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**Tutorial** - Making Energy Missiles

Here you find the different tutorials on editing and MODing Freelancer

Post Mon Apr 21, 2003 4:37 pm

**Tutorial** - Making Energy Missiles

To do this just edit the "Stalker Missile" munition entry to read:

The munition entry has been changed to remove the explosion_arch or something line (tells the game to use an /Explosion Entry. Also removed the DA_archetypes for the /Munition/ entry (removes the original projectile representation)

[Munition
nickname = missile02_mark01_ammo
hp_type = hp_gun
requires_ammo = false <<Changed so no ammo needed
hit_pts = 2
hull_damage = 750 <<Not present in original (was found in /explosion/ entry
energy_damgage = 600 <<Same case as above
one_shot_sound = fire_plasma2 <<sound file to use
munition_hit_effect = li_missile01_impact
lifetime = 5
Motor = missile02_mark01_motor
force_gun_ori = false
const_effect = li_missile01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 2000 <<actual effective range for missile
seeker_fov_deg = 35
max_angular_velocity = 5.0 <<turn rate

Last:
rename the effects entry for "const_effect = li_missile01_drive"
can be found in (data\Fx\effects.ini)

nickname = li_missile01_drive
effect_type = EFT_MISSILE_DRIVE
vis_effect = pi_particle_02_proj
vis_generic = min_missile01_drive

vis_effect is the variable to change to make the projectile take on an energy ball appearance. When I changed the other values the effect didn't work properly (projectile invisible, or would not track the target)

Screenshot:
http://www.webspawner.com/users/rolo2020/screen18.jpg

Did you know your IQ increases when you're tipsy?...(Not Really, but you might think it does)


Edited by - Rolo2020 on 28-04-2003 15:59:15

Edited by - Stinger on 2/14/2004 7:50:15 AM

Post Mon Apr 21, 2003 4:59 pm

can you post some pics? it sounds cool, but im not sure if im gonna go and try it if i dont like the looks.

Post Mon Apr 21, 2003 5:17 pm

Quite simple but ingenious...
Thx for sharing it with us :-)
And I have to say I'd like to see pics too...

Edit : To take a screeshot, press "print screen".

Edited by - Darkpetzi on 21-04-2003 18:21:10

CW

Post Thu Apr 24, 2003 9:07 pm

If you hold down your trigger, does it keep on shooting / launching or does it stop like a normal missile launcher?

-----------------------------------------------------------
War does not decide who is right, only who is left.

Post Fri Apr 25, 2003 11:01 pm

It behaves like a normal missile launcher...I'm currently trying to figure out if I can keep it firing when the button is held. The fact that I used a missile weapon as a base might also explain this particular behavior.

Did you know your IQ increases when you're tipsy?...(Not Really, but you may think it does)

Post Sat Apr 26, 2003 6:38 am

Can someone say "Photon Torpedo"?

Nice job!

-V-

Post Sun Apr 27, 2003 4:09 pm

I think it's hard-coded behavior that missiles-type weapons fire only once per mouse-push, because I tried something similar to that, exept with a flack-cannon type weapon for fighters, and it would only fire once every time i clicked instead of continuosly.

The flack cannon itself was set up like the cruiser flack turrets, as in it's a missile weapon that requires no ammo, and has no guidence system (seeker_type=dumb) with a 16m proximity fuse.

Post Sun Apr 27, 2003 4:52 pm

Missile weapons WILL autofire if you hold the button down. Try setting the refire rate on a javelin to .1 and holding the button down for about 2 sec. The first one fires, there is a second or so of nothing, then they start spewing real fast.

This might be holding the number key down for manual fire however. I don;t remember. Try both. One of them will autofire.

Ceylon

Post Sun Apr 27, 2003 9:14 pm

ok i tried to make my own weapon but the server crashes:
Here:
[Good
nickname = photonentorpedo
equipment = photonentorpedo
category = equipment
price = 60000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_gun.3db
combinable = false
ids_name = 1
ids_info = 1
shop_archetype = Equipment\models\weapons\no_fighter_gun.cmp

[Munition
nickname = photonentorpedo_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 5050
energy_damgage = 10000
one_shot_sound = fire_plasma2
munition_hit_effect = li_missile01_impact
lifetime = 5
Motor = missile02_mark01_motor
force_gun_ori = false
const_effect = photonentorpedo_effekt
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 2000
seeker_fov_deg = 35
max_angular_velocity = 5.0


[Effect
nickname = photonentorpedo_effekt
effect_type = EFT_MISSILE_DRIVE
vis_effect = pi_particle_02_proj
vis_generic = min_missile01_drive

[Gun
nickname = photonentorpedo
ids_name = 1
ids_info = 1
DA_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 2632
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_7
damage_per_fire = 0
power_usage = 0
refire_delay = 1
muzzle_velocity = 30.299999
toughness = 0.700000
projectile_archetype = photonentorpedo_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

Post Mon Apr 28, 2003 2:27 pm

If you are trying to play this on an online server, then other people must have that same mod...I think...But there are ways to make a server-side mod that will work even for people who don't have the mod...I don't know how to do those.

Another thing I can think of would be the Ids name. I tried to create a sellable weapon for single player one time without any valid ids names and I couldn't find it anywhere. If you unequip a non-sellable weapon the game crashes.

Where did you put your {Effect} entry? If you put it in "data\equipment\weapon_equip.ini" then that could be the problem. The {Effect} entry should be in "data\equipment\fx\effects.ini"

Did you know your IQ increases when you're tipsy?...(Not Really, but you may think it does)

Post Mon Apr 28, 2003 3:24 pm

i put it in my server and played/tired with my FL

and the effect is in the effects.ini

dunno why it crashes i can buy it...so the ids should not be the problem

Post Tue Apr 29, 2003 12:25 am

can someone make this downloadable?

Post Tue Apr 29, 2003 5:17 pm

Sure thing...I'll see if I can get Lancers Reactor to post it...If not then I'll just paste the xml code (Freelancer Mod Manager Required) in a post...Have to go home, get the code, copy, study...........

Did you know your IQ increases when you're tipsy?...(Not Really, but you may think it does)

Post Thu May 08, 2003 1:28 pm

Where can I change the Adv Counter Measures ammo ?

Just a suggestion/Spoiler

Post Sun May 18, 2003 5:49 pm

I personally like the Particle Torpedo better than the Photon Torpedo, I modded the Starkiller to look like the Bounty Hunter Buckshot Particle Gun, I also changed its damage ratio, refire rate, everything. If anyone wants a Special Customized Torpedo, you can drop me a line at [email protected]. Make sure to include which weapons, how much damage, how far out you want the damage to spread, what you want the guns to look like, the refire rate, range, everything, and I'll get you the weapons very soon.

"Dark is the light,
The man you fight,
With all your prayers, incantations,
Running away, a trivial day,
Of judgement and deliverance,
To whom was sold, this bounty soul,
A gentile or a priest?"

- Serj Tankian

- parabolix

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