I only ask you not to use this in mp on a server
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for one thing if you try to log on to a server with modified files will will end up crashing
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the server and ruining everybody elses fun
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I know that some people think it would be
cool
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to have an invincible ship but please dont do it
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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
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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