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Nuke

The general place to discuss MOD''ing Freelancer!

Post Mon Feb 12, 2007 8:09 am

Nuke

Is there any way to make a weapon take both the shield and hull out in one shot? Because I’m trying to create a nuke and I need it to incinerate everything with in a 10 k radius.

I'm kinda in a hurry so I’ll post the code later if needed.

Post Mon Feb 12, 2007 9:18 am

What you would need is a weapon that fires 2 rounds. The first hit would take down the shields and the second the hull.

The way FL works is the shields go down before the hull takes damage.

Requiem: A Total FL Conversion Mod .
http://mod.pff-clan.us

Post Mon Feb 12, 2007 10:54 am

you could do this by assigning the weapon 2 projectiles, that fire one after each other, i have yet to even remotrly try that sort of weapon modding, ill give it a go

www.mod.pff-clan.us

Openlancer

Post Mon Feb 12, 2007 12:33 pm

There is some nuke mod as I remember in the downloads section.
Try to search for "nuke".

Post Mon Feb 12, 2007 2:12 pm

what the bad thing is that realistic nukes need gravity,

but i suppose you could make the gun fire 12 km's ahead of u to take out the
10 km's,and make the sound for it only work for one shot fired,and the second shot would be an invisible shot that hits the same area with the same damage
so it would appear to be one bomb fired

Edited by - ILLEGALLcheatsMAN on 2/12/2007 2:19:34 PM

Post Mon Feb 12, 2007 2:26 pm

If you want a nuke that will take down both shield and hull try putting damage entries in the Explosion and the munition. This will cause the weapon to essentially cause double damage to the target eliminating it instantly. You do not need to projectiles

example:

[Explosion
nickname = tactnuke_torpedo_explosion
effect = gf_piratestationexplode#3
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 2000
hull_damage = 1500000
energy_damage = 1500000
impulse = 0

[Munition
nickname = tactnuke_torpedo_ammo
explosion_arch = tactnuke_torpedo_explosion
munition_hit_effect = nuke_explosion
loot_appearance = ammo_crate
units_per_container = 1
hp_type = hp_gun
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_missile_homing
detonation_dist = 4
lifetime = 12.500000
Motor = tactnuke_torpedo_motor
force_gun_ori = false
const_effect = li_missile01_drive
hull_damage = 1500000
energy_damage = 1500000
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 4000
seeker_fov_deg = 35
max_angular_velocity = 4.355000
DA_archetype = equipment\models\torpedoes\nuke_prot.3db
ids_name = 459516
ids_info = 1
mass = 10
volume = 10.000000

Post Mon Feb 12, 2007 4:42 pm

Ok 2 things, the two torpedoes idea I tried and it worked partially, by which I mean that the two separated and flew for the target, but when the first one hit, it just toke the second one out and the result was the same. But the damage in the munition one I’m going to try right now.

Post Mon Feb 12, 2007 4:44 pm

Just don't forget, a large radius like that can take out friendlys/bases as well and quickly change your rep with others.

Post Mon Feb 12, 2007 4:52 pm

nope your idea din't work nightstalker, and yeah i know about the rep thing...so i plan to use it only in hostle systems.

Any more ideas?

Post Mon Feb 12, 2007 5:26 pm

Hmm the double entry would only work if you actually hit it yes?

SO SAYS TEH HAPZORZ!!!

Post Mon Feb 12, 2007 7:32 pm

Are you not able to put Hitpoints on the projectile? If so, increase it so the second one can sustain the initial blast.

Requiem: A Total FL Conversion Mod .
http://mod.pff-clan.us

Post Mon Feb 12, 2007 7:48 pm

I modified a Sunslayer Torpedo with these changes...
hull_damage = 250000
energy_damage = 125000 (<-this can still be set to 0 and the game engine will automatically determine the energy damage usually about 1/2 the hull)
(could change it to (hull & engergy) _damage = -1 (admin damage)
max_angular_velocity = 5.58 <- For tracking
(didn't change any other speed/velocity settings)
explosion_distance = 250
radius = 1000
Also extended the lifetime of this torpedo so that even though it may dissappear from view, wait long enough and you'll see the results.

(explosion effects were changed to indicate
explosion = monster csx)

This particular Sunslayer costs around 3 million credits per torpedo.
When credit price is adjusted to the torpedo itself, it also reflects equally with the launcher..percentage wise (it sells at a higher price)
BUT, this torpedo will take out a whole formation of capital ships and their escorts with one shot.
You lock on and launch...then wait as you watch this torpedo actually "track" to the target ship. If the ship does not go into cruise...it's a guaranteed kill.

It is not a good idea to try using this ordinace in any debris or asteroid fields.


Edited by - Rankor on 2/12/2007 7:55:03 PM

Post Mon Feb 12, 2007 7:49 pm

Nice idea, but what I'm looking fore is more of a "incinerate everything in the 10 k radios using one shot" kinda deal.

But if i can't take the shield out with one shot as well as the hull, I think I'll just take it down to your parametors with one for hull and another just for the shield.




Edited by - sabreman on 2/12/2007 7:56:42 PM

Post Tue Feb 13, 2007 7:21 am

turns out no matter how i try this it's impossible, so i'll just make two torpedos one for shield one for hull.

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