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The content may be outdated and links may not be functional.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

EMP Energy Weapon

The general place to discuss MOD''ing Freelancer!

Post Sat Aug 12, 2006 11:00 am

EMP Energy Weapon

Hey guys,

I've been thinking about a weapon that would:

A: Disrupt shields
B: Disrupt Power
C: Disrupt Cruise

Now I know weapons (such as Tizona Del Cid) disrupt power and kill shields, but also that only missiles seem to disrupt cruise.

What I am asking is, is there some way to merge the two in any fashion that would enable me to create such a weapon?

If anyone has any suggestions I'd be happy to hear them...

Thanks

Post Sun Aug 13, 2006 4:58 am

You could use a cruise disruptor missile and then add energy_damage = 0 to energy_damage = 1500 Then you would have all three, and if you don’t want to buy missiles find this requires_ammo = true and change it to requires_ammo = false

Just an Idea hope this helps.

Post Sun Aug 13, 2006 4:15 pm

Just to restate what flybyu said, so it isn't confused. You want to change energy_damage = 0 to another number. Also, missiles cannot be fired using the mouse in semi-auto fashion, so you would need to use the number of the weapon or Shift+Q hotkey to fire it. There is also a velocity limit on missiles.

Post Sun Aug 13, 2006 4:33 pm

Well, changing the energy damage would effect shields AND power?

Post Mon Aug 14, 2006 12:10 am

I found an entry in the [Munition section of a cruise disruptor, which allows the missile launcher to disrupt cruise engines:
cruise_disruptor = true
Maybe you should paste it into your weapons' [Munition section to get a cruise disrupting effect

Post Mon Aug 14, 2006 7:31 am

That is a much better Idea ugur good find, good tip.

Post Mon Aug 14, 2006 11:57 am

opwnageo,

The Freelancer engine treats shields and power supplies with the same energy. If you drain a target's shields, then continue to hit them with EMP weapons, you will drain their power as well.

Ogu

Post Tue Aug 15, 2006 4:53 am

If you want a gun that disrupts cruise, you need to make a missile and give it a const_effect of a gun. Just set the firing speed to 700, and make the motor do nothing (accel = 0, lifetime =0). You can set the lifetime of the missile itself to 1 so it will go 700m. Take off the "seeker = LOCK" (and seeker range) line so it fires straight, and make the turn rate 0.

You can give it an explosion if you want. However, I think you will have to click your mouse each time you want to fire a shot, so it may not be that conveniant.

If it has an Explosion, you can set the energy damage to whatever. You can also do as they said above and add the energy damage to the [Munition section.

Post Fri Aug 18, 2006 10:32 am

These are very clever ideas, I wish I had enough experience to be able to come up with the actual coding myself, I can code things, just don't have the level of understanding yet to be creative with my doing.

Thanks guys

Ogu, I added you to my msn, may I contact you sometimes when I get stuck in my modding? Heh. If not then thats ok, I understand it would get annoying after a while.

Ogu

Post Sat Aug 19, 2006 5:43 am

Sure. I won't be around today, but you'll catch me sometime I'm sure.

Post Sat Aug 19, 2006 1:46 pm

Thanks Ogu,

I am developing an Arwing mod based on the original "Arwing Fighter Add On" mod, and I would like to use a single weapon capable of all 3 elements.

My only problem right now is how do I get around the 2-hit rule? For me to be able to drain all power from a ships powerplant it's required that I connect the shot twice in fairly quick succession.

Do you have any idea on how I might work around this? I guess what I'm asking is, is it possible to create a projectile that when shot once, fires for maybe 2 seconds before it stops? I don't want to make this into a beam weapon because that would probably be overkill and you could theoretically maintain the emp providing infitinite disruption of cruise shields and power systems.

If I cannot find a way to do the above I'm thinking maybe making it take lots of energy to fire with a high refire rate, that way the power will run out and stop the blast a couple of seconds later.

Any alternatives spring to mind?

Post Sun Aug 20, 2006 9:17 am

*bump*

Does anyone know how I can get past that 2-hit rule, other than to make it a beam weapon with high power usage?

I mean technically, having it as a beam weapon with high power usage would basically allow me to balance it ...

If no-one can come up with an alternative I'll go ahead and code a prototype weapon under the perameters discussed above...

Post Thu Sep 21, 2006 11:55 pm

ist there a way to lower the targets energy without dropping the shields ... so that a shield drop is the result off a massive drain but the at first it would affect the abilitiy to fire for target?

Post Fri Sep 22, 2006 9:23 am

No, the energy draining effect you speak of is the effect of shield damage when the shield isnt online.

Having a weapon doing 5,000 shield damage per shot means that once the shield is down another shot will take 5,000 power from the battery of the enemy.

Return to Freelancer General Editing Forum