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explosion sizes

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Post Mon Apr 11, 2005 4:32 pm

explosion sizes

is their a way to change the size of explosions and if so how?
im trying to figure out how to change one of the battleship explosions and make it much larger.
references to files would be nice as well.

also reference to a tutorial, if there is one, on these or how to make custom explosions that can be used for a base would be nice, thnx

Edited by - speedj2 on 4/11/2005 7:39:42 PM

Post Tue Apr 12, 2005 5:05 am

Not too sure if you can mod the actual "ship explosions" but you van mod the actual weapon explosions IE.. the torps, mines, and missles...if that interests you just go to your weapon_equip.ini and edit these lines...


EX.1 this is the "fusion missile" from my mod (just the munition )


[Motor
nickname = fusion_missile_motor
lifetime = 1.250000
accel = 390.000000
delay = 0

[Explosion
nickname = fusion_missile_explosion
effect = li_torpedo01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 200
radius = 300 <---------- actual BLAST RADIUS (this is REALLY big..)
hull_damage = 99000
energy_damage = 80000
impulse = 0

[Munition
nickname = fusion_missile_ammo
explosion_arch = fusion_missile_explosion
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_missile_regular
detonation_dist = 4
lifetime = 6.250000
Motor = fusion_missile_motor
force_gun_ori = false
const_effect = li_torpedo01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 2000
seeker_fov_deg = 35
max_angular_velocity = 2.903330
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 265146
ids_info = 266146
mass = 1
volume = 0.000000


in this example the exposion radius is 300 which is REALL f'ing big...its pretty cool since the damage is soo high it will blow up everything IN its blast radius Its funn to launch one of these badboys into a crowded zone population and watch the fire works

Either way, if the ships have a "blast rasius" it would be a similar edit...the person to ask about this would probobly be Harrier. But if you can't get the ships to blast you to pieces once the go boom....just make a torp or missile to make that blast range for ya

"To live is to die....but living is to die slowly..why waste time on trivial things just play as hard as you can"

Post Tue Apr 12, 2005 2:24 pm

this might work
thnx Shadow

EDIT: nope, didnt work
i need the actual graphic effect to be much larger, not just the damage area
thnx anyways though

does anyone know how to mod .ale files?

Edited by - Speedj2 on 4/12/2005 4:06:48 PM

Post Tue Apr 12, 2005 5:26 pm

well you figure that out and we'll all give you a plutonic hug noone seems to know the format of the .ale

"To live is to die....but living is to die slowly..why waste time on trivial things just play as hard as you can"

Post Tue Apr 12, 2005 9:46 pm

Sounds like you need to learn about fuses =)

In the Freeworlds mod, here is an entry we made for a destructable base in the shiparch.ini file:

[Solar
nickname = dreadnaught_destructable
type = MISSION_SATELLITE
DA_archetype = ships\swships\dreadnaught\dreadnaught.cmp
material_library = ships\swships\dreadnaught\dreadnaught.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 15000
mass = 10000.000000
open_sound = depot_open_sound
close_sound = depot_close_sound
solar_radius = 800
shape_name = NAV_outpost
hit_pts = 700000
destructible = true
fuse = fuse_dreadnaught_destructable, 0.000000, 1


The important line is the "fuse = fuse_dreadnaught_destructable, 0.000000, 1" line. You'll need to make a fuse if you want the really cool explosion effects. After you add the fuse line, then go into the DATA\FX\fuse.ini file, and create your fuse effect. Again for the Freeworlds mod, here is our entry in the fuse.ini file:

[fuse
name = fuse_dreadnaught_destructable
lifetime = 3.000000
death_fuse = true

[start_effect
effect = gf_piratestationexplode#2
hardpoint = HpEngine020
at_t = 0.150000

[start_effect
effect = explosion_sfx_csx_large03
hardpoint = HpWeapon03
at_t = 0.330000

[start_effect
effect = gf_piratestationexplode#2
hardpoint = HpWeapon04
at_t = 0.330000

[start_effect
effect = gf_piratestationexplode#1
hardpoint = HpWeapon05
at_t = 0.500000

[start_effect
effect = explosion_sfx_csx_large04
hardpoint = HpWeapon06
at_t = 0.700000

[start_effect
effect = gf_piratestationexplode#3
hardpoint = HpWeapon07
at_t = 0.800000

[start_effect
effect = gf_piratestationexplode#3
hardpoint = HpWeapon08
at_t = 0.800000

[start_effect
effect = explosion_sfx_csx_large05
hardpoint = HpEngine019
at_t = 0.800000

[destroy_root
at_t = 1.000000



You will need to do your own research on the different explosions, some of them are really big =) I would suggest fooling around with the fuses, see what you can learn, then if you have any questions, ask. But I will only answer your questions about fuses after you have at least tried messing with them yourself. After you have looked into the fuse.ini file and tried to create your own fuse, if you have problems or questions, then ask.

Post Fri Apr 15, 2005 2:12 pm

I should also like to mention that Fuses can be used for a number of purposes aside from "merely" creating awe-inspiring explosions. You can also do things like have a ship that constantly emits smoke from various points (Orks in Space, anyone?) or other nifty things. Fuses are very cool, and very easy to use

Post Fri Apr 22, 2005 3:06 pm

thnx i might try this
one more thing though
does the fuses require that the object have hardpoints to get the good effects?

Edited by - speedj2 on 4/22/2005 6:58:50 PM

Post Mon Apr 25, 2005 9:32 pm

yes, but there's usally about 20 odd hardpoint that you can use on any 1 model....

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