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**Tutorial** - Making Beam Weapons

Here you find the different tutorials on editing and MODing Freelancer

Post Wed Jan 28, 2004 1:19 pm

No when i shoot others on my lan, it doesnt do the damage

Post Wed Jan 28, 2004 1:20 pm

by the way i love your MODs

Post Sat May 08, 2004 4:47 pm

Which line is the Justice mark 1 under? I dunno how to find it.....

Post Sun May 09, 2004 7:42 am

Hello! I leave in RUSSIAN FEDRATION!
I need more mods for FREELANCER v 1.1
Заранее большое спасибо!!!!

Post Fri May 14, 2004 4:15 am

WTC?

By the way, I think it only works on battleships because they hardly ever move so it would look connected. Anyways, I think that the Stalker/Eraser Missile trail looks absolutely great as a beam weapon (you know those yellow trails?).

PS. If you speed up the Magma Hammer, I think it will look like a flamethower with very strange sounds

Edited by - Deathbringer20 on 5/14/2004 11:15:32 AM

Post Fri May 14, 2004 5:25 pm

im sure ive read this hundreds of times before, do you not understnd what a search is...

Post Fri Jul 23, 2004 1:55 pm

I have found that stretching and dabbling with the Zoners Fury has a good effect due to the simple texture nature, and of course pumping up the refire severely, sadly if your running a server this will cause horrendous lag when used by a large number of players. Possibly best used for Ultra Hard Npc's or Custom Admin Ships.

Weapon equip ini -

[Munition
nickname = your_beam_ammo
hp_type = hp_gun_special_10
requires_ammo = false
hit_pts = 2
hull_damage = 40
energy_damage = 0
weapon_type = W_Photon01
one_shot_sound = fire_photon4
munition_hit_effect = pi_photon_04_impact
const_effect = your_beam_proj
lifetime = 0.5
force_gun_ori = false
mass = 30
volume = 0.000100

[Gun
nickname = your_beam_gun
ids_name = 460004
ids_info = 460004
DA_archetype = equipment\models\weapons\li_laser_beam.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 99999
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_10
damage_per_fire = 0
power_usage = 0
refire_delay = 0.0001
muzzle_velocity = 1800
use_animation = Sc_fire
toughness = 10.600000
flash_particle_name = pi_photon_04_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = your_beam_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = false
LODranges = 0, 20, 60, 100

Effects ini -

[Effect
nickname = your_beam_proj
effect_type = EFT_WEAPON_PROJ
vis_beam = your_beam

Beam effects ini -

[BeamSpear
nickname = your_beam
tip_length = 1000
tail_length = 1000
head_width = 1
core_width = 1.000000
tip_color = 220, 0, 0
core_color = 255, 40, 40
outter_color = 255, 0, 0
tail_color = 220, 0, 0
head_brightness = 1
trail_brightness = 1
head_texture = ball
trail_texture = wide
flash_size = 3

I'll post up any new findings (should they happen) for now i hope that mean gun quenches your beam thirsty needs

http://www.btinternet.com/~hota_conquest/conquest.gif

Post Sat Jun 25, 2005 5:35 am

why isn't my weapons_equip file an .ini document? and hocome my other .ini documents open with FLMM and don't show the code?

Post Thu Aug 11, 2005 2:30 am

ummm.....i edited weapons_equip.ini to wat i want... but i cant load the game, it keeps closing, wat does this mean

Post Fri Oct 07, 2005 12:30 am

@ kongfuchicken

the colors are RGB scale, or Red Green Blue, with a minimun of 0(zero) each and a max of 255.

if you want your weapons deep red, change there color to 255, 0, 0

Post Fri Oct 07, 2005 8:24 pm

I am a die-hard Freespace freak, i would love to see more beam weaps in games. but i can figure out how to get this 2 work. bloody game keeps closing.

neway, would a normal tachyon gun be able to show a beam of a huge diameter, like its a hecate (a hecate is the main capship in fs2 for all those who didnt kno. it replaced the orions, which are still in use) beam cannon mounted on a fighter.

ASCII art:
/----------------------------------------------
/
cannon > ========/ <==Beam
> ========/
\----------------------------------------------

(excuse the crudeness) somethin like that?

Post Thu Jun 15, 2006 6:03 am

Iam trying to make a beam weapon for the whitestar cruiser similar to the phaser weapons but with a few length, colour and thickness modifications in the Rebalance Mod series but when i it seems when i fire the modded weapon it looks as if the beams coming from behind the ship rather from the ship hardpoint to the target as in Rebalance. How do i edit the weapon files i.e weapon equip.ini and beam effects.ini to get the same effect as in rebalance??.

Post Fri Jun 16, 2006 4:02 am

I did create quite a nice one for Frontierspace. It uses:


munition_hit_effect = sp_bloodhound_03_impact
const_effect = sp_bloodhound_03_proj


I did hear that having refire 0.01 (or something) really affects multiplayer lag, so i limit the refire to 0.06 instead. The weapon itslef is a devastating battleship sized weapon designed only to attack other capital ships and it works by limiting "turn_rate = 5". It takes a while to lock onto the target because of the "force_gun_ori = TRUE" but when it does it isn't a sprinkler effect it looks like it is beaming into the hull.
Its muzzle speed is"muzzle_velocity = 1500" and "life time = 0.67"
The whole thing is posted below:


[Munition
nickname = ION_cannon_mark01_ammo
hp_type = hp_turret
requires_ammo = false
hit_pts = 2
hull_damage = 300.0000
energy_damage = 125
one_shot_sound = fire_photon5
munition_hit_effect = rtc_nomadtorpedo_impact
const_effect = sp_bloodhound_02_proj
lifetime = 0.6700
force_gun_ori = TRUE
mass = 1
volume = 0.000100

[Gun
nickname = ION_cannon_turret_mark01
ids_name = 264544
ids_info = 265541
DA_archetype = equipment\models\turret\br_turret04.cmp
material_library = equipment\models\br_turret.mat
HP_child = HPConnect
hit_pts = 6752
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_turret_special_10
damage_per_fire = 0
power_usage = 60.00000
refire_delay = 0.0600000
muzzle_velocity = 1500
use_animation = Sc_fire
toughness = 21.500000
flash_particle_name = br_capgun_01_flash
flash_radius = 35
light_anim = l_gun01_flash
projectile_archetype = ION_cannon_mark01_ammo
separation_explosion = sever_debris
auto_turret = FALSE
turn_rate = 5
lootable = false

Post Wed Aug 16, 2006 2:03 am

I've made another beam that is a beambolt instead of a beamspear:

[BeamBolt
nickname = rail_beam
tip_length = 5
core_length = 2500
tail_length = 0
head_width = 1
core_width = 1
sec_core_width = 1
tip_color = 0, 0, 255
core_color = 100, 100, 255
outter_color = 0, 0, 255
sec_core_color = 50, 50, 255
sec_outter_color = 50, 50, 255
tail_color = 0, 0, 255
head_brightness = 1
trail_brightness = 1
head_texture = ball
trail_texture = wide
flash_size = 3

[Effect
nickname = rail_beam
effect_type = EFT_WEAPON_PROJ
vis_effect = gf_bluering
vis_beam = rail_beam

[Munition
nickname = rail_gun_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 12500
energy_damage = 6250
weapon_type = W_Laser01
one_shot_sound = fire_laser1
munition_hit_effect = li_laser_01_impact
const_effect = rail_beam
lifetime = 1
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = rail_gun
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 = 3000
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 = 3200
refire_delay = 2
muzzle_velocity = 2000
use_animation = Sc_fire
toughness = 1.300000
flash_particle_name = li_laser_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = rail_gun_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 40, 80, 100

the result was this:
http://img147.imageshack.us/img147/7126/screen9uv1.jpg

Post Thu Aug 31, 2006 11:07 am

would it be possible to change reynen's advanced beam mod to a red color, and without the star?

i've been trying to, but i keep messing around and the mod can't ever install...

then again, i am not a modder! anyway, help me if you have the time

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