Weapon equip new entry
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Hi all,
I made a new entry in weapon_equip and weapon_goods.ini, it is just a blaster with modified projectile and archtype.
My problem is, at the station where i could buy this one, its infocard shows hull damage 88 shield damage 44 and doesnt matter if i modify it in the weapon_equip.ini, these numbers never change. (not just the numbers, the hit points neither)
I made a new infocard, refire rate, etc… and everything works fine except this hull/shield damage.Thanks in advance,
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would be more helpful if you post your weapon_equip entry for the particular weapon you are referring to.
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Check ye weaponmoddb.ini in equipment folder m8.
This links into -> weapon_type = *******
might hold some answers for you?
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Dragnite_MU wrote:
would be more helpful if you post your weapon_equip entry for the particular weapon you are referring to.The codes in weapon_equip.ini:
[Munition]
nickname = special_nomad_gun04_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 850
energy_damage = 0
one_shot_sound = fire_no1
munition_hit_effect = no_gun01_rank01_impact
const_effect = no_capgun01_proj
lifetime = 1.166000
force_gun_ori = false
mass = 1
volume = 0.000100[Gun]
nickname = special_nomad_gun04
ids_name = 263669
ids_info = 264669
DA_archetype = equipment\models\weapons\co_raildaddy.cmp
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect
hit_pts = 6752
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 = 0
refire_delay = 0.170000
muzzle_velocity = 600.299988
use_animation = Sc_fire
toughness = 25.400000
flash_particle_name = no_gun01_rank01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = lair_turret02_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100And the weapon_goods.ini:
[Good]
nickname = special_nomad_gun04
equipment = special_nomad_gun04
category = equipment
price = 1200000
item_icon =
equipment\models\commodities\nn_icons\EQUIPICON_gun.3db
combinable = false
ids_name = 263669
ids_info = 264669
shop_archetype = equipment\models\weapons\co_raildaddy.cmp
material_library = equipment\models\ge_equip.mat@Xarian m8: This weapon came from the original special_nomad_gun01, with some modifications. In this example it has no specific type in weaponmoddb like the original, but i tried this with the justice mk1 and many more, those weapons have entries in weaponmoddb.ini but it means how much damages could get the assigned hull/shield hit points of the weapons on different shield types with factors i think.
I have tried to modify vanilla weapons with same modifications, and that worked properly, but if i want to make new entry for a new weapon, that doesnt works.
Maybe its hardcoded?Thanks in advance,
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Here’s it is:
Weapon_equip.ini
Change “projectile_archetype = lair_turret02_ammo” to “projectile_archetype = special_nomad_gun04_ammo” in the Gun block. That’s why you have misleading stats, because you refer to another projectile/ammo
I’m not sure whether it’s the forums or your code, but in Weapon_Goods.ini make sure that item_icon has the path to the icon specified after the = in the same line and not under it!
You can also make all the weapons you want! There’s no hardcoded limit! Also a weapon doesn’t have to use “weapon_type = x”! If you omit this it will do 1.000000 damage (100 %, no bonuses or penalties)
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Is that right as i thought weapons damage is all based on this entry in Constants.ini as far as i’m aware
[ShieldEquipConsts]
HULL_DAMAGE_FACTOR = 0.500000This means that whatever you set your damage to
hull_damage = 1000
the weapon will always do 50% damage to shields.
For some ppl this is fine but these days i prefer to do things differently and have proper shield weapons that only do damage to shields and defined hull weapons that only do damage to hulls. Redefines FL a bit but makes loadouts more interesting. If you set the entry in Constants to
[ShieldEquipConsts]
HULL_DAMAGE_FACTOR = 0then weapons actually behave like they should. Legion is quite right, you don’t have to define a weapon type. You can do but not always needed
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Oh yeah oups… I forgot about the constants part!
Actually set that to 0 myself to make my weapons work as they should (EMP = Shield/energy damage, Kinetic weapons = hull only, and 1 shield type)You can make some very interessting things with WeaponModDB.ini
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Legion wrote:
Here’s it is:Weapon_equip.ini
Change “projectile_archetype = lair_turret02_ammo” to “projectile_archetype = special_nomad_gun04_ammo” in the Gun block. That’s why you have misleading stats, because you refer to another projectile/ammo
I’m not sure whether it’s the forums or your code, but in Weapon_Goods.ini make sure that item_icon has the path to the icon specified after the = in the same line and not under it!
You can also make all the weapons you want! There’s no hardcoded limit! Also a weapon doesn’t have to use “weapon_type = x”! If you omit this it will do 1.000000 damage (100 %, no bonuses or penalties)
I cant decide, if im getting old, blind, or simply idiot, but you’re right.
That row i didnt spot. Of course thats wrong entry.Thanks mate
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Gibbon wrote:
Is that right as i thought weapons damage is all based on this entry in Constants.ini as far as i’m aware[ShieldEquipConsts]
HULL_DAMAGE_FACTOR = 0.500000This means that whatever you set your damage to
hull_damage = 1000
the weapon will always do 50% damage to shields.
For some ppl this is fine but these days i prefer to do things differently and have proper shield weapons that only do damage to shields and defined hull weapons that only do damage to hulls. Redefines FL a bit but makes loadouts more interesting. If you set the entry in Constants to
[ShieldEquipConsts]
HULL_DAMAGE_FACTOR = 0then weapons actually behave like they should. Legion is quite right, you don’t have to define a weapon type. You can do but not always needed
Thanks the tutorial Gibbon! It does look like the armor scale of the npc ships doesnt it? So if i want to make new entry in shields i should follow same method as in weapon entry.