- parabolix
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**Tutorial** - Making Energy Missiles
Here you find the different tutorials on editing and MODing Freelancer
27 posts
• Page 2 of 2 • 1, 2
The countermeasure information is located in the misc_equip.ini file in the data folder, you can change it to need no ammo and to have a 100%decoy range, if you dont know how you can drop me a line at [email protected] and i'll send you a modified file, just tell me which weapons you want modded first and how you want them modded...
- parabolix
- parabolix
Hi lads, Learnt some great stuff in these threads great work, I have worked upon a genuine photon Torpedo design with success, it tracks targets, slow moving (due to its powerful hit - battleship gun) ...
Weapon Equip Entry -
[Motor
nickname = photon_torp_motor ; Motor used to break the conventional range
lifetime = 15.875000
accel = 22.111099
delay = 0 ; no explosion section since the torp itself packs the punch
[Munition
nickname = photon_torp_ammo
hp_type = hp_gun ; tweak according to hardpoint requirements
requires_ammo = false
hit_pts = 200 ; Upped the hit pts to make it harder for Cd's to pop them
hull_damage = 42000 ; taking into account this is an anit-cap-ship wep
energy_damage = 0
one_shot_sound = photon_torp_fire ; sound effect ripped from St Armada hehe
munition_hit_effect = rtc_nomadtorpedo_impact ; it works
lifetime = 56 ; change according to personal pref
Motor = photon_torp_motor
force_gun_ori = false
const_effect = photon_torp_drive ; we'll cover this in a moment
seeker = LOCK ; i have granted a tracking system to the Energy bolt
time_to_lock = 0
seeker_range = 2000
seeker_fov_deg = 35
mass = 0
volume = 0.000100
[Gun
nickname = photon_torp
ids_name = 460007 ; remember to implement your own ids names/info
ids_info = 460007
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect
hit_pts = 400
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_turret_special_10 ; you might want to change the hardpoint
damage_per_fire = 0
power_usage = 800 ; i may up this due to weapons strength
refire_delay = 4 ; large delay to balance things out
muzzle_velocity = 250
use_animation = Sc_fire
toughness = 1.200000
flash_particle_name = rtc_nomadtorpedo_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = photon_torp_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100
Effects ini entry -
[Effect
nickname = photon_torp_drive
effect_type = EFT_MISSILE_DRIVE
vis_effect = ci_pulse_04_proj ; these last 2 line refers to debilitator pulse
vis_generic = ci_pulse_04_proj ; since debs have a photon-like look
Should you decide to add the Photon Torp sound file like me then remember to add the sound ini reference -
[Sound
nickname = photon_torp_fire
file = audio\sounds\weapons\photon_torp_fire.wav
range = 60, 500
crv_pitch = 9
attenuation = -7
I hope you like the results
ConQUesT
[imghttp://www.btinternet.com/~hota_conquest/conquest.gif[/img
Weapon Equip Entry -
[Motor
nickname = photon_torp_motor ; Motor used to break the conventional range
lifetime = 15.875000
accel = 22.111099
delay = 0 ; no explosion section since the torp itself packs the punch
[Munition
nickname = photon_torp_ammo
hp_type = hp_gun ; tweak according to hardpoint requirements
requires_ammo = false
hit_pts = 200 ; Upped the hit pts to make it harder for Cd's to pop them
hull_damage = 42000 ; taking into account this is an anit-cap-ship wep
energy_damage = 0
one_shot_sound = photon_torp_fire ; sound effect ripped from St Armada hehe
munition_hit_effect = rtc_nomadtorpedo_impact ; it works
lifetime = 56 ; change according to personal pref
Motor = photon_torp_motor
force_gun_ori = false
const_effect = photon_torp_drive ; we'll cover this in a moment
seeker = LOCK ; i have granted a tracking system to the Energy bolt
time_to_lock = 0
seeker_range = 2000
seeker_fov_deg = 35
mass = 0
volume = 0.000100
[Gun
nickname = photon_torp
ids_name = 460007 ; remember to implement your own ids names/info
ids_info = 460007
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect
hit_pts = 400
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_turret_special_10 ; you might want to change the hardpoint
damage_per_fire = 0
power_usage = 800 ; i may up this due to weapons strength
refire_delay = 4 ; large delay to balance things out
muzzle_velocity = 250
use_animation = Sc_fire
toughness = 1.200000
flash_particle_name = rtc_nomadtorpedo_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = photon_torp_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100
Effects ini entry -
[Effect
nickname = photon_torp_drive
effect_type = EFT_MISSILE_DRIVE
vis_effect = ci_pulse_04_proj ; these last 2 line refers to debilitator pulse
vis_generic = ci_pulse_04_proj ; since debs have a photon-like look
Should you decide to add the Photon Torp sound file like me then remember to add the sound ini reference -
[Sound
nickname = photon_torp_fire
file = audio\sounds\weapons\photon_torp_fire.wav
range = 60, 500
crv_pitch = 9
attenuation = -7
I hope you like the results
ConQUesT
[imghttp://www.btinternet.com/~hota_conquest/conquest.gif[/img
27 posts
• Page 2 of 2 • 1, 2
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