Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

Changing Weapon Damages

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

Jax

Post Sun Feb 19, 2006 10:09 am

Changing Weapon Damages

I have tried reading all the beginners guides and looking at different posts but I still cannot figure out how to change the damage a weapon does. I'm probably just too stupid to figure it out and it's much easier than I think but I really need help! I've been trying to get the SunSlayer Torpedo to be turned into some sort of super-torpedo, doing amazing damage. I just can't figure out where I can edit the damage it does in any file I've looked in. If someone could help me out that would be greatly appreciated!

Post Sun Feb 19, 2006 10:52 am

Go to DATA\EQUIPMENT\weapon_equip.ini and look for this


[Munition
nickname = fc_j_gun01_mark01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 30.600000 <this changes the damage aginst the hull>
energy_damage = 0 <this aginst the shield>
weapon_type = W_Photon01
one_shot_sound = fire_photon1
munition_hit_effect = pi_photon_01_impact
const_effect = pi_photon_01_proj
lifetime = 1 <this changes the range of the weapons 1 = 700>
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = fc_j_gun01_mark01
ids_name = 263175
ids_info = 264175
DA_archetype = equipment\models\weapons\li_auto_cannon.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 548
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_2
damage_per_fire = 0
power_usage = 9.180000
refire_delay = 0.120000
muzzle_velocity = 600
use_animation = Sc_fire
toughness = 2.400000
flash_particle_name = pi_photon_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = fc_j_gun01_mark01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 40, 60, 100

"All truth passes through three stages:
First, it is ridiculed;
Second, it is violently opposed; and
Third, it is accepted as self-evident."

Jax

Post Sun Feb 19, 2006 10:12 pm

Here's the code for the sunslayer torp. There's no hull_damage or eneregy_damage option ....

[Munition
nickname = torpedo01_mark02_ammo
explosion_arch = torpedo01_mark02_explosion
loot_appearance = ammo_crate
units_per_container = 1
hp_type = hp_torpedo
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_torpedo
detonation_dist = 6.250000
lifetime = 56.250000
Motor = torpedo01_mark02_motor
force_gun_ori = false
const_effect = ku_torpedo01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 2700
seeker_fov_deg = 35
max_angular_velocity = 0.580670
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
ids_name = 265164
ids_info = 266164
mass = 1
volume = 0.000000

[Gun
nickname = torpedo01_mark02
ids_name = 263164
ids_info = 264164
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.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_torpedo_special_1
damage_per_fire = 0
power_usage = 0
refire_delay = 2
muzzle_velocity = 20
toughness = 58.700001
projectile_archetype = torpedo01_mark02_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

Post Mon Feb 20, 2006 11:22 am

Unlike guns a torpedo's damage is set in the explosion and not in the munition, open the ini and find the explosion entry for the sunslayer (it's just above the munition entry) and you'll see what your after.

**shuffles of with a new headache**

Post Sun Feb 26, 2006 5:44 am

Sorry about the my first post.

This is what Bejaymac was talking about.

[Explosion
nickname = torpedo01_mark02_explosion
effect = ku_torpedo01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 25
hull_damage = 11736 <Here is your Hull damage>
energy_damage = 0 <Here is your shield damage>
impulse = 0

"All truth passes through three stages:
First, it is ridiculed;
Second, it is violently opposed; and
Third, it is accepted as self-evident."

Return to Freelancer Modding for Beginners Forum