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Quick question about Cameras

The general place to discuss MOD''ing Freelancer!

Post Wed May 30, 2007 4:47 am

Quick question about Cameras

In my capships I've added, I've got the ordinary cameras working fine, playing with the camera_offset. However, no matter what I do, it doesn't change the turret camera view, and I'm looking through the guts of the ship... any ideas?

(Oh, and my guns keep firing through the ship. There is probably a simple thing to change it, but I don't know it. Ideas? )

Post Wed May 30, 2007 8:24 am

First problem solved. I had to add a cockpit reference, fix the camera from there. But it's still shooting through the ship...

Post Sat Jun 02, 2007 11:49 am

I have the same problem, but with the reverse camera ("V"-key)

Post Sat Jun 02, 2007 3:03 pm

You'll find that most of the cockpit ini's are incomplete, something to do with decompressing them.

This is what you should have in them-
<pre><font size=1 face=Courier>
[Cockpit
mesh = cockpits\liberty\models\li_elite_cockpit.cmp
int_brightness = 0.500000
head_turn = 40, 15

[CockpitCamera
znear = 1

[TurretCamera
tether = 0.000000, 20.000000, 120.000000
yaw_rotate_speed = 2.000000
pitch_rotate_speed = 1.500000
accel_speed = 5

[RearViewCamera
view_position = 0, 20, 120
</font></pre>

tether is +/- x,y,z as in 0 left/right, 20 up/down and 120 front/back, in this case it's 20 up by 120 back.

RearViewCamera (V key) is in a similar format.

**shuffles off with a new headache**

Post Mon Jun 04, 2007 7:37 am

What do you mean by firing through the ship? If you mean what I think you mean (which is why I need to know), it's probably an issue of firing arcs.

MK

Post Mon Jun 04, 2007 4:39 pm

I mean, if you're in turret mode or something of the like, looking from the top of the capital ship down, firing at something beneath you, the top guns will fire through the ship at whatever is on the bottom...

Post Mon Jun 04, 2007 5:13 pm

I'm not sure if this is entirely what you're looking for, but it will solve your problems. Normally, Freelancer gives players a bit of leeway when it comes to firing angles on guns - you probably know that on a fighter, you can always fire a bit past where the gun is actually pointing. This variable is in Constants.ini, under:

[Constants
COLLISION_DAMAGE_FACTOR = 0.5
MUSIC_CROSS_FADE_DELAY = 10.0
MUZZLE_CONE_ANGLE = 40

This defines the added firing arc given to player guns. While extremely useful in function, this can look very unrealistic and will, yes, lead to guns firing through a ship. Simply change this value to something in-between 5 and 0, and your problems will be solved. The one problem is that this sets the firing arc for _all_ ships, so it affects fighters too.
This is the technique Ioncross: Total War used for handling its weapons, and this change makes fighters rather interesting to fly as they must be pointing directly at their target for all guns to fire, promoting more of a dogfighting atmosphere than a strafeing-in-circles fiasco.

Post Tue Jun 05, 2007 7:10 am

More of a dogfighting atmosphere? Perfect! Thanks mate

Post Tue Jun 05, 2007 7:47 am

If the ship has a workign sur, how could the gun fire through the ship? SHould it not impact with your own ship instead of firing through it?

Requiem: A Total FL Conversion Mod .

Post Tue Jun 05, 2007 3:44 pm

Shots from your own ship do not collide with it.

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