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**Tutorial** - Making Energy Missiles

Here you find the different tutorials on editing and MODing Freelancer

Post Sun May 18, 2003 6:15 pm

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

Post Sun May 18, 2003 8:26 pm

post the code plz.

CLOAK!!! I need cloak! Where are those darn cloaking devices micro$oft promised us!!!!!!!!!!!

Post Wed May 21, 2003 4:40 am

dude this is sweet... now to increase damage and speed >=)

Post Wed May 21, 2003 7:06 am

Which file is the info for the seeker missile in? I wanted to modify it to make an energy missile, but I couldn't find it...

--I am not responsable for my actions.--

Post Wed May 21, 2003 9:23 am

i got a worst prob... i did everything correctly.. went into a game and starts to play.. when i try to shoot the missiles... dang.. nothing comes out.. i cant see any ****y missiles

Post Wed May 21, 2003 9:59 am

hey Rolo... why dun u make a mod that is FLMM compatible... this way more people can use it

Post Thu May 22, 2003 7:12 am

I have, but I'm currently on vacation. The nearest computer is at an Internet Cafe. And my desktop is thousands of miles away. Perhaps when I get back...

Did you know your IQ increases when you're tipsy?...(Not Really, but you may think it does)

Post Sun May 25, 2003 1:28 am

is it possible to make a gun's shot tracking?
what i mean is, rather than making a missle not require ammo and look like energy, can you make an energy shot track it's target?

Post Sun May 25, 2003 5:14 am

For your Energy Tracking question, I've been working on it, just trying to perfect it....

"some people say im stupid but thats just cuz there brains smell like bacon"

Post Mon May 26, 2003 7:39 pm

Good luck! All my attempts have so far resulted in major game malfunction and/or severe bodily harm

(yes, I am that inept)

Post Fri Jul 23, 2004 1:38 pm

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

Post Wed Oct 19, 2005 7:33 pm

Dontknowifthisispossible,butforrapid-launchingmissilescouldn'tyoucreateanewwepandsettheammoasmissiletype?

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