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Forward fixed guns???

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Post Mon Jun 04, 2007 12:34 pm

Forward fixed guns???

I want to make guns forward fixed for all fihgters..

AFAIK, the only way to do it is editing models themselves and the hardpoints values.
Is there another way?

- Escfalowne Worshiper
- Pasionate modder and modeler


Post Mon Jun 04, 2007 2:07 pm

You mean make the guns always shoot directly forward like the Liberty Cruiser main gun?

Add this under [Munition for the appropriate guns:

force_gun_ori = true

No need to mess with hardpoints!

Post Mon Jun 04, 2007 2:53 pm

I didn't know about that since I was going to suggest the hardpoint editing. But does that affect the firing from moving, because the hardpoint editing makes it so the blast can still come out in some angles, just not the guns moving.

Post Mon Jun 04, 2007 3:00 pm

I'm pretty sure that in order to fix guns you will need to edit the CMPs of the ships. You'll need to look at the hard points for each ship and limit their range of motion. You'll be able to stop traverse left and right but I think elevation will remain unchanged. It's a start though.

force_gun_orifice = true will force the energy beam to fire only along the line of the barrel of your gun. A setting of false will allow the beam to fire in a cone beyond the actual line of the barrel. I'm not sure if auto turret settings would affect that.

Post Mon Jun 04, 2007 3:07 pm

as I was refering robocop, if you edit the cmp file, or the hardpoints of the ship, you limit the left and right. When you edit the cmp, or hardpoints of the weapons, you can stop it from going up and down. Just set the rotation to 0 on both.

But it doesn't stop the "fire axis" as I call it. The spot where the blast comes from still has some rotation but only about 40 degrees in any direction, but the gun doesn't move at all.

Edited by - alfa_astrix on 6/4/2007 4:08:37 PM

Post Mon Jun 04, 2007 4:32 pm

Try changing the -

turn_rate = 90


turn_rate = 0

nickname = fc_j_gun01_mark01
ids_name = 263175
ids_info = 264175
DA_archetype = equipment\models\weapons\li_auto_cannon.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 548
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_2
damage_per_fire = 0
power_usage = 9.180000
refire_delay = 0.120000
muzzle_velocity = 600
use_animation = Sc_fire
toughness = 2.400000
flash_particle_name = pi_photon_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = fc_j_gun01_mark01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 40, 60, 100

Edited by - Finalday on 6/4/2007 5:33:05 PM

Post Tue Jun 05, 2007 12:24 am

Thanks for the swift replies.. I'm gonna try those methods.
My goal is to that for ALL fighters. Moving guns just make battles less of a challenge and gives speed and manuverabiltiy of fighters less importance.

- Escfalowne Worshiper
- Pasionate modder and modeler

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