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**Tutorial** - Creating Beam Weapons

Here you find the different tutorials on editing and MODing Freelancer

Post Wed Oct 22, 2003 7:20 am

**Tutorial** - Creating Beam Weapons

***TUTORIAL*** Creating Beam Weapons


"Ok, here's what's going on..."

To make any new weapon you will need to make a new weapon entry in the DLL files. However, this tutorial will tell you how to edit a weapon to become a beam. In this case I will be editing the Starbeam(s).

PLEASE NOTE: That I am not closing the titles on the weapons/effects/whatever. Please close them before saving.

Also, I know this tutorial has already been made but it was slow and gradually said how to do it. This is a more detailed and all at once.


Edited by - Chips on 10/31/2004 7:58:18 AM

Post Wed Oct 22, 2003 7:21 am

1. Goto: 'DATA\EQUIPMENT\weapon_equip.ini' and you should see under 'co_gun01_mark01', 'co_gun01_mark02', 'co_gun01_mark03', 'co_turret01_mark01' and 'co_turret01_mark02'. These are all the Starbeams and their turrets. Here is the normal starbeam:

[Munition
nickname = co_gun01_mark01_ammo ; nickname of ammo
hp_type = hp_gun ; what it is
requires_ammo = false ; wether you require this ammo to fire (like missiles)
hit_pts = 2 ; how strong to projectile is
hull_damage = 14.700000 ; hull damage (half of this is shield damage)
energy_damage = 0 ; You can specify how much shield damage it does
weapon_type = W_Laser01 ; laser type
one_shot_sound = fire_laser1 ; fire sound
munition_hit_effect = ci_laser_01_impact ; impact effect
const_effect = ci_laser_01_proj ; what the projectile looks like (we will change this later)
lifetime = 0.800000 ; How long the shot lives
force_gun_ori = false ; ???
mass = 1 ; How much of a pushing effect it has (*wink* *wink*)
volume = 0.000100 ; cargo space it takes up

[Gun
nickname = co_gun01_mark01
ids_name = 263486
ids_info = 264486
DA_archetype = equipment\models\weapons\li_laser_beam.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 400 ; duh
explosion_resistance = 1.000000 ; how it takes explosions, 1 = invulnerable 0 = normal
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000 ; cargo space it takes up
mass = 10
hp_gun_type = hp_gun_special_1 ; what weapon level slot it fits into
damage_per_fire = 0 ; I think this is how much damage it inflics on the user
power_usage = 4.580000 ; power usage (will be changed)
refire_delay = 0.120000 ; fire rate (will be changed)
muzzle_velocity = 750 ; how fast it originally comes out (will be changed)

There is more, but we don't need to worry about it.

Post Wed Oct 22, 2003 7:21 am

Now, we need to make a new effect. Goto: 'DATA\FX\beam_effects.ini'.
Add to the end:

[BeamSpear
nickname = ci_laser_01_beam2 ; the nickname
tip_length = 2500 ; the tip length, long because its a beam
tail_length = 2500 ; the tail length, long because its a beam
head_width = 4 ; the head width
core_width = 4 ; the core width
tip_color = 255, 255, 255 ; the color of the tip
core_color = 225, 225, 65 ; the color of the middle of the shot
outter_color = 213, 213, 43 ; the color of the outer part of the shot
tail_color = 50, 50, 175 ; the color of the end
head_brightness = 1 ; how much the tip stands out
trail_brightness = 1 ; how much the tail stands out
head_texture = star ; texture
trail_texture = wide ; texture
flash_size = 4

And save. You can copy this code again and again then change the color to get more effects for more weapons. The color values are rbg values. To choose them out, goto MS Paint and Custom Colors. Copy the numbers to the code.
Now you will need to add an entry of this weapon in the 'effects.ini' file. Find the old effect entry and copy it and add in the new effect.

Anyway now to edit the weapon. Go back there.
Edit what I have marked:

[Munition
nickname = co_gun01_mark01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 14.700000 ; <== Change to 4
energy_damage = 0
weapon_type = W_Laser01
one_shot_sound = fire_laser1
munition_hit_effect = ci_laser_01_impact
const_effect = ci_laser_01_proj2 ; <== Change to new projectile
lifetime = 0.800000 ; <== Change to 0.5
force_gun_ori = false
mass = 1 ; <== Change to 100 for beam push
volume = 0.000100

[Gun
nickname = co_gun01_mark01
ids_name = 263486
ids_info = 264486
DA_archetype = equipment\models\weapons\li_laser_beam.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 400
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_1
damage_per_fire = 0
power_usage = 4.580000 ; <== Change to 1
refire_delay = 0.120000 ; <== Change to 0.02
muzzle_velocity = 750 ; <== Change to 2000
use_animation = Sc_fire
toughness = 1.200000
flash_particle_name = ci_laser_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = co_gun01_mark01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

The way you can get these thing on other weapons:
1. Always change the lifetime, velocity, mass and refire delay to what I have stated.
2. For Energy, divide the power by fire rate then times by 0.02. You might what to make it more because its a beam.
3. For Damage, divide the damage by fire rate then times by 0.02.

There you go, making beam cannons.

Edited by - BlazeME on 22-10-2003 08:24:13

Edited by - BlazeME on 31-10-2003 09:19:47

Post Wed Oct 22, 2003 7:22 am

I hope you enjoy the beam as much as I do.
I recommend making capital ship beams and the rest of the starbeams into beams.
Happy beaming

Post Fri Oct 24, 2003 9:38 pm

Hello!!! This tutorial does exist!

Post Tue Nov 04, 2003 6:32 pm

It does, its true, and I am going to try it tonight, thanks for the post its a damn good idea!!!

Cheers




I may switch my brain on soon...

Post Fri Nov 14, 2003 8:23 am

Blaze, sorry I missed this one for the database. You should have yelled at me.

Post Fri Nov 14, 2003 10:26 am

Sticky

Post Mon Nov 17, 2003 8:30 am

@Imagine: No, its a fairly new tutorial.
@Easer: Thanks!

Post Sun Jan 04, 2004 6:12 pm

force_gun_ori = false is Force Gun orientation if true then the gun has to be pointing at the target to fire if false then it doen't like a turrent as aposed to a missle.

Smile for today you live, tomarrow the clowns will eat you.

J.J

Post Wed Aug 11, 2004 1:22 pm

BlazeMe, you seem to know what you are doing so I will ask you. I have NO experience in modding what so ever so could you send me a tutorial an how to make beam weapons from my desctop up. In other words tell me from the Very beggining as I start up my computer,you understand i hope. Could you send it to my e-mail address "[email protected]"

Post Sat Aug 14, 2004 3:36 pm

J.J, you have rebirthed a 7 month old topic. as for tutorials, this one is good, and i have also made one...there are probably numerous others also

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