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Auto-turrets
The general place to discuss MOD''ing Freelancer!
33 posts
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Well...the only thing I know of would be to essentially make the ammo an ultra-fast missile. Give it an acceleration of a few thousand, a FOV of 360, and a turnrate around a few thousand. Disable the ammo requirements. Basically, you would have a gun that would hit whatever you were targeted at. The fast turn rate would give it the appearance of firing in the right direction, and the high acceleration would make it look like a laser. But, it would still be a missile, and you would still have to be targeted on the enemy and firing manually.
I just hate how the AI can fly, fire it's forward guns at one target, track and fire on me with it's turret, and toss mines at me constantly. Maybe someone can take a look at the AI code to see how it does it.
DarkJackal
I just hate how the AI can fly, fire it's forward guns at one target, track and fire on me with it's turret, and toss mines at me constantly. Maybe someone can take a look at the AI code to see how it does it.
DarkJackal
Just a newbie thought, but shouldn't you be able to check the files to see how the auto-turrets on bases are set up, then copy that for use on a ship?
I'm referring mainly to turrets on the bases that look like giant asteroids, because those look the same as the ones on ships.
Anyway, just a thought.
I'm referring mainly to turrets on the bases that look like giant asteroids, because those look the same as the ones on ships.
Anyway, just a thought.
the auto-turret function is not an AI based auto firing mode for your turret on the back, it's just an aiming help that sticks your pointer on the target when you aim at it (it has to be an active target by clicking on it once). Anyone who played half life knows what the auto-aim is; just some help to make aiming easier for newbies.
To make an AI turret would be a lot more complex, i dont think it was ever intended to have such a function in the game.
But this thing works great with beam weapons...
Edited by - kongfuchicken on 23-03-2003 20:05:13
To make an AI turret would be a lot more complex, i dont think it was ever intended to have such a function in the game.
But this thing works great with beam weapons...
Edited by - kongfuchicken on 23-03-2003 20:05:13
I have an idea but want to ask you guys before trying it.
On my Hammerhead, there are two hardpoints that seem to be in odd locations. The thruster, on the side, and the turret, on the back. I was looking through my shiparch.ini file at the bh_elite2 and started wondering about the shield, turret, booster, and torpedo hardpoints.
shield_link = bh_elite_shield01, HpMount, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_turret_special_1, HpTurret01
hp_type = hp_torpedo_special_1, HpTorpedo01
Would the game have a conniption if I moved the thruster to the HpTurret01 location (so I can have the thruster centered above the engines) and the turret to the HpTorpedo01 location (so I can have the turret facing front again) and the torpedo to the HpThruster01 location on the side (doesn't hurt the torpedo, since it will still fire forward and anything I am firing a torpedo/cruise disrupter at will likely be very far ahead of me.
I wanted to ask you guys opinions before doing it.
I am awesomer than you.
On my Hammerhead, there are two hardpoints that seem to be in odd locations. The thruster, on the side, and the turret, on the back. I was looking through my shiparch.ini file at the bh_elite2 and started wondering about the shield, turret, booster, and torpedo hardpoints.
shield_link = bh_elite_shield01, HpMount, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_turret_special_1, HpTurret01
hp_type = hp_torpedo_special_1, HpTorpedo01
Would the game have a conniption if I moved the thruster to the HpTurret01 location (so I can have the thruster centered above the engines) and the turret to the HpTorpedo01 location (so I can have the turret facing front again) and the torpedo to the HpThruster01 location on the side (doesn't hurt the torpedo, since it will still fire forward and anything I am firing a torpedo/cruise disrupter at will likely be very far ahead of me.
I wanted to ask you guys opinions before doing it.
I am awesomer than you.
*downloads ElectricBrain's turret mod*
Halleluja! Thank you ElectricBrain!!!
*refrains from hugging*
You did exactly what I've been wanting to do but couldn't (With the Hammerhead at least.) ^_^
signature.exe
I am awesomer than you.
Edited by - Hadrian on 23-04-2003 12:43:09
Halleluja! Thank you ElectricBrain!!!
*refrains from hugging*
You did exactly what I've been wanting to do but couldn't (With the Hammerhead at least.) ^_^
signature.exe
I am awesomer than you.
Edited by - Hadrian on 23-04-2003 12:43:09
with missiles like that its only fair that they go in a straight line!!! do you realize how cruel that is??? you could wipe a Battleship out with one shot! thats just not right.... i have my missiles set to fire at a 0.01Second interval wit unlimited ammo... but they only do 300 hull damage cuz they track so friggin good.... and i have six mounted on my ship... BTW what is the "pulse" command line under explosion?
Space... it's so.... big..... you can't exactly meet me in a dark allyway either...... so I'll just annihilate you now....... okey dokey?
*good luck and god speed to our troops in Iraq[!*
Space... it's so.... big..... you can't exactly meet me in a dark allyway either...... so I'll just annihilate you now....... okey dokey?
*good luck and god speed to our troops in Iraq[!*
33 posts
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