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**Tutorial** - Realistic Battleship settings
Here you find the different tutorials on editing and MODing Freelancer
Since there is a request to make the weapons and power systems more realistic, i've posted some info about it. The numbers correspond with the tutorial so just replace those steps with these:
4: Now open up the goods.ini and place this line:
[Good
nickname = or_dreadnaught
category = shiphull
ship = or_dreadnaught_ship
price = 15000000
ids_name = 12018
item_icon = Equipment\models\commodities\nn_icons\bw_freighter.3dba
[Good
nickname = or_dreadnaught_package
category = ship
hull = or_dreadnaught
addon = ge_s_scanner_01
addon = capital_power
addon = ge_s_tractor_01
addon = ge_obat_engine_01
addon = sfx_rumble_battleship
7: After that go to the weapon_equip.ini and place this line:
[Munition
nickname = or_battleship_turret01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 15000
energy_damage = 7500
one_shot_sound = fire_capship_forward_gun
munition_hit_effect = li_capgun_01_impact
const_effect = li_cruiser_maingun
lifetime = 3.500000
force_gun_ori = false
mass = 1
volume = 0.000100
[Gun
nickname = or_battleship_turret01
ids_name = 263379
ids_info = 264379
DA_archetype = equipment\models\turret\li_turret01.cmp
material_library = equipment\models\li_turret.mat
HP_child = HPConnect
hit_pts = 4800
explosion_resistance = 1.000000
debris_type = debris_turret_huge
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
hp_gun_type = hp_turret_special_10
damage_per_fire = 0
power_usage = 20000
refire_delay = 5.000000
muzzle_velocity = 1500
toughness = 2.500000
flash_particle_name = li_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = or_battleship_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false
[LOD
obj = Root
LODranges = 0, 1200
[LOD
obj = barrel
LODranges = 0, 1000
[Munition
nickname = or_battleship_turret04_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 140.799999
energy_damage = 0
one_shot_sound = fire_capship
munition_hit_effect = li_capgun_01_impact
const_effect = li_capgun_01_proj
lifetime = 0.800000
force_gun_ori = false
mass = 1
volume = 0.000100
[Gun
nickname = or_battleship_turret04
ids_name = 263382
ids_info = 264382
DA_archetype = equipment\models\turret\li_turret04.cmp
material_library = equipment\models\li_turret.mat
HP_child = HPConnect
hit_pts = 4800
explosion_resistance = 1.000000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
hp_gun_type = hp_turret_special_8
damage_per_fire = 0
power_usage = 100
refire_delay = 0.100000
muzzle_velocity = 1500
toughness = 0.800000
flash_particle_name = li_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = or_battleship_turret04_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false
[LOD
obj = Root
LODranges = 0, 450
[LOD
obj = barrel
LODranges = 0, 500
[Motor
nickname = or_battleship_missile_turret01_motor
lifetime = 1.875000
accel = 250.111099
delay = 0
[Explosion
nickname = or_battleship_missile_turret01_explosion
effect = ku_torpedo01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 100
hull_damage = 4500
energy_damage = 1500
impulse = 0
[Munition
nickname = or_battleship_missile_turret01_ammo
explosion_arch = or_battleship_missile_turret01_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_missile_regular
detonation_dist = 4
lifetime = 30.375000
Motor = or_battleship_missile_turret01_motor
force_gun_ori = false
const_effect = li_missile02_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 3500
seeker_fov_deg = 180
max_angular_velocity = 30.903330
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass = 1
volume = 0.000100
[Gun
nickname = or_battleship_missile_turret01
ids_name = 263384
ids_info = 264384
DA_archetype = equipment\models\turret\rh_turret01.cmp
material_library = equipment\models\rh_turret.mat
HP_child = HPConnect
hit_pts = 4800
explosion_resistance = 1.000000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
hp_gun_type = hp_turret_special_9
damage_per_fire = 0
power_usage = 5000
refire_delay = 10
muzzle_velocity = 66.699997
toughness = 1.600000
light_anim = l_gun01_flash
projectile_archetype = or_battleship_missile_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false
[LOD
obj = Root
LODranges = 0, 450
[LOD
obj = barrel
LODranges = 0, 500
13: Open up the misc_equip.ini and place this line in
[Power
nickname = capital_power
ids_name = 263704
ids_info = 264704
volume = 0.000000
mass = 10
DA_archetype = equipment\models\hardware\li_fusion_reactor.3db
material_library = equipment\models\hardware.mat
capacity = 50000
charge_rate = 2500
thrust_capacity = 1000
thrust_charge_rate = 100
lootable = false
By now you should have corrected energy capacities and the weapons will consume large portions of energy. The primary guns will smash anything they touch but are power hungry. The defense guns can chew any starter fighter up with their high fire rate but have relatively low effect against better ships. The missile turrets fire high agility torpedo class weapons with huge area effect but they have some blind spots and take the longest to reload
4: Now open up the goods.ini and place this line:
[Good
nickname = or_dreadnaught
category = shiphull
ship = or_dreadnaught_ship
price = 15000000
ids_name = 12018
item_icon = Equipment\models\commodities\nn_icons\bw_freighter.3dba
[Good
nickname = or_dreadnaught_package
category = ship
hull = or_dreadnaught
addon = ge_s_scanner_01
addon = capital_power
addon = ge_s_tractor_01
addon = ge_obat_engine_01
addon = sfx_rumble_battleship
7: After that go to the weapon_equip.ini and place this line:
[Munition
nickname = or_battleship_turret01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 15000
energy_damage = 7500
one_shot_sound = fire_capship_forward_gun
munition_hit_effect = li_capgun_01_impact
const_effect = li_cruiser_maingun
lifetime = 3.500000
force_gun_ori = false
mass = 1
volume = 0.000100
[Gun
nickname = or_battleship_turret01
ids_name = 263379
ids_info = 264379
DA_archetype = equipment\models\turret\li_turret01.cmp
material_library = equipment\models\li_turret.mat
HP_child = HPConnect
hit_pts = 4800
explosion_resistance = 1.000000
debris_type = debris_turret_huge
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
hp_gun_type = hp_turret_special_10
damage_per_fire = 0
power_usage = 20000
refire_delay = 5.000000
muzzle_velocity = 1500
toughness = 2.500000
flash_particle_name = li_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = or_battleship_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false
[LOD
obj = Root
LODranges = 0, 1200
[LOD
obj = barrel
LODranges = 0, 1000
[Munition
nickname = or_battleship_turret04_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 140.799999
energy_damage = 0
one_shot_sound = fire_capship
munition_hit_effect = li_capgun_01_impact
const_effect = li_capgun_01_proj
lifetime = 0.800000
force_gun_ori = false
mass = 1
volume = 0.000100
[Gun
nickname = or_battleship_turret04
ids_name = 263382
ids_info = 264382
DA_archetype = equipment\models\turret\li_turret04.cmp
material_library = equipment\models\li_turret.mat
HP_child = HPConnect
hit_pts = 4800
explosion_resistance = 1.000000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
hp_gun_type = hp_turret_special_8
damage_per_fire = 0
power_usage = 100
refire_delay = 0.100000
muzzle_velocity = 1500
toughness = 0.800000
flash_particle_name = li_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = or_battleship_turret04_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false
[LOD
obj = Root
LODranges = 0, 450
[LOD
obj = barrel
LODranges = 0, 500
[Motor
nickname = or_battleship_missile_turret01_motor
lifetime = 1.875000
accel = 250.111099
delay = 0
[Explosion
nickname = or_battleship_missile_turret01_explosion
effect = ku_torpedo01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 100
hull_damage = 4500
energy_damage = 1500
impulse = 0
[Munition
nickname = or_battleship_missile_turret01_ammo
explosion_arch = or_battleship_missile_turret01_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_missile_regular
detonation_dist = 4
lifetime = 30.375000
Motor = or_battleship_missile_turret01_motor
force_gun_ori = false
const_effect = li_missile02_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 3500
seeker_fov_deg = 180
max_angular_velocity = 30.903330
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass = 1
volume = 0.000100
[Gun
nickname = or_battleship_missile_turret01
ids_name = 263384
ids_info = 264384
DA_archetype = equipment\models\turret\rh_turret01.cmp
material_library = equipment\models\rh_turret.mat
HP_child = HPConnect
hit_pts = 4800
explosion_resistance = 1.000000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
hp_gun_type = hp_turret_special_9
damage_per_fire = 0
power_usage = 5000
refire_delay = 10
muzzle_velocity = 66.699997
toughness = 1.600000
light_anim = l_gun01_flash
projectile_archetype = or_battleship_missile_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false
[LOD
obj = Root
LODranges = 0, 450
[LOD
obj = barrel
LODranges = 0, 500
13: Open up the misc_equip.ini and place this line in
[Power
nickname = capital_power
ids_name = 263704
ids_info = 264704
volume = 0.000000
mass = 10
DA_archetype = equipment\models\hardware\li_fusion_reactor.3db
material_library = equipment\models\hardware.mat
capacity = 50000
charge_rate = 2500
thrust_capacity = 1000
thrust_charge_rate = 100
lootable = false
By now you should have corrected energy capacities and the weapons will consume large portions of energy. The primary guns will smash anything they touch but are power hungry. The defense guns can chew any starter fighter up with their high fire rate but have relatively low effect against better ships. The missile turrets fire high agility torpedo class weapons with huge area effect but they have some blind spots and take the longest to reload
Now can someone send me the changed INI FILES??
e-mail
[email protected]
Admin For Macross Saga Server.
[email protected]
Admin For Macross Saga Server.
I was trying to get the missles to have real ammo. But It seems I suck at it and couldn't. I'll show you what I added. I mean.. (Its from the older version, not the power hungry energy one.. I think that the missles are damn strong, so this is why I wanted to make it like that.)
In market_misc it is now: (AMMO is there.. for ammo buying...)
[BaseGood
base = Li01_01_base
MarketGood = shield01_mark10_cap, 0, -1, 10, 10, 0, 1
MarketGood = or_battleship_turret01, 0, -1, 10, 10, 0, 1
MarketGood = or_battleship_turret04, 0, -1, 10, 10, 0, 1
MarketGood = or_battleship_missile_turret01, 0, -1, 10, 10, 0, 1
MarketGood = or_battleship_missile_turret01_ammo, 0, -1, 50, 50, 0, 1
Basicly, all I needed to edit I think in weapons_equip is the missle turret... So I did.. This is the code I changed around a bit...
[Munition
nickname = or_battleship_missile_turret01_ammo
explosion_arch = or_battleship_missile_turret01_explosion
hp_type = hp_gun
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_missile_regular
detonation_dist = 4
lifetime = 30.375000
Motor = or_battleship_missile_turret01_motor
force_gun_ori = false
const_effect = li_missile02_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 3500
seeker_fov_deg = 180
max_angular_velocity = 30.903330
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass = 1
volume = 0.000100
[Gun
nickname = or_battleship_missile_turret01
ids_name = 263384
ids_info = 264384
DA_archetype = equipment\models\turret\li_turret04.cmp
material_library = equipment\models\li_turret.mat
HP_child = HPConnect
hit_pts = 4800
explosion_resistance = 1.000000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
hp_gun_type = hp_turret_special_9
damage_per_fire = 0
power_usage = 20
refire_delay = 0.500000
muzzle_velocity = 66.699997
toughness = 1.600000
light_anim = l_gun01_flash
projectile_archetype = or_battleship_missile_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false
[LOD
obj = Root
LODranges = 0, 450
[LOD
obj = barrel
LODranges = 0, 500
Ok.. last of all ... In the Weapons_goods...
[Good
nickname = or_battleship_missile_turret01
equipment = or_battleship_missile_turret01
category = equipment
price = 2000000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263384
ids_info = 264384
shop_archetype = equipment\models\turret\li_turret04b.cmp
material_library = equipment\models\li_turret.mat
[Good
nickname = or_battleship_missile_turret01_ammo
equipment = or_battleship_missile_turret01_ammo
shop_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
category = equipment
price = 25
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db
combinable = true
Thats what I did.. When I play, it doesnt appear.... Any reasons?
In market_misc it is now: (AMMO is there.. for ammo buying...)
[BaseGood
base = Li01_01_base
MarketGood = shield01_mark10_cap, 0, -1, 10, 10, 0, 1
MarketGood = or_battleship_turret01, 0, -1, 10, 10, 0, 1
MarketGood = or_battleship_turret04, 0, -1, 10, 10, 0, 1
MarketGood = or_battleship_missile_turret01, 0, -1, 10, 10, 0, 1
MarketGood = or_battleship_missile_turret01_ammo, 0, -1, 50, 50, 0, 1
Basicly, all I needed to edit I think in weapons_equip is the missle turret... So I did.. This is the code I changed around a bit...
[Munition
nickname = or_battleship_missile_turret01_ammo
explosion_arch = or_battleship_missile_turret01_explosion
hp_type = hp_gun
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_missile_regular
detonation_dist = 4
lifetime = 30.375000
Motor = or_battleship_missile_turret01_motor
force_gun_ori = false
const_effect = li_missile02_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 3500
seeker_fov_deg = 180
max_angular_velocity = 30.903330
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass = 1
volume = 0.000100
[Gun
nickname = or_battleship_missile_turret01
ids_name = 263384
ids_info = 264384
DA_archetype = equipment\models\turret\li_turret04.cmp
material_library = equipment\models\li_turret.mat
HP_child = HPConnect
hit_pts = 4800
explosion_resistance = 1.000000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
hp_gun_type = hp_turret_special_9
damage_per_fire = 0
power_usage = 20
refire_delay = 0.500000
muzzle_velocity = 66.699997
toughness = 1.600000
light_anim = l_gun01_flash
projectile_archetype = or_battleship_missile_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false
[LOD
obj = Root
LODranges = 0, 450
[LOD
obj = barrel
LODranges = 0, 500
Ok.. last of all ... In the Weapons_goods...
[Good
nickname = or_battleship_missile_turret01
equipment = or_battleship_missile_turret01
category = equipment
price = 2000000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263384
ids_info = 264384
shop_archetype = equipment\models\turret\li_turret04b.cmp
material_library = equipment\models\li_turret.mat
[Good
nickname = or_battleship_missile_turret01_ammo
equipment = or_battleship_missile_turret01_ammo
shop_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
category = equipment
price = 25
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db
combinable = true
Thats what I did.. When I play, it doesnt appear.... Any reasons?
Err I mean.. It DOES appear, the missle gun and all.. but not the ammo, but when i go to the ammo buying selection screen... Nothing is there but a missle that has no name and below it has no missles loaded, so its at 0... So its bascily a no named missle with a marking of 0 ammo loaded.. But there isn't no selection on the right side for that ammo....
(How do i name the missle btw?)
(How do i name the missle btw?)
I tried to put ammo in but experienced the same problem. Thats why i gave it a slow reload and made it energy hungry. As for posting the files for downloads. Could you guys point me to a site for posting the files. It won't be an installer since i don't have the tools or knowledge to make one but it'll be the modded files i used for this tutorial.
Odd.. Well.. I'm getting a site soon, maybe in a week or two.. Making it for Freelancer, so then I'll put a "ADD FILE" button for peeps. But for now, I aint sure where to put files...
Go to http://www.lancersreactor.com/t/forum/t ... cer&M=True Wanderer... Maybe you can help me with my Gunship problem.. I used the battleship template...
Go to http://www.lancersreactor.com/t/forum/t ... cer&M=True Wanderer... Maybe you can help me with my Gunship problem.. I used the battleship template...
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