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Nuclear weapons

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Post Wed Jul 26, 2006 9:29 pm

Nuclear weapons

Hi.

I was trying to make a nuclear torpedo that would have a BIG blast radius (say 1K). But when I light it off, I don't see a gigantic 1K explosion VFX like I want (although the blast damage does occur in the 1K radius). Can anyone figure out what's wrong? This is what I've got:

(weapon_equip.ini)

[Motor
nickname = torpedo01_nuke_motor
lifetime = 11.250000
accel = 3.555600
delay = 0

[Explosion
nickname = torpedo01_nuke_explosion
effect = nuke_impact
lifetime = 5.000000, 10.000000
process = disappear
strength = 100000
radius = 1000
hull_damage = 13829000
energy_damage = 13829000
impulse = 0

[Munition
nickname = torpedo01_nuke_ammo
explosion_arch = torpedo01_nuke_explosion
hull_damage = 13829000
energy_damage = 13829000
radius = 1000
loot_appearance = ammo_crate
units_per_container = 1
hp_type = hp_torpedo
requires_ammo = true
hit_pts = 2000
one_shot_sound = fire_torpedo
detonation_dist = 36.250000
lifetime = 116.250000
Motor = torpedo01_nuke_motor
force_gun_ori = false
const_effect = ku_torpedo01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 4650
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 = 458771
ids_info = 491522
mass = 1
volume = 0.000000

[Gun
nickname = torpedo01_nuke
ids_name = 458772
ids_info = 491523
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_nuke_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

(effect_types.ini)

[EffectType
nickname = EFT_EXPLOSION_NUKE
priority = 1.000000
generic_priority = 1.000000
lod_type = EFT_LOD_NONE
radius = 2500.000000
visibility = EXIST_OFFSCREEN
update = UPDATE_OFFSCREEN
run_time = 20
pbubble = 4000, 7000

(effects.ini)

[Effect
nickname = nuke_impact
effect_type = EFT_EXPLOSION_NUKE
snd_effect = asteroid_explosion
vis_effect = gf_piratestationexplode

Post Fri Aug 04, 2006 9:53 pm

the game only renders effects within a certain distance from your ship. i assume you were well away from the massive explosion when it hit its target. The biggest effects tend to fade the quickest from distance too.

T3h n00b

Post Fri Aug 04, 2006 10:33 pm

I tried it close, too, but there was still no big visible blast, however it did knock my shields down. I thought I saw in one of the "hotshots" here or somewhere some sort of nuclear torpedo, so I think it's still possible to have a big, visible blast.

Dev

Post Sat Aug 05, 2006 1:11 am

The size of the blast is based on the .ale that the explosion effect uses. You cannot rescale it based on .ini code alone; you will need to directly edit the .ale file in question and increase particular values. This in turn requires that you know what you're changing... I have tinkered with constants and resized/recolored certain effects as I wanted, but I haven't cracked the .ale format in general and I don't know if anyone has yet. It may not be terribly difficult, it would just require more experimentation than I have time to do right now.

Anyway, all I can suggest is choosing an explosion .ale to modify, finding constants, replacing them and seeing what happens in the game. Eventually you'll strike gold. If you're not up for that then you'll just have to live with a smaller explosion.

Post Sat Aug 05, 2006 1:35 pm

Any ideas as to what constants to change, and where they are in the files? Can you tell me what is known about the ALE format so far?

Post Sun Aug 06, 2006 9:48 pm

I'm not much of a modder, but I do know that large explosion effects are/were used in the TNG mod. I believe some of them were removed in the latest version, but some (starshatter torpedo, as I recall) are still there. Check it out.

Post Mon Aug 07, 2006 9:43 am

alright i dont know if this will help but it is something that you have added to the munition that dosent belong
[Munition
nickname = torpedo01_nuke_ammo
explosion_arch = torpedo01_nuke_explosion
hull_damage = 13829000
energy_damage = 13829000
radius = 1000 <----- remove this
loot_appearance = ammo_crate
units_per_container = 1
hp_type = hp_torpedo
requires_ammo = true
hit_pts = 2000
one_shot_sound = fire_torpedo
detonation_dist = 36.250000
lifetime = 116.250000
Motor = torpedo01_nuke_motor
force_gun_ori = false
const_effect = ku_torpedo01_drive
HP_trail_parent = HPExhaust
seeker = LOCK

-------------example -----------------------------------------

[Munition
nickname = co_wp_turret02_mark03_ammo
explosion_arch = co_wp_turret02_mark03_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_missile_regular
detonation_dist = 2
lifetime = 9.375000
Motor = co_wp_turret02_mark03_motor

i dont know if this really makes any difference but the radius is in the explosion not the munition hope it helps .... Virtualshogun

Post Mon Aug 07, 2006 10:29 am

i hope that this helps some i modded a standard justice MK2 that you can buy on the first planet and its cheap i added you'r values but all of its based off of standard files that you can find in weapon_equip with that in mind here we go

[Gun
nickname = li_gun01_mark02
ids_name = 263358
ids_info = 264358
DA_archetype = equipment\models\weapons\li_heavy_ion_blaster.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 <--- dose damage to you when fired
power_usage = 0 <--- dosent cost you in energy
refire_delay = 0.120000
muzzle_velocity = 750
use_animation = Sc_fire <--- change this to something intresting
toughness = 1.600000
flash_particle_name = li_laser_02_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = pi_wps_mlauncher01_mark03_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 40, 80, 100

[Motor
nickname = pi_wps_mlauncher01_mark03_motor
lifetime = 11.250000 <---- you'r values
accel = 3.555600 <-----^^^^
delay = 0

[Explosion
nickname = pi_wps_mlauncher01_mark03_explosion
effect = pi_missile01_impact
lifetime = 0.000000, 0.000000
process = disappear <--- remove this to keep it alive till it hits something
strength = 100
radius = 1000 <--- booya blast radius
hull_damage = 138290000 <--damages-->
energy_damage = 138290000
impulse = 0

[Munition
nickname = pi_wps_mlauncher01_mark03_ammo
explosion_arch = pi_wps_mlauncher01_mark03_explosion
hp_type = hp_gun
requires_ammo = false <--- keep that false or youll need ammo
hit_pts = 2
one_shot_sound = fire_missile_regular
detonation_dist = 36.250000
lifetime = 116.250000
Motor = pi_wps_mlauncher01_mark03_motor
force_gun_ori = false
const_effect = pi_missile02_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 4650
seeker_fov_deg = 35
max_angular_velocity = 0.580670
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass = 1
volume = 0.000100


Well thats it , i hope that you can use this and if someone else reads this and dosent want to make a truly new gun but use what is already there then here you go nothing is impossiable just hard ... and we are the dreamers of dreams ....

best reguards Virtualshogun

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