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**Tutorial** - Making Beam Weapons

Here you find the different tutorials on editing and MODing Freelancer

Post Sun Mar 09, 2003 3:42 am

**Tutorial** - Making Beam Weapons

Any Freespace 2 people will appreciate this. I'm disappointed that space sim creators ALWAYS neglect this aspect. I mean aren't we tired of watching little glowing balls represent "plasma" guns and little colored lines representing "laser" guns. Give as beam weapons already. The epitomy of this has got to be Freespace 2, where beam weapons reigned supreme and not to mention were the coolest weapons effect EVER in a space sim. We saw some beam weapons in Homeworld as well, but nowhere near the power and quality of the capship beam wepons of Freespace 2. Ok, anyways, there is a point behind this post. If you wanna see beam weapons on Freelancer battleships and Cruisers and even on your pilotable fighters all you need to do is go to the weapon_equip.ini file and edit the following values:

muzzle velocity, lifetime, and refire rate.

So for example, to create a beam weapon the muzzle velocity (speed of the bullet) has to match the lifetime (range of the bullet) and lastly the refire rate has to be almost 0, so that you will get continuous fire (like a beam) when you hold the mouse down. So to actually create a weapon, take a random gun and adjust the three things mentioned above to:

Muzzle velocity = 5000m/sec
Lifetime = 5.0 (5000m)
Refire Rate = 0.001 (Instantenous refire rate)

Viola, instant beam weapons.

One last thing, i reccomend doing this ONLY with lasers and other guns that leave a trail, so that you can actually see 1 long continuous beam coming from your ship. You dont wanna do this with the guns that shoot "balls" or "globes" as their ammunition cuz it wouldn't look right. Also, if you are going to implement BEAM WEAPONS into your game, make sure you reduce the hull damage of whatever gun you're turning into a beam weapon to something VERY LOW as beam weapons give you continuous fire. Ex..reduce level 10 special gun from 1176 hull damage to 10 hull damage and it will still do the same amount of damage ff not more due to its "beam" nature.


Edited by - Chips on 10/31/2004 7:00:58 AM

Edited by - Chips on 10/31/2004 7:18:38 AM

Post Sun Mar 09, 2003 3:57 am

Turst me, beam weapons will be deadly simply by the fact that they are "continous fire" meaning that even a level 1 laser with 16 damage will destroy a titan in a few second if you have the beam pointed at it for the duration. That's the whole point of beam weapons, they are the most devastating weapon in any arsenal. Not sure if any of you played Freespace 2, cuz you would know what i mean. Here with these modifications you can experience beam weapons in Freelancer, but if you dont want them to be Uber Powerfull just reduce their hull damage to like 5 or something cuz with a refire rate of virtually zero, even a gun with 5 damage is gonna tear it up.

Post Sun Mar 09, 2003 5:06 am

Which .ini file contains the settings for weapon muzzle velocity, refire rate, etc. ???

Post Sun Mar 09, 2003 5:26 am

weapon_equip.ini

Post Sun Mar 09, 2003 3:37 pm

Beam weapons are okay i suppose, but i prefer a turret with the liberty cruiser main gun effect. Naturally this has to be on cap ships only cause it would look wierd otherwise. Here's what i did in the weapon_equip.ini to get the effect:
;Find the gun you want to change and change its munition heading to the following. Note, the munition setting here is for the liberty battleship main guns
[Munition
nickname = li_battleship_turret01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 10000.500000
energy_damage = 0
one_shot_sound = fire_capship_forward_gun
munition_hit_effect = li_capgun_01_impact
const_effect = li_cruiser_maingun
lifetime = 3.500000
force_gun_ori = false
mass = 1
volume = 0.000100

Change the remaining damage and refire rates as you like. It looks cool though.

Post Sun Mar 09, 2003 10:43 pm

Has anyone else messed around with the beam_effects.ini file yet? Ive been messing around with trails and projectile sizes on the Justice lasers (so i can test them quikly) and ive come up with some really neat effects. I tried to apply the "rail gun" effect by making the trail about 5x longer, then i changed the color to a deep blue, and turned down the fire rate and up the damage. I also messed with the core_width and head_width and the product is a really sweet looking weapon. All i need to do is make the core and head width larger and I bet it'd make the perfect Cap Ship weapon... and because the trail length is so long, it looks a lot like a true beam weapon (just not a constant beam, like in Homeworld).

Post Mon Mar 10, 2003 12:20 am

Hey Warzer---
You are looking for the Justice? in the file weapon_equip.ini, the name for the Justice is "li_gun01_mark01". In the file beam_effects.ini, its "Li_laser_01_beam". Im not sure about any other files it may appear in, but Im assuming its nearly the same.

Post Tue Mar 11, 2003 2:21 am

what gun names is some laser one.. like mamagna hammer

Admin For Macross Saga Server.

Post Tue Mar 11, 2003 4:26 am

Hey guys! Great news/info!
I know how to make a beam weapon! You need to realize that I have been working with the Jusitce Mk. 1 (which isnt a true laser like the Drail) just because they are easy and cheap to aqquire (you start with two of them!).

I was messing around in beam_effects.ini and I changed the Justice to *look* like a true laser. Then I made the core_width and head_width smaller to make it a bit thinner, then changed the tip_length to something like 3000. what this does is make the actual projectile of the Justice LOOK like a beam! NEAT!

In beam_effects.ini located in \Data\FX\, find Li_laser_01_beam and change the following to what is shown here:

[BeamSpear
nickname = Li_laser_01_beam
tip_length = 3000
tail_length = 0
head_width = 1
core_width = 1
tip_color = 0, 0, 0
core_color = 50, 50, 255
outter_color = 200, 200, 255
tail_color = 55, 55, 155
head_brightness = 1
trail_brightness = 1
head_texture = ball
trail_texture = thin
flash_size = 2

Anyway, this is where my problems started to occur. First, when it looks like this and you fire, you see a LONG A$$ beam fire into the distance, but it still travels at the speed of a regular projectile (750 m/s for the Justice), so it doesnt look like it stays "connected" to the ship. So i tried changing the projectile speed to 0 in weapon_equip.ini, but the result was a laser that didnt fire (or at least it appeared not to fire). So I got the idea to change it to 1. The result was interesting: A beam that looked like it was connected to the ship but because of certain factors (projectile speed determins how far it will travel before "meeting" ) , the lasers all crossed paths RIGHT in front of the ship and so the beams took off in all directions.

I have a theory as to how to get it to work. It would involve editing the animation sequence of the laser so that there is a begining, but no end - so that it looks as if it stays connected to the ship during the duration of the animation, but then ends when the beam disappears after the "distance" of the actual projectile has been reached (like is does by default). I dont know if this is possible, but its how we can get a true beam to work on player ships. If anyone finds an easier way to do this, please email me.

Also, you must realize that, although this procedure may make the weapon look like a beam weapon, it will not "act" like a beam weapon. What I mean is that there is still only ONE projectile, so there is sill only ONE hit effect. A true beam is constatly damaging its target for the duration of the contact. I dont know if this is possible with what we can do now. Also, changing the refire rate makes this look really stupid, so dont suggest that as an idea to make it "seem" like there is a constant damage effect.

It seems like everyday now I learn something new, lol.


Edited by - SuPaFrEaK on 11-03-2003 04:49:53

Post Tue Mar 11, 2003 6:40 am

thats the result of my ten minutes of contribution

nickname = Li_laser_01_beam
tip_length = 9000
tail_length = 9000
head_width = 1
core_width = 0.3
tip_color = 172, 34, 172
core_color = 185, 34, 185
outter_color = 152, 35, 184
tail_color = 111, 37, 184
head_brightness = 0
trail_brightness = 2
head_texture = star
trail_texture = wide
flash_size = 4

you also have to make the changes to weapon_equip.ini that revenant posted

[Munition
nickname = li_gun01_mark01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 20.0
energy_damage = 10
weapon_type = W_Laser01
one_shot_sound = fire_laser1
munition_hit_effect = li_laser_01_impact
const_effect = li_laser_01_proj
lifetime = 5.000000
force_gun_ori = false
mass = 1
volume = 0.000010

[Gun
nickname = li_gun01_mark01
ids_name = 263357
ids_info = 264357
DA_archetype = equipment\models\weapons\li_heavy_ion_blaster.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 = 5.090000
refire_delay = 0.0010000
muzzle_velocity = 10000
use_animation = Sc_fire
toughness = 1.300000
flash_particle_name = li_laser_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = li_gun01_mark01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 40, 80, 100

well ok its not perfect and has some of the symptoms decribed by supafreak but its a start and it does look and behave like a beam weapon(like in homeworld). I borrowed the color code from the nomad blasters but if anyone can get me the red code, it'd be way cooler


Edited by - kongfuchicken on 11-03-2003 06:44:36

Post Tue Mar 18, 2003 6:36 am

just abit of an idea. for beam weapons you should really crank up the amount of power they use. cus anything longer than a 3-5 second burst is just way too long for a beam weapon. those things have GOT to eat up power.

Post Tue Mar 18, 2003 8:36 am

Wonder how something like that would look for the Wyrm type guns. Might be a little off topic, but a erradic lightning type gun could also be interesting, exspecially if it could be changed to drain ships weapon/thruster/shield energy.

Post Tue Mar 18, 2003 9:10 am

This is so cool. I was trying to balance out the Britonian Captial ships in relation to the Liberty cap ship. This is the ideal choice, it allows the britonian cap to inflict damage gradually on the liberty ship. The Liberty ship can use it's big gun and it's guns are pretty good as it is.

I'm tweaking power usage now. Btw, it looks like for different colors, you change those RGB values there. Just use mspaint's color matcher to get the color you want.

Post Sat Mar 22, 2003 10:29 pm

I changed those anyway because they are too powerfull. They should waste energy like ricky martin's girlfriend. they are mainly good against shields and not that good for hull damage because its really too easy to kill anything in the game.
Oh by the way, auto-turret just makes your cursor go on target when it is active, it does not have any AI.

Post Fri Apr 04, 2003 1:51 am

so do we have a TRUE functioning beam weapon?


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