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**Tutorial** - Making Beam Weapons
Here you find the different tutorials on editing and MODing Freelancer
60 posts
• Page 2 of 4 • 1, 2, 3, 4
Hey, I noticed you can get even "beamier" looking weapons by changing the entries you want in beam_effects.ini from [beamspear to [beambolt. Be sure to add in the missing values, as well. (Refer to default_beam_bolt at the top for all values)
Why make your own mistakes when someone else has already made them for you?
-Learn from the skeletons floating in the piranha pool: NO SWIMMING[!
Why make your own mistakes when someone else has already made them for you?
-Learn from the skeletons floating in the piranha pool: NO SWIMMING[!
ok is there something wrong with my game? cuz nothing in my weapon_equip.ini file has settings with numbers.....
i want to make nomad cannons and silver fires into beam weapons. what should i look for to edit?
i thinnk the silverfire would look so freakin kick ass as a beam weapons...with its weird circle thingies for its trail....ooooh
and the nomad cannon would look like a purple streamer...sweet
Edited by - Siddious on 06-04-2003 21:45:52
i want to make nomad cannons and silver fires into beam weapons. what should i look for to edit?
i thinnk the silverfire would look so freakin kick ass as a beam weapons...with its weird circle thingies for its trail....ooooh
and the nomad cannon would look like a purple streamer...sweet
Edited by - Siddious on 06-04-2003 21:45:52
can some one tell me the name for the Megahamer Or lavablade for weapon_equip.ini and Beam_effect ?
well all the list for all the guns and the code for it plus the beameffect thing
and how do i increase my rank?
My Msn is [email protected]
Im A outcast really
In the Indy[[Norway Server
Edited by - Arson on 10-04-2003 06:34:07
well all the list for all the guns and the code for it plus the beameffect thing
and how do i increase my rank?
My Msn is [email protected]
Im A outcast really
In the Indy[[Norway Server
Edited by - Arson on 10-04-2003 06:34:07
I hate to say it but the beam mod was not completely done right. THIS is how it should be done.
Here is am image from some of the new beam weapons I am implementing in my mod, FSP2 like I already have all the new beam weapons done The first pic of of the heavy beam weap the second is of the best turret. Added a thrid of my dagger with 6 of the Heavy Starbeams
Heavy Fighter Beam
-------------------------------------------------------------------------
Adv Turret Beam
-------------------------------------------------------------------------
Dagger with 6 Heavy Starbeam
-------------------------------------------------------------------------
I already know I am gonna get asked how I did this, so here is the info.
Heavy Starbeam: (best fighter beam)
beam_effects.ini
[BeamSpear
nickname = ci_laser_03_beam
tip_length = 2500
tail_length = 2500
head_width = 4
core_width = 4
tip_color = 255, 255, 255
core_color = 234, 234, 149
outter_color = 245, 245, 165
tail_color = 15, 80, 210
head_brightness = 1
trail_brightness = 1
head_texture = star
trail_texture = wide
flash_size = 4
weapons_equip.ini
[Munition
nickname = co_gun01_mark03_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 200
energy_damage = 0
weapon_type = W_Laser01
one_shot_sound = fire_laser2
munition_hit_effect = ci_laser_03_impact
const_effect = ci_laser_03_proj
lifetime = 1
force_gun_ori = false
mass = 1
volume = .001
[Gun
nickname = co_gun01_mark03
ids_name = 263488
ids_info = 264488
DA_archetype = equipment\models\weapons\li_laser_beam.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 750
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_10
damage_per_fire = 0
power_usage = 100
refire_delay = 0.01
muzzle_velocity = 1000
use_animation = Sc_fire
toughness = 1.800000
flash_particle_name = ci_laser_03_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = co_gun01_mark03_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100
-------------------------------------------------------------------------
Adv Starbeam Turret: (best freighter beam)
I had to add an extra entry into some files since I have 5 effects and there were only 4.
beam_effects.ini
[BeamSpear
nickname = ci_laser_05_beam
tip_length = 2500
tail_length = 2500
head_width = 10
core_width = 10
tip_color = 255, 255, 255
core_color = 70, 25, 82
outter_color = 21, 48, 234
tail_color = 215, 215, 125
head_brightness = 1
trail_brightness = 1
head_texture = star
trail_texture = wide
flash_size = 10
weapons_equip.ini
[Munition
nickname = co_turret01_mark02_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 300
energy_damage = 0
weapon_type = W_Laser01
one_shot_sound = fire_laser2
munition_hit_effect = ci_laser_05_impact
const_effect = ci_laser_05_proj
lifetime = 1.75
force_gun_ori = false
mass = 1
volume = 0.000100
[Gun
nickname = co_turret01_mark02
ids_name = 263497
ids_info = 264497
DA_archetype = equipment\models\weapons\li_smlturret.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 750
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
damage_per_fire = 0
power_usage = 250
refire_delay = 0.01
muzzle_velocity = 1750
use_animation = Sc_fire
toughness = 1.800000
flash_particle_name = ci_laser_05_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = co_turret01_mark02_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100
effects.ini
[Effect
nickname = ci_laser_05_flash
effect_type = EFT_MUZZLE_FLASH
vis_effect = ci_laser_05_flash
[Effect
nickname = ci_laser_05_impact
effect_type = EFT_WEAPON_IMPACT
vis_effect = ci_laser_05_impact
[Effect
nickname = ci_laser_05_proj
effect_type = EFT_WEAPON_PROJ
vis_beam = ci_laser_05_beam
Then make a copy of ci_laser_04.ale and rename to ci_laser_05.ale
-------------------------------------------------------------------------
Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.
Edited by - Reynen on 12-04-2003 08:05:12
Here is am image from some of the new beam weapons I am implementing in my mod, FSP2 like I already have all the new beam weapons done The first pic of of the heavy beam weap the second is of the best turret. Added a thrid of my dagger with 6 of the Heavy Starbeams
Heavy Fighter Beam
-------------------------------------------------------------------------
Adv Turret Beam
-------------------------------------------------------------------------
Dagger with 6 Heavy Starbeam
-------------------------------------------------------------------------
I already know I am gonna get asked how I did this, so here is the info.
Heavy Starbeam: (best fighter beam)
beam_effects.ini
[BeamSpear
nickname = ci_laser_03_beam
tip_length = 2500
tail_length = 2500
head_width = 4
core_width = 4
tip_color = 255, 255, 255
core_color = 234, 234, 149
outter_color = 245, 245, 165
tail_color = 15, 80, 210
head_brightness = 1
trail_brightness = 1
head_texture = star
trail_texture = wide
flash_size = 4
weapons_equip.ini
[Munition
nickname = co_gun01_mark03_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 200
energy_damage = 0
weapon_type = W_Laser01
one_shot_sound = fire_laser2
munition_hit_effect = ci_laser_03_impact
const_effect = ci_laser_03_proj
lifetime = 1
force_gun_ori = false
mass = 1
volume = .001
[Gun
nickname = co_gun01_mark03
ids_name = 263488
ids_info = 264488
DA_archetype = equipment\models\weapons\li_laser_beam.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 750
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_10
damage_per_fire = 0
power_usage = 100
refire_delay = 0.01
muzzle_velocity = 1000
use_animation = Sc_fire
toughness = 1.800000
flash_particle_name = ci_laser_03_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = co_gun01_mark03_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100
-------------------------------------------------------------------------
Adv Starbeam Turret: (best freighter beam)
I had to add an extra entry into some files since I have 5 effects and there were only 4.
beam_effects.ini
[BeamSpear
nickname = ci_laser_05_beam
tip_length = 2500
tail_length = 2500
head_width = 10
core_width = 10
tip_color = 255, 255, 255
core_color = 70, 25, 82
outter_color = 21, 48, 234
tail_color = 215, 215, 125
head_brightness = 1
trail_brightness = 1
head_texture = star
trail_texture = wide
flash_size = 10
weapons_equip.ini
[Munition
nickname = co_turret01_mark02_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 300
energy_damage = 0
weapon_type = W_Laser01
one_shot_sound = fire_laser2
munition_hit_effect = ci_laser_05_impact
const_effect = ci_laser_05_proj
lifetime = 1.75
force_gun_ori = false
mass = 1
volume = 0.000100
[Gun
nickname = co_turret01_mark02
ids_name = 263497
ids_info = 264497
DA_archetype = equipment\models\weapons\li_smlturret.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 750
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
damage_per_fire = 0
power_usage = 250
refire_delay = 0.01
muzzle_velocity = 1750
use_animation = Sc_fire
toughness = 1.800000
flash_particle_name = ci_laser_05_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = co_turret01_mark02_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100
effects.ini
[Effect
nickname = ci_laser_05_flash
effect_type = EFT_MUZZLE_FLASH
vis_effect = ci_laser_05_flash
[Effect
nickname = ci_laser_05_impact
effect_type = EFT_WEAPON_IMPACT
vis_effect = ci_laser_05_impact
[Effect
nickname = ci_laser_05_proj
effect_type = EFT_WEAPON_PROJ
vis_beam = ci_laser_05_beam
Then make a copy of ci_laser_04.ale and rename to ci_laser_05.ale
-------------------------------------------------------------------------
Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.
Edited by - Reynen on 12-04-2003 08:05:12
Reynen, great work.
But when i was trying out your beam, I noticed something strange. Look at these screens, the first one is me shooting a docking ring turret, the second is when the turret explodes.
shooting a docking ring turret
-
the turret explodes
Something about a target exploding seems to make the beam cooler...
i prplx
Edited by - prplx on 12-04-2003 19:44:52
But when i was trying out your beam, I noticed something strange. Look at these screens, the first one is me shooting a docking ring turret, the second is when the turret explodes.
shooting a docking ring turret
-
the turret explodes
Something about a target exploding seems to make the beam cooler...
i prplx
Edited by - prplx on 12-04-2003 19:44:52
Reynen could you please send the .ini file to me becouse i can't do it by myself my e mail is [email protected]
thank already
pardon me for my englische but i am only 15 in i live in the Nederlands so i can make mistakes.
thank already
pardon me for my englische but i am only 15 in i live in the Nederlands so i can make mistakes.
(non modder) Could you like make a super powerful beam weapon that charges and then fires?
and if you can make the charge look like the cruise drive charging up?
and make the beam really big with LOOOONG! recharge time and use up a buttload of energy to fire?
this wouild be mainly a battleship destruction weapon that can take one out in one hit?
nuclear BOOM[!
and if you can make the charge look like the cruise drive charging up?
and make the beam really big with LOOOONG! recharge time and use up a buttload of energy to fire?
this wouild be mainly a battleship destruction weapon that can take one out in one hit?
nuclear BOOM[!
Titan Very Heavy Fighter
2 Wyrm Type 2s
2 Nomad Energy Blasters
2 DiamondBacks
1 FireKiss Turret
1 Starkiller torpedo Launcher
And a lot of back-up weapons that do 600-1175 hull damage per shot.
(including a lot of nomad energy blasters and cannons)
I haven't tried the beam weapons, but this is enough for me
(if you dont know the weapons I am talking about, then the answer is "no, i did not mod the game to get these"
2 Wyrm Type 2s
2 Nomad Energy Blasters
2 DiamondBacks
1 FireKiss Turret
1 Starkiller torpedo Launcher
And a lot of back-up weapons that do 600-1175 hull damage per shot.
(including a lot of nomad energy blasters and cannons)
I haven't tried the beam weapons, but this is enough for me
(if you dont know the weapons I am talking about, then the answer is "no, i did not mod the game to get these"
60 posts
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