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need help creating a multi-missile launcher

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 Thu Jun 30, 2005 2:52 am

need help creating a multi-missile launcher

hi guys. I was wondering if anyone knows how to make a missile launcher fire off multiple missiles per trigger pull from the same ammo bin. Any help would be much appreciated.

Post Thu Jun 30, 2005 3:58 am

I don't think anyone has ever got it to fire more than one at a time per launcher, but, you can change the refire rate to fire many in a second if you will.

Instead of a refire rate of say 2 you change it to .00125 and get rapid fire with it.

Post Thu Jun 30, 2005 4:31 am

The weapon .cmp your using must have multiple HpFire points, check the new weapons creation Tutorials on the tutorials forum.
there is some weapons already with several HpFire in the game but don't remember the names right now.

Post Thu Jun 30, 2005 8:28 am

It will stll limit you to one shot per launcher, just more launchers.

Post Thu Jun 30, 2005 9:09 am

One solution may be to make multiple missile launcers that all seem to share a CMP. I have an idea about how to do this. Basically, we could make multiple invisible guns with offset hpfire points, and then have a visible launcher. It'd still list as multiple weapons, though, if it had a Good entry.

Post Thu Jun 30, 2005 2:41 pm

thx for the help, ill take a peek at that tutorial.

Post Fri Jul 01, 2005 8:06 am

No actualy i made a gun to fire 5 shots at the same time ( i'v tryed it with missiles and it worked, 5 missile in one clic)
you actuly declaire where the guns fires in the equip_weap.ini (not sure about the file name cauz i don't have FL now)
there somewhere must be the place where you tell the game where the gun fires
(i think it's under the [gun section , search for HpFire)
if you do a gun model (or edit a existant one, Hardcmp would help here) and add som Hardpoints with the same name (HpFire) or different names(recommended) and declaire all names under that section, thei'll all fire!

think, this way you can make the same gun modul for several vertion of weapons(lv1 fires 1 missile, lv2 fires 2 missiles....) ,
you can make several guns that uses the same ammo too, nice not? ,that's an idea i'm adding this to my "come-in-ten-years-mod" but any one can go ahead and try it, i'm working too slow to keep this untill the release ;P

Post Fri Jul 01, 2005 9:08 am

What the heck is the crap about not being able to fire multiple projectiles?Have you seen a Rheinland battleship turret?Nuff said,it works.I think power consumption may be multiplied by firing points,this may explain Finalday's mistaken assumption about multifire not working.If you want a sound for your multifiring weapon you will have to add a snd_effect = line to your gun's proj-effect under effects.ini(phew)The only recognized firing hardpoints are named HpFire##.

Post Fri Jul 01, 2005 9:14 am

Actually, it isn't a miss understanding. Chips covers this once before, and the fire aspect is for on projectile, weather ammo or energy. Unless you rcreate an effect that give the apperance of two items, only one will fire per click. Rapid refire can simulate multi projectiles and add more than one wep to a hardpoint can increase the look of multi fire.

Post Fri Jul 01, 2005 11:57 am

I don't know exactly what you're saying,but if it is that
1.A weapon model containing multiple HpFire's will not fire more than one shot at a time
2.A weapon model containing multiple HpFire's needs a special projectile
you should check your sources.

You do not declare firing points in a weapons ini,you do not need to stack guns,just add HpFire02,03,04,etc to any weapon's model and watch the projectiles fire simultaneously.They will not,even during recharge from 0 power,fire single-action shots.

Post Mon Jul 11, 2005 1:27 am

Actually, I've done some experiments, and you can make guns that fire in a pre-determined "ripple"... but the costs of doing so, in terms of the game-design options one loses, are rather high.

Basically, multi-fire weapons work just fine, aside from the sound bugs that seem to cause lag if you assign a sound to an FX entry for the gun, which is a fairly minor issue. They just won't fire in a ripple like what people want them to do (because it looks much cooler), and there just aren't any easy solutions for that.

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