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Problem with cruise disruptor

This is where you can ask for help and post your knowledge on error messages from using the various tools that describe error messages in MODs such as DataStorm the Freelancer MOD Scanner the server console and FLSpit.

Post Tue Sep 11, 2007 11:16 pm

Problem with cruise disruptor

I made a custom admin cruise disruptor for my server and it worked fine for a long time. Just recently it quit doing anything while the regular weapons are working fine. I have no idea what could have caused the problem.
Here's a list of the gun stats incase anyone can find an error I might have missed in it.

[Motor
nickname = nomad_cruise_disruptor01_motor
lifetime = 0.625000
accel = 1152.000000
delay = 0

[Explosion
nickname = nomad_cruise_disruptor01_explosion
effect = no_cruisedis01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 50
hull_damage = 100000
energy_damage = 100000
impulse = 0

[Munition
nickname = nomad_cruise_disruptor01_ammo
explosion_arch = nomad_cruise_disruptor01_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_no_cruise_disruptor
detonation_dist = 6.250000
lifetime = 10
Motor = nomad_cruise_disruptor01_motor
force_gun_ori = false
const_effect = no_cruisedis01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 10000
seeker_fov_deg = 120
max_angular_velocity = 8.710000
cruise_disruptor = false
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass = 1
volume = 0.000000

[Gun
nickname = nomad_cruise_disruptor01
ids_name = 263526
ids_info = 264526
DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp
HP_child = HPConnect
hit_pts = 4215
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
power_usage = 0
refire_delay = 0
muzzle_velocity = 10000
toughness = 10.600000
projectile_archetype = nomad_cruise_disruptor01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = false
LODranges = 0, 20

I sure hope someone can help me figure this thing out.

Post Wed Sep 12, 2007 1:22 pm

[Munition
nickname = nomad_cruise_disruptor01_ammo
explosion_arch = nomad_cruise_disruptor01_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_no_cruise_disruptor
detonation_dist = 6.250000
lifetime = 10
Motor = nomad_cruise_disruptor01_motor
force_gun_ori = false
const_effect = no_cruisedis01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 10000
seeker_fov_deg = 120
max_angular_velocity = 8.710000
cruise_disruptor = false
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass = 1
volume = 0.000000

There's your problem. Somehow that got set to false. Change it back to true and you'll be good to go.

MK

Edited by - mknote on 9/12/2007 2:23:07 PM

Post Wed Sep 12, 2007 2:52 pm

I tried changing that line to "cruise_disruptor = true" with no change
the weapon sill does no damage

Post Thu Sep 13, 2007 7:39 pm

anyone have any other ideas that might work
the really odd part is that it worked for awhile then all of a sudden the weapon just stopped working properly

Edited by - merlinthewizard on 9/14/2007 10:31:19 AM

Post Sun Sep 16, 2007 6:14 am

Is that acceleration normal for a cruise disruptor? 1142 (something like that)
The ranges seem outrageous..like way beyond normal ranges.
Hull and energy damage of 10,000 makes it more like a fast tracking missle.
If the acceleration is out of balance (just thinking here) perhaps the disruptor is just plain overshooting it's target and can't turn fast enough. (Or running out of "gas" before it gets a chance to manuver toward the target)
The FOV lets the missle know how far it's peripheral "vision" reaches. So that means it can lock on a target practically behind you. But, if it accelerates at an incredible rate and the motor only burns for a split second..where's the manuverability? I think it's lost in that aspect, rendering the missle useless except for objects within a narrow cone angle facing forward.

This is must my observation and might really have nothing to do with what's happening.

Post Sun Sep 16, 2007 7:45 pm

sounds plausible to me
guess I could try tweaking the values a bit to see what happens
I'll try getting some ideas from a few other weapons
thanx for the suggestion
sure hope that fixes it

Post Sun Sep 16, 2007 10:32 pm

lifetime is 0 btw

Universal Modding Forums

Post Tue Sep 18, 2007 6:19 pm

No, the lifetime is zero for the explosion only, which is the same as the in-game stats. The lifetime for the missile itself appears to be 10.

MK

Post Tue Sep 18, 2007 7:17 pm

well, if it's still a cruise disruptor...that setting should be:
cruise_disruptor = true

Also, with damage like that..you could set the detonation distance further out with a little larger blast radius.

Mainly, what a cruise disruptor is designed to do is simply knock a ship out of cruise or keep it from going into cruise. So, the damage doesn't have to be so extreme. That's why most of them have very little hull and energy damage compared to regular missles.

You could take a Firestalker Missle and upgrade it's stats to give it the same (or better) manuverability as a CD, as well as upgrade it's damage output. That would make it a much more potent and lethal weapon.
Say for instance, you could name it "Inferno" or "Hellstalker" or something like that (which would require a new ids name & info numbers for a new missle)

Post Thu Oct 04, 2007 1:13 pm

It seems the mod worked fine when I tried to rewrite the same part in a clean copy of Freelancer. Must have been something gliched in the game from one of those times my computer crashed before.
I may change the refire of a missle for the uber admin weapon though.
Prolly the paralyzer missles since they aren't usable in vanilla freelancer and I'm trying to make it so no mod is required to play.

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