think the default is 90 - maybe something like 30 would keep it in range a bit.

Also, a shorter range would make the beam appear straighter, as you wouldn't see the old ones curving off in the distance.

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