Sun Aug 12, 2007 11:13 pm by Sky_Jocky
I've made a similar weapon, except it also disables cruise. The weapon is highly overpowered, so the explosion radius is so high that everyone in combat will loose their shield. I'm still waiting to confirm if the weapon drains a ships power, making it temporarily unable to fire its weapons.
Just a fore note, the IDS will need to be changed, because the ones I've used are custom ones. Items don't seem to show up unless you have an ID, so make sure you do that.
Anyway, heres the code I got.
This goes in weapon_good.ini
[Good
nickname = cruise_disruptor01_mark03
equipment = cruise_disruptor01_mark03
category = equipment
price = 154810
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db
combinable = false
free_ammo = cruise_disruptor01_mark03_ammo, 5
ids_name = 458791
ids_info = 458793
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat
[Good
nickname = cruise_disruptor01_mark03_ammo
equipment = cruise_disruptor01_mark03_ammo
shop_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
category = equipment
price = 12740.500000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db
combinable = true
This goes in weapon_equip.ini
[Motor
nickname = cruise_disruptor01_mark03_motor
lifetime = 0.937500
accel = 568.888916
delay = 0
[Explosion
nickname = cruise_disruptor01_mark03_explosion
effect = ku_cruisedis01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 7000
hull_damage = 0
energy_damage = 200000
impulse = 0
[Munition
nickname = cruise_disruptor01_mark03_ammo
explosion_arch = cruise_disruptor01_mark03_explosion
loot_appearance = ammo_crate
units_per_container = 5
hp_type = hp_gun
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_cruise_disruptor
detonation_dist = 12.500000
lifetime = 4.687500
Motor = cruise_disruptor01_mark03_motor
force_gun_ori = false
const_effect = ku_cruisedis01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 3000
seeker_fov_deg = 120
max_angular_velocity = 8.710000
cruise_disruptor = true
DA_archetype = equipment\models\weapons\li_plasma_torpedo.3db
material_library = equipment\models\li_equip.mat
ids_name = 458792
ids_info = 458794
mass = 1
volume = 0.000000
[Gun
nickname = cruise_disruptor01_mark03
ids_name = 458791
ids_info = 458793
DA_archetype = equipment\models\weapons\ku_auto_blaster.cmp
material_library = equipment\models\ku_equip.mat
HP_child = HPConnect
hit_pts = 4215
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_2
damage_per_fire = 0
power_usage = 0
refire_delay = 1
muzzle_velocity = 266.700012
toughness = 1.600000
projectile_archetype = cruise_disruptor01_mark03_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100
Finally, this weapon explodes almost instantly. An EMP launches a magnetic wave to disrupt power, so I don't believe it should have an effect. But if you're still not happy, I'd recommend using the Mine explosion, and adjusting the explosion radius accordingly.
_______________________________
Amare et sapere vix deo concetidur.
Edited by - Sky_Jocky on 8/13/2007 12:15:31 AM