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need to know how to edit weapons

Here you find the different tutorials on editing and MODing Freelancer

Post Sat May 10, 2003 4:52 pm

need to know how to edit weapons

hi all.
sorry if i posted a repeat but i couldnt find a post like the one i need.

i need to know if it is possible to take a weapon and change its projectiles?

in particular what i am looking for is to take a turret and allow it to fire cannonball missiles or any other missiles or even a torpedo

can anyone please tell me if it is possible and how??

thnx

ste.

Post Sat May 10, 2003 8:21 pm

i need to know if it is possible to take a weapon and change its projectiles?
yes this is possible in fact its one of the things that interesting because there
is vertually no limit what you can do with them.
in particular what i am looking for is to take a turret and allow it to fire cannonball missiles or any other missiles or even a torpedo
here is an example of an edited weapon compare it with the original one in your files it will give you an understanding of what to change. I wont go into details here because its obvious what each line is Start out by switching the line
const_effect = sp_annihilator_01_proj ;this is the weapons projectile
when you understand more you can make your own weapons only your imagination is the limit

[Munition
nickname = special_gun01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 500
energy_damage = 0
one_shot_sound = fire_pulse5 ;sound of weapon
munition_hit_effect = sp_annihilator_01_impact ;impact effects
const_effect = sp_annihilator_01_proj ;actual projectile switch these w others
lifetime = 1.166000
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = special_gun01
ids_name = 263536
ids_info = 264536
DA_archetype = equipment\models\weapons\co_proton_cooker.cmp
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect
hit_pts = 8000
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_1
damage_per_fire = 0
power_usage = 50
refire_delay = 0.075000
muzzle_velocity = 1000
use_animation = Sc_fire
toughness = 21.500000
flash_particle_name = sp_annihilator_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = special_gun01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

Mispelled imagination sorry

Edited by - BakedPotato on 14-05-2003 12:32:08

Post Sat May 10, 2003 9:25 pm

thnx mate can u please write down how to do it for me so i can have the

263574 "Rheinland Large Station Turret"

be able to fire

263151 "Cannonball Missile" projectiles

and have it so it doent need ammo

could u do this for me please??

thanks

Post Sat May 10, 2003 9:43 pm

i did everthing u told me to but it didnt work nothing has changed could u code it for me and i try that or tell me if theres another way oh 1 more thing wil the settings you gave me work in a client based situation on mp??

Post Sun May 11, 2003 1:15 am

I only ask you not to use this in mp on a server for one thing if you try to log on to a server with modified files will will end up crashing the server and ruining everybody elses fun I know that some people think it would be
cool to have an invincible ship but please dont do it If you want to play a modified game find a server that runs mods. Make sure you have the correct mod installed and blast them to space dust You can also play all the modified stuff right at home in mp on your own computer. I am giving these examples so you can start having fun modding your own game.

i did everthing u told me to but it didnt work
make sure you append (add the other) bracket [ because they dont show up in the posts

263574 "Rheinland Large Station Turret"
be able to fire

[Munition
nickname = rh_large_station_turret01_mark02_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 500
energy_damage = 0
one_shot_sound = fire_capship
munition_hit_effect = rh_capgun_01_impact
const_effect = rh_capgun_01_proj
lifetime = 1.200000
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = rh_large_station_turret01_mark02
ids_name = 263574
ids_info = 264574
DA_archetype = equipment\models\turret\sp_turret02.cmp
material_library = equipment\models\sp_turret.mat
HP_child = HPConnect
hit_pts = 20000
explosion_resistance = 1.000000
debris_type = debris_turret_large
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
power_usage = 0
refire_delay = 0.125000
muzzle_velocity = 1200
toughness = 20.000000
flash_particle_name = rh_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = rh_large_station_turret01_mark02_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false

[LOD
obj = Root
LODranges = 0, 1700

[LOD
obj = barrel
LODranges = 0, 1200

263151 "Cannonball Missile" projectiles
and have it so it doent need ammo

[Motor
nickname = missile01_mark05_motor
lifetime = 2.750000
accel = 44.000000
delay = 0

[Explosion
nickname = missile01_mark05_explosion
effect = pi_missile02_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 16
hull_damage = 2500
energy_damage = 0
impulse = 0

[Munition
nickname = missile01_mark05_ammo
explosion_arch = missile01_mark05_explosion
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_missile_regular
detonation_dist = 4
lifetime = 13.750000
Motor = missile01_mark05_motor
force_gun_ori = false
const_effect = pi_missile02_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 2500
seeker_fov_deg = 35
max_angular_velocity = 12.000000
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 265151
ids_info = 266151
mass = 1
volume = 0.000000

[Gun
nickname = missile01_mark05
ids_name = 263151
ids_info = 264151
DA_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 8000
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_9
damage_per_fire = 0
power_usage = 0
refire_delay = 1
muzzle_velocity = 40
toughness = 24.500000
projectile_archetype = missile01_mark05_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100




Edited by - Keith on 13-05-2003 13:01:46

Post Sun May 11, 2003 10:36 am

think u got the wrong end of the stick m8. no offence. i meant can u equip a rheinland large station turret and have it so that the rheinland turret can actually fire cannonball missiles and it also requires no ammo

could u show me how to code that pleasE???

Post Sun May 11, 2003 10:01 pm

"think u got the wrong end of the stick m8. no offence"
I not so sure about me but I did this to help get you started off editing on your own mate.

Post Mon May 12, 2003 1:53 pm

could u show me how to code that pleasE???
rheinland turret can actually fire cannonball missiles
try this change the munition from the cannonball missile launcher to the
rheinland turret. I dont know if this would actually works because you have two different types of weapons here. but well give a shot
we could just slap on some missile launchers also, switch the ammo or edit the ammo, I'll let you decide
nickname = rh_wps_mlauncher01_mark03;= missile launcher

;Example of the large rheinland turret
[Munition
nickname = rh_large_station_turret01_mark01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 500
energy_damage = 0
one_shot_sound = fire_capship
munition_hit_effect = rh_capgun_01_impact
const_effect = rh_capgun_01_proj
lifetime = 1.200000
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = rh_large_station_turret01_mark01
ids_name = 263572
ids_info = 264572
DA_archetype = equipment\models\turret\sp_turret02.cmp
material_library = equipment\models\sp_turret.mat
HP_child = HPConnect
hit_pts = 15000
explosion_resistance = 1.000000
debris_type = debris_turret_large
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
power_usage = 0
refire_delay = 0.125000
muzzle_velocity = 1200
toughness = 20.000000
flash_particle_name = rh_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = rh_large_station_turret01_mark01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false

[LOD
obj = Root
LODranges = 0, 1700

[LOD
obj = barrel
LODranges = 0, 1200

Now change this line
projectile_archetype = rh_large_station_turret01_mark01_ammo
To this
projectile_archetype = missile01_mark05_ammo
that will change the ammo to the cannonballs
I know I like the visual effect of the cannonballs to
Also Trent Edison is suppose to be a good mechanic I know hes a good pilot
Of coarse I had to edit this I left out a space wouln'nt want to crash your game





Edited by - Keith on 13-05-2003 12:30:50

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