Changing energy output on weapons.
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Here’s a weapon tutorial I pulled together from various sources (thx to them ) you might find it useful.
The best way to get quick results is to edit an existing weapon look in DATA\Equipment\weapon_equip.ini file in the game files.
Download a good text editor like Notepad++ http://notepad-plus-plus.org/download
it just makes editing lines of code easier.The underscore _ is used to separate words not a space.
[Munition]
nickname = Super_Blaster01_ammo [anything at all as long as the name isn’t used elsewhere it’s ok]hp_type = hp_gun
requires_ammo = false [always false for energy weapons, true for missiles and guns using ammo]
hit_pts = 2 [how much damage to destroy the projectile if you can hit it!]
hull_damage = 500 [how much damage a hull impact causes]
energy_damage = -40 [energy_damage = -40 (shield damage in game this is 500/2 - 40 = 210)]
weapon_type = W_Plasma01 [relates to how well the weapon performs against specific shields]
one_shot_sound = fire_plasma4 [loads of sounds available DATA\AUDIO\SOUNDS\WEAPONS]
munition_hit_effect = rh_plasma_03_impact [the flash when the round hits the target]
const_effect = rh_plasma_03_proj [the trail the round leaves as it heads toward the target]
lifetime = 1.100000 [ lifetime of the round if it hasn’t hit a target before this time it disappears]
force_gun_ori = true [not sure leave alone]
mass = 1
volume = 0.000100 [how much space ammo type gun or missile takes up in the hold need to adjust this so ships can’t carry thousands of missiles]
Lifetime x muzzle_velocity = range so here 1.1 x 500 = 550
This is a short range weapon typically 600 - 650 is the mid range and over 700 the long range, I think the chances of hitting a fighter target beyond 500-600 are low so the 800 - 1200 range is for slow or static targets.
[Gun]
nickname = Super_Blaster01 [as long as the name isn’t used elsewhere it’s ok]ids_name = 458846 [the in game name, FL Developer used to create new DLL entries]
ids_info = 458847 [the in game info, FL Developer used to create new DLL entries]
FL develpoer used to edit/create ids entries that are stored in the .DLL files
http://forge.the-starport.net/projects/fldev/files
DA_archetype = EQUIPMENT\MODELS\WEAPONS\no_fighter_gun.cmp
[see above, what the gun model looks like on the ship, here there’s nothing to see as the nomad guns don’t have the external visible models that’s why I used it!]
material_library = EQUIPMENT\MODELS\rh_equip.mat [the texture for the gun model]
HP_child = HPConnect [not sure leave alone]
hit_pts = 8000 [how much damage the gun can take before it’s destroyed]
explosion_resistance = 1.000000 [not sure leave alone]
debris_type = debris_normal [the bits that fall off when the gun is destroyed]
parent_impulse = 20 [not sure leave alone]
child_impulse = 80 [not sure leave alone]
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_2
damage_per_fire = 0 [not sure but probably damages the ship or gun when fired]
power_usage = 65 [the power drain for each round fired, here 4x65 = 260 per second]
refire_delay = 0.250000 [the time between each round in seconds, here 4 per second]
muzzle_velocity = 500 [speed, lifetime x muzzle_velocity = range so here 1.1 x 500 = 550]
use_animation = Sc_fire [not sure leave alone]
toughness = 12.700000 [not sure leave alone]
flash_particle_name = rh_plasma_03_flash [muzzle flash plenty to choose from]
flash_radius = 15 [the size of the muzzle flash]
light_anim = l_gun01_flash [how it looks when firing]
projectile_archetype = Super_Blaster01_ammo [references the ammo defined above]
separation_explosion = sever_debris [not sure leave alone]
auto_turret = false [for NPC use doesn’t apply to player ships]
turn_rate = 90 [not sure leave alone]
lootable = true [can be picked up after your ship is destroyed ]
LODranges = 0 [how far away the weapon is visible from usually reads “LODranges = 0, 20, 60, 100”]
To summarise the parts that we are likely to change are
nickname = *__ammo
requires_ammo = false (or true for missiles and guns with ammo requirements)
hull_damage = ****
energy_damage = ** (usually 0 current default hull to shield ratio is 2:1, + or - values will increase or decrease the shield damage
e.g. Hull_Killer01
hull_damage = 300
energy_damage = -150 (300/2 = 150 - 150 = 0, no shield damage a hullbuster!)weapon_type = W_Plasma01 (I’d leave this as is, the spread with different shields is +/- 20%)
one_shot_sound = fire_plasma4 (play back the sounds and use what you like but remember a high ROF weapon needs a short effect or the effects will blur into each other but maybe that’s what you’re after)
List 1 weapon fire sounds
fire_missile_regular
fire_missile_homing
fire_missile_emp
fire_cruise_disruptor
fire_torpedo
fire_mine_regular
fire_mine_tracking
fire_photon<1-5>
fire_laser<1-5>
fire_tachyon<2-5> (1 is never used)
fire_particle<1-5>
fire_neutron<2-5> (1 is never used)
fire_pulse<1-5>
fire_plasma<1-5>
fire_capship
fire_capship_forward_gun
fire_no1
fire_no_cruise_disruptor
fire_no_torpedo
fire_no_capshipmunition_hit_effect = rh_plasma_03_impact
Pirates:
pi_photon_<01-04>impact [the range is pi_photon_01_impact to pi_photon_04_impact]
pi_laser<01-04>impact
pi_tachyon<01-04>impact
pi_particle<01-04>impact
pi_neutron<01-04>impact
pi_pulse<01-03>impact
pi_plasma<01-03>_impact
pi_capgun_01_impactLiberty:
li_laser_<01-04>impact
li_plasma<01-04>_impact
li_capgun_01_impactBretonia:
br_tachyon_<01-04>impact
br_particle<01-03>_impact
br_capgun_01_impactKusari:
ku_neutron_<01-04>impact
ku_photon<01-04>impact
ku_capgun_01_impact
Rheinland:
rh_tachyon<01-04>impact
rh_plasma<01-04>_impact
rh_capgun_01_impactCivilian:
ci_laser_<01-03>impact
ci_pulse<01-04>impact
ci_photon<01-04>impact
ci_tachyon<01-04>_impact
ci_capgun_01_impactNomad:
rtc_nomadtorpedo_impact
no_capgun01_impact
no_gun01_rank01_impactcodenames:
sp_annihilator_<01-03>impact
sp_bloodhound<01-03>impact
sp_destabilizer<01-03>impact
sp_distortion<01-03>impact
sp_doomsday<01-03>_impactconst_effect = rh_plasma_03_proj [
List 3 constant effect
[Munition]
'const_effect = ’
This is the “look” of the projectile, mostly you will only notice this one in a firefight.Liberty:
li_laser_<01-04>proj
li_plasma<01-04>_proj
li_missile<01-02>_drive
li_empmissile_drive
li_cruisedis01_drive
li_torpedo01_drive
li_mine<01-02>
li_capgun_01_proj
li_cruiser_maingun
li_flakcannon01_projBretonia:
br_tachyon_<01-04>proj
br_particle<01-04>_proj
br_missile<01-02>_drive
br_empmissile_drive
br_mine<01-02>
br_gunboat_maingun
br_capgun_01_proj
br_flakcannon01_projKusari:
ku_neutron_<01-04>proj
ku_photon<01-04>_proj
ku_missile<01-02>_drive
ku_empmissile_drive
ku_cruisedis01_drive
ku_torpedo01_drive
ku_mine<01-02>
ku_gunboat_maingun
ku_capgun_01_proj
ku_flakcannon01_projRheinland:
rh_tachyon_<01-04>proj
rh_plasma<01-04>_proj
rh_missile<01-02>_drive
rh_empmissile_drive
rh_mine<01-02>
rh_gunboat_maingun
rh_capgun_01_proj
rh_flakcannon01_projPirate:
pi_missile<01-02>drive
pi_mine<01-02>
pi_photon<01-04>proj
pi_laser<01-04>proj
pi_tachyon<01-04>proj
pi_particle<01-04>proj
pi_neutron<01-04>proj
pi_pulse<01-03>proj
pi_plasma<01-03>_proj
pi_capgun_01_projCivilian:
ci_photon_<01-04>proj
ci_tachyon<01-04>proj
ci_laser<01-04>proj
ci_pulse<01-04>_proj
ci_capgun_01_projNomad:
no_gun01_rank01_proj
no_cruisedis01_drive
rtc_nomadtorpedo_proj
no_capgun01_projCodenames:
sp_annihilator_<01-03>proj
sp_bloodhound<01-03>proj
sp_destabilizer<01-03>proj
sp_distortion<01-03>proj
sp_doomsday<01-03>_projlifetime;
round flight time in seconds x muzzle velocity = range
power_usage;
energy drain per round, total per second x ROF
refire_delay;
the time between each round in seconds
muzzle_velocity;
max round speed
The weapon also needs an entry in the DATA\EQUIPMENT\weapon_good.ini so it can be sold at a base
[Good]
nickname = Super_Blaster01
equipment = Super_Blaster01
category = equipment (for making ships available for sale this will say ship)
price = 28000 (whatever you want really depends on the game economic set up)
item_icon = EQUIPMENT\MODELS\COMMODITIES\NN_ICONS\equipicon_missilelauncher.3db (line above determines the icon seen in the equipment vendors window)
combinable = false
ids_name = 458846 (same as weapon_equipment entry)
ids_info = 458847 (same as weapon_equipment entry)
shop_archetype = EQUIPMENT\MODELS\WEAPONS\rh_proton_blaster.cmp
material_library = EQUIPMENT\MODELS\rh_equip.matTo make the weapon available for sale at a base we need an entry in the DATA\EQUIPMENT\narket_misc.ini file
[BaseGood]
base = Li01_01_base
MarketGood = Super_Blaster01, 0, 0, 10, 10, 0, 1Note weapons that need ammo have a line here as well and an entry in the weapon_good.ini too.
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Heheh….
I think you just confused the heck out of orubun.
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Dont forget this tool for setting up your weapons….
http://digitalbrilliance.com/Downloader/index.php?action=downloads&id=32
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Howdy, Im still lurking around here
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Orubun - this may help, it’s a spreadsheet file listing all of the weapons (but not mines) in plain Freelancer.
They are sorted on 3 spreadsheets by game name, english name and by ids_name (infocard number).
It’s in Excel format when you unzip it. OpenOffice.Org and Libre Office and others can open it.
Ask when you need more info or help.
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Did everything again, and this time i used admin ship to harvest some items and implemented thoes on my ship and got this sweet ride, and as some great men use to say: with great powers come great responsebilitys. So i used Freelancer simple save editor and got this:
ship_archetype = 2805431751
equip = 2225053383, , 1
equip = 2227458894, , 1
cargo = 2520964673, 1, , , 0
cargo = 3183993227, 1, , , 0
equip = 2486738757, HpTorpedo01, 1
equip = 2540429962, HpTorpedo02, 1
equip = 2540429962, HpPilot, 1
equip = 2540429962, HpCM01, 1
equip = 2540429962, HpMine01, 1
equip = 2540429962, HpShield01, 1
equip = 2794766404, HpThruster01, 1
equip = 2281020552, HpWeapon01, 1
equip = 2281020552, HpWeapon06, 1
equip = 2281020552, HpWeapon05, 1
equip = 2281020552, HpWeapon04, 1
equip = 2281020552, HpWeapon03, 1
equip = 2281020552, HpWeapon02, 1
equip = 2371124352, HpTurret01, 1
equip = 2679995081, , 1
equip = 2894877573, , 1Try it out for a spinn and feel the wind in your hair…
Thx for all the help i got and ceep doing what you are best on… All thumbs up to you all…
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I rebuilt it from scratch a little over a year ago after I ran into some major limitations using the fixed function pipeline of DirectX. I switched over to shaders only and now I have way more graphics features than I could ever of had the previous way.
BTW the tool I posted is so you can adjust your weps properly. FL uses a per second fire rate and energy usage, that tool will allow get the values needed to simply plug in your wep scripts.
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I seem to recall that the speed of the projectile had something to do with energy damage on guns. (I know it does with missiles but I seem to recall that it works with guns as well).
Someone once explained to me that the reason the Kraken2 guns are more powerful than you would expect is because they’re the fastest projectile out there in their class. Same principle as the beam weapon mod.
If this is true, does anyone have the formula that factors projectile speed into the equation?
I know the down and dirty formula is hull_damage * refire rate gives you the damage/second.
Can anyone confirm and clarify?
Thx.
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muzzle_velocity = constant speed
thats all for guns.
If you have a missile/torpedo, means a motor, always calculate
acceleration * lifetime of motor + muzzle_velocity = endspeedOf course everytime + ship speed while you are firing.
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Every time I open one of the INIs, I get character salad. Lots of squares, symbols, and punctuation. The bottom of the file is written in plain enough English with discernable characters, but I cant read the stuff above it. Any idea what’s going on?