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Whats wrong with my Missiles??

Do you want to start editing Freelancer, but have no clue where to begin? This is the place for you to find things and talk about getting started on Freelancer Modding

Post Mon Oct 04, 2004 8:52 pm

Whats wrong with my Missiles??

Hello all, ive got a question bout my missiles and their damage.

here is my missile entry:

[Explosion; class 4
nickname = missile01_mark01_explosion2
effect = ku_empmissile_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 16
hull_damage = 240
shield_damage = -2160
energy_damage = -2160
impulse = 0

[Munition
nickname = missile01_mark01_cluster_ammo
explosion_arch = missile01_mark01_explosion2
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_missile_regular
detonation_dist = 4
lifetime = 13.750000
Motor = cruise_disruptor01_mark02_motor
force_gun_ori = false
const_effect = li_missile02_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 1000
seeker_fov_deg = 90
max_angular_velocity = 2.903330
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 122000
ids_info = 122000
mass = 1
volume = 0.000000

[Gun
nickname = missile01_mark01_cluster
ids_name = 122001
ids_info = 122001
DA_archetype = equipment\models\weapons\li_rad_launcher.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_4
damage_per_fire = 0
power_usage = 61
refire_delay = 0.120000
muzzle_velocity = 30.299999
toughness = 2.400000
projectile_archetype = missile01_mark01_cluster_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

Now from the explosion, which defines the damage, the hull damage should be 240 and the shield damage should be 240...right?

Now those damage values show up in the game under the stats for the missile, BUT when i buy them and put them on my ship (about 6 of them) they do NO DAMAGE whatsoever. I started shooting a small fighter outside manhatten, and the missiles (which locked on and homed in) didnt take the shields down at all. And then i targeted a train (which had no shields) and it did no damage again...

can someone please tell me what is wrong with it?

Post Mon Oct 04, 2004 10:34 pm

hull_damage = 240
shield_damage = -2160
energy_damage = -2160


Notice anything wrong here? Your right - it SHOULD do 240 hull damage, but first up..........no such thing as shield_damage, that should JUST be energy_damage.

If the entry is not in other missiles, don't start adding random bits!!

hull_damage = 240
energy_damage = -2160

Now next up -2160?

Why is it minus two thousand one hundred and sixty damage? You can't 'give' them shielding...........which is what that is 'trying' to do.

The damage to shields is calculated by the game as:

(1/2 * hull damage) + energy damage = shield damage

Right now its (1/2 * 240) + -2160 = -2040
Since you cannot give shield energy, that will do nothing.

But:
(1/2 * 240) + 0 = 120 shield damage
or
(1/2 *240) + 120 = 240 shield damage

So if you want half the hull - leave energy_damage = 0
If you want EQUAL - then make the energy_damage = HALF of the hull damage value.

Post Mon Oct 04, 2004 10:43 pm

just to complete it: the "1/2" comes from here:
constants.ini
HULL_DAMAGE_FACTOR = 0.500000

meanwhile i set this to 0.0, then the weapon inis are easier to read / calcuate / summarize.
no nasty calculating
(erhm, the *0.5 isnt a big deal but im just lazy and its easier for newbies as well)

Fjord

---------------------------------
Infinity TC Mod Leading Developer

Post Mon Oct 04, 2004 11:56 pm

umm ok...i dont really understand the 0.5 thing BUT i do know that when i make guns (which now im beginning to think are different to missiles) whatever teh hull damage is, the shield damage is 10x the value.

hull_damage = 240
shield_damage = 240

the real value for shield damage is 2400 + 240 = 2640

so im sorry bout that post i was just basing my values on what i did for my guns.

thx guys

Post Tue Oct 05, 2004 12:51 am

hmm, ill try to explain again.

in constants.ini you have
HULL_DAMAGE_FACTOR = 0.5
this is the default value.

lets pretend you have these settings in weapon_equip.ini
hull_damage = 240
shield_damage = 0

then the effective damages are:
hull_damage=240
Shield Damage= hull_damage * HULL_DAMAGE_FACTOR + shield_damage = 240 * 0.5 + 0 = 120

if you have this in your weapon_equip:
hull_damage = 240
shield_damage = 240
then you get effectively:
hull_damage = 240
shield_damage = hull_damage * HULL_DAMAGE_FACTOR + shield_damage = 240 * 0.5 + 240 = 360

let me know if you still have problems.
ah, and guns and missiles arent very different. the damage values work the same way. only difference (damage-wise) is that for a gun usually the munition causes the damage, while for a missile usually an explosion is responsible for that.

Fjord


---------------------------------
Infinity TC Mod Leading Developer

Post Tue Oct 05, 2004 4:58 am

ok ok ok

i know where my problem lies.....

the values that im getting are from in the game, that the FL engine generates from the stats. When you click on a gun/missile before purchasing and read the info and stats the values there are much different to what i put down. for some reason there is always an extra 0 on the end of the shield damage. ????

Post Tue Oct 05, 2004 5:15 am

ah, i think i know whats wrong:

you have probably defined the damage entries in BOTH [explosion AND [munition sections. Fl adds those up, and they also WOULD work.

why the missile only does eplosion damage is this:
detonation_distance makes it explode before it impacts.

i havent tried this yet but you might be able to do both impact and explosion damage.

Fjord

P.S.: for a gun, only use damage entries in [munition, for missiles only use them in [explosion


---------------------------------
Infinity TC Mod Leading Developer

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