Important MessageYou are browsing the archived Lancers Reactor forums. You cannot register or login. |
*** Tutorial *** Creating New Weapons
Here you find the different tutorials on editing and MODing Freelancer
52 posts
• Page 2 of 4 • 1, 2, 3, 4
ok, i made a mistake in my previous post
when i put 263211 into the ini referer, with 1,1,8 as my input values it came back with 524289, in your original post u said that this represented 101, so i presume that 102 is represented by 524290, i presume this cos your tut. added 1 to its ids_name "Now click the button below the DLL #. There should be a number shown below the button now. Note that down. It's 458752, Ok this points to darkangel not our new example. It's the first entry remember ?
Your weapon's ids_name number is 458753 and the ids_info number is 458853"
so i came to the conclusion that my numbers were as followed: -
ids_name 524290
ids_info 524390
i subsequantly tried this and FL crashed after the FL screen, i deleted my autosave and still nothing.
any suggestions??
You call that a ship, THIS is a ship[
You call that a ship, THIS is a ship[
You call that a ship, THIS is a ship[![![!
A nice thread about creating guns. Here's some extra details about missiles and torpedos
[Motor
nickname = torpedo01_mark01_motor
lifetime = 2
accel = 150
delay = 0
[Explosion
nickname = torpedo01_mark01_explosion
effect = li_torpedo01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 25
hull_damage = 4848
energy_damage = 0
impulse = 0
[Munition
nickname = torpedo01_mark01_ammo
explosion_arch = torpedo01_mark01_explosion
loot_appearance = ammo_crate
units_per_container = 1
hp_type = hp_torpedo
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_torpedo
detonation_dist = 6.250000
lifetime = 37.500000
Motor = torpedo01_mark01_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 = 60
max_angular_velocity = 8.580670
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
ids_name = 265163
ids_info = 266163
mass = 1
volume = 0.000000
[Gun
nickname = torpedo01_mark01
ids_name = 263163
ids_info = 264163
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect
hit_pts = 1405
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_torpedo_special_2
damage_per_fire = 0
power_usage = 0
refire_delay = 1
muzzle_velocity = 100
toughness = 12.100000
projectile_archetype = torpedo01_mark01_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100
A few nice things to do to make better missiles:
Under Motor:
Lifetime: is the time the motor runs for
Accel: is the acceleration the motor produces
The projectile speed is the lifetime x acceleration + muzzle velocity so here it's 400m/s.
Under Explosion:
Hull damage : obvious i think
Energy damage: make a paralyzer
Under Munition:
Requires ammo = true: change this to false and you will have a missile launcher that doesn't need ammo to fire, it works like a gun.
Seeker = LOCK : the missile locks on to the target ie homing not dumbfire.
Seeker_range : is the range.
Seeker_fov_deg : field of view of the seeker. Change this to 90 and it will find your target if it is within in a 90 degree angle (haven't tried 360: could be a killer)
Max_angular_velocity : this is the turn rate. About 12 is enough for the missile to be able to follow virtually anything, depending on speed.
Under Gun:
Refire_delay : is the firing rate, expressed as delay in seconds between shots.
Muzzle_velocity: combine with motor for the projectile speed
HP_gun_type: change to torpedo_special_2 and you can mount it as a cruise disruptor if there are no torpedo slots on your ship. The missiles specify the class, as with guns.
Try this example for a much more useful starkiller torpedo.
Word of caution: I first started changing the normal missiles e.g javelin for much more power, but I forgot that NPC's carry them too - I got blasted away in a few seconds. How I laughed. AFAIK npc's don't carry torpedo's though.
Thanks to Catscratcher for a good post, hope it's ok to add these other things.
[Motor
nickname = torpedo01_mark01_motor
lifetime = 2
accel = 150
delay = 0
[Explosion
nickname = torpedo01_mark01_explosion
effect = li_torpedo01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 25
hull_damage = 4848
energy_damage = 0
impulse = 0
[Munition
nickname = torpedo01_mark01_ammo
explosion_arch = torpedo01_mark01_explosion
loot_appearance = ammo_crate
units_per_container = 1
hp_type = hp_torpedo
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_torpedo
detonation_dist = 6.250000
lifetime = 37.500000
Motor = torpedo01_mark01_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 = 60
max_angular_velocity = 8.580670
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
ids_name = 265163
ids_info = 266163
mass = 1
volume = 0.000000
[Gun
nickname = torpedo01_mark01
ids_name = 263163
ids_info = 264163
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect
hit_pts = 1405
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_torpedo_special_2
damage_per_fire = 0
power_usage = 0
refire_delay = 1
muzzle_velocity = 100
toughness = 12.100000
projectile_archetype = torpedo01_mark01_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100
A few nice things to do to make better missiles:
Under Motor:
Lifetime: is the time the motor runs for
Accel: is the acceleration the motor produces
The projectile speed is the lifetime x acceleration + muzzle velocity so here it's 400m/s.
Under Explosion:
Hull damage : obvious i think
Energy damage: make a paralyzer
Under Munition:
Requires ammo = true: change this to false and you will have a missile launcher that doesn't need ammo to fire, it works like a gun.
Seeker = LOCK : the missile locks on to the target ie homing not dumbfire.
Seeker_range : is the range.
Seeker_fov_deg : field of view of the seeker. Change this to 90 and it will find your target if it is within in a 90 degree angle (haven't tried 360: could be a killer)
Max_angular_velocity : this is the turn rate. About 12 is enough for the missile to be able to follow virtually anything, depending on speed.
Under Gun:
Refire_delay : is the firing rate, expressed as delay in seconds between shots.
Muzzle_velocity: combine with motor for the projectile speed
HP_gun_type: change to torpedo_special_2 and you can mount it as a cruise disruptor if there are no torpedo slots on your ship. The missiles specify the class, as with guns.
Try this example for a much more useful starkiller torpedo.
Word of caution: I first started changing the normal missiles e.g javelin for much more power, but I forgot that NPC's carry them too - I got blasted away in a few seconds. How I laughed. AFAIK npc's don't carry torpedo's though.
Thanks to Catscratcher for a good post, hope it's ok to add these other things.
That's a cool post about missiles&torpedoes. Adding completely new ones are exactly like weapons.
Bucfan:
I just can't sign in to messenger. I think its about the internet cables which are damaged after the earthquake in morocco. They say it will take another week to repair so it seems i won't be on messenger for sometime. We can meet in an irc channel. I'm on irc.ipdn.org in #sphereserver most of the time. You can find me there.
Bucfan:
I just can't sign in to messenger. I think its about the internet cables which are damaged after the earthquake in morocco. They say it will take another week to repair so it seems i won't be on messenger for sometime. We can meet in an irc channel. I'm on irc.ipdn.org in #sphereserver most of the time. You can find me there.
ok, irc it is, i found yer chatroom, but no catscratcher online, what time u usually check in? make it CET i presume yer on that timeframe as yer last post was about that, im GMT but its close enough
im running 2 mods now, both the new rebalance mods, so my DLL will soon be 9, so more new ids numbers to fiddle with
cya in sphereserver soon
You call that a ship, THIS is a ship[![![!
im running 2 mods now, both the new rebalance mods, so my DLL will soon be 9, so more new ids numbers to fiddle with
cya in sphereserver soon
You call that a ship, THIS is a ship[![![!
52 posts
• Page 2 of 4 • 1, 2, 3, 4
Hosted by The-Starport
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.