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Some questions for the weapon modders.

Scheduled Pinned Locked Moved Conventional Modding
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  • R Offline
    R Offline
    RifTheFox
    wrote on global:last_edited_by,
    #7

    Our modification uses force_gun_ori = true on missile weapons to create an arcing trajectory. It looks pretty neat, though issues with close-range engagements can arise.

    HOWEVER as with ALL multi-hpfire weapons You have to work harder ro make it have sound. I have yet to try and do the workaround for it. But it envloves making a custion ale sound for that gun. I think thats it, but I may have missed something.

    One could attach a sound to the muzzle flash for the weapon.

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  • adoxaA Offline
    adoxaA Offline
    adoxa
    wrote on global:last_edited_by,
    #8

    Dragonkat42 wrote:
    Is there anyway to alter the max ammo for a weapon? such as max 200 count for jav missiles.

    AmmoLimit plugin.

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  • ? Offline
    ? Offline
    Guest
    wrote on global:last_edited_by,
    #9

    lonestar wrote:
    HOWEVER as with ALL multi-hpfire weapons You have to work harder ro make it have sound. I have yet to try and do the workaround for it. But it envloves making a custion ale sound for that gun. I think thats it, but I may have missed something.
    Lonestar out . . .

    You’re not kidding. There is no such thing as custom ale sound files. Ale files are nothing to do with sound files, they are fx files for visuals.

    On the other hand, this might be what you seek. Open up your effects.ini

    [Effect]
    nickname = li_capgun_01_proj
    effect_type = EFT_WEAPON_PROJ
    vis_effect = li_capgun_01_proj
    vis_beam = li_capgun_01_beam
    snd_effect = fire_capship <–----------- ADD THIS LINE

    All this does is add a sound effect to the projectile, simple and easy. No custom sound ale required 😉
    .

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  • Q Offline
    Q Offline
    Quarks Historic Supporter
    wrote on global:last_edited_by,
    #10

    StarTrader wrote:
    1. Dispersion angle does not exist in weapon_equip.ini

    Not in vanilla, but it is still usable in the gun entry.

    dispersion_angle =

    StarTrader wrote:
    To disable your guns from swivelling just make your ship hardpoints min and max angles = 0 but this will only have effect when they are mounted on those ships.

    Change the hardpoint max and mins in the weapon model’s hpconnect.

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  • D Offline
    D Offline
    Dragonkat42
    wrote on global:last_edited_by,
    #11

    Thanks again for the helpful replies. Couple more questions as I play with missiles.

    #1 Found a tutorial that says a value of 1 in lifetime = 700M That is correct right? If so that value of 13.75 for the basic jav missile seems kinda high. Just means the missile is gonna travel a ways away from combat if the seeker lock fails?

    #2 Speaking of this. It’s when the lifetime under the munition tab runs out that a missile will self explode, regardless of being near anything? Or does it just disappear?

    #3 The accel value under motor combined with muzzle velocity under gun, how does that speed translate in game? I know all non modded ships have a max speed of 80. But that would seem to give a jav missile a speed of only about 52 if you added it up directly.

    Just curious for balancing issues as I’m trying to make some faster missiles, but not impossible to dodge ones, probably just play around with tweaking values a few steps at a time and go from there?

    #4 seeker_range, obviously the max lock range right?

    #5 seeker_fov_deg, does this only dictate the angle range you need to be within when first firing the missile for it to lock? And after that it all depends on the max_angular_velocity value? Or can missiles lose a lock once fired?

    #6 If seeker_fov_deg was set to something silly high like 90 or even 180, would that pretty much create a fire and forget missile so long as the target was in front of you?

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  • L Offline
    L Offline
    lonestar
    wrote on global:last_edited_by,
    #12

    Dragonkat42 wrote:
    Thanks again for the helpful replies. Couple more questions as I play with missiles.

    #2 Speaking of this. It’s when the lifetime under the munition tab runs out that a missile will self explode, regardless of being near anything? Or does it just disappear?

    #3 The accel value under motor combined with muzzle velocity under gun, how does that speed translate in game? I know all non modded ships have a max speed of 80. But that would seem to give a jav missile a speed of only about 52 if you added it up directly.

    Just curious for balancing issues as I’m trying to make some faster missiles, but not impossible to dodge ones, probably just play around with tweaking values a few steps at a time and go from there?

    #4 seeker_range, obviously the max lock range right?

    #5 seeker_fov_deg, does this only dictate the angle range you need to be within when first firing the missile for it to lock? And after that it all depends on the max_angular_velocity value? Or can missiles lose a lock once fired?

    #6 If seeker_fov_deg was set to something silly high like 90 or even 180, would that pretty much create a fire and forget missile so long as the target was in front of you?

    #2 once missle lifetime is up it will explode, I try to use that as a limit to the missles range. I only have one such missle that will fo some 30km before exploding, but thats my Cruise missile like mavrick missiles.

    #3 Muzzle volecity = starting speed, Accel speed is how fast the missle incresses per second on the motor liftime. So
    Motor lifttime = 3
    Accel = 100
    Muzzle volecity = 100
    Would give the missle a top speed of 400, Reamber its motor liftime times the accel speed plus muzzle volecity.

    #3 second part, For a faster missle incress accel , but do not adjust max_angular_velocity that is how fast a missle will turn.

    #4 Yes seeker range is at what range a missle will start to seek the target. Againi go back to my Mavrick missle it only has a seek range of 10km, so if you fire it outside 10km it will go straght and then seek the target. Its kinda neat I think.

    #5 A missle will not lose lock that I know of, If you add a lock delay, there is a chance the missle will not lock the ship and if its max_angular_velocity is too low it will ot be able to turn around to see the target, or if the target is out of the seeker FOV.

    #6 So If you have a seeker FOV of 90, it will see only 45 degress to the left and right of tha missile. And so farth, I have NOT been able to get any angle higher than 340 to work as I have a fire and forget missle the sidewinder.

    Please note: The Mavrick and sidewinder missles are part of my A-10 mod, and I have not released them out yet.

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  • S Offline
    S Offline
    StarTrader Historic Supporter
    wrote on global:last_edited_by,
    #13

    Quarks wrote:

    StarTrader wrote:
    1. Dispersion angle does not exist in weapon_equip.ini

    Not in vanilla, but it is still usable in the gun entry.

    dispersion_angle =

    Really? How come? Who implemented it?

    And more importantly - What does it do?

    Quarks wrote:

    StarTrader wrote:
    To disable your guns from swivelling just make your ship hardpoints min and max angles = 0 but this will only have effect when they are mounted on those ships.

    Change the hardpoint max and mins in the weapon model’s hpconnect.

    Agreed. I forgot it is a Revolute Hardpoint.

    Could perhaps also change it to a Fixed hardpoint.

    So - there are many ways to skin this cat! 🙂

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  • S Offline
    S Offline
    Sizer
    wrote on global:last_edited_by,
    #14

    dispersion angle was an unused feature built into the FL engine. what it does is create an angle range in which a shot may deviate, creating a spray effect. So essentially, inaccuracy.

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  • L Offline
    L Offline
    lonestar
    wrote on global:last_edited_by,
    #15

    Another way to make or limit guns side to sid emotion is to make them a revalute(sp) hardpoint and edit the min and max for the angles, this is the way I use to limit all my guns.

    Lonestar out . . .

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  • S Offline
    S Offline
    StarTrader Historic Supporter
    wrote on global:last_edited_by,
    #16

    <smirks>:D</smirks>

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  • D Offline
    D Offline
    Dragonkat42
    wrote on global:last_edited_by,
    #17

    Heh, can’t believe I didn’t think to ask this one till now too. What exactly is the equation that dictates refire delay? As this one doesn’t seem like a straight number given that .12 on a laser turns into a refire rate of 8.33 in game. Basically trying to set a missile with a 9 second refire delay is the goal.

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  • B Offline
    B Offline
    Bullwinkle
    wrote on global:last_edited_by,
    #18

    Dragonkat42 wrote:
    What exactly is the equation that dictates refire delay? As this one doesn’t seem like a straight number given that .12 on a laser turns into a refire rate of 8.33 in game. Basically trying to set a missile with a 9 second refire delay is the goal.

    Refire Rate = 1 / Refire Delay, and vice versa:

    Ex: 1 / 8.33 = 0.12

    Ex: 1 / 9 = 0.11

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  • adoxaA Offline
    adoxaA Offline
    adoxa
    wrote on global:last_edited_by,
    #19

    Refire delay is what it says it is - the delay between each shot, in seconds. Reciprocate it to get the shots per second. So 0.12 means fire a shot every 0.12 seconds, which equates to 1/0.12 = 8.33 shots per second. So if you want a nine-second delay, simply use 9 for refire_delay (but if you wanted 9 shots per second, use 1/9 = 0.11…).

    Edit: Beat me to it. 🙂

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  • D Offline
    D Offline
    Dragonkat42
    wrote on global:last_edited_by,
    #20

    Ah it’s shots per second is the ingame value. Ok that makes a bit more sense now, thanks for clearing it up.

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  • Q Offline
    Q Offline
    Quarks Historic Supporter
    wrote on global:last_edited_by,
    #21

    lonestar wrote:
    #3 Muzzle volecity = starting speed, Accel speed is how fast the missle incresses per second on the motor liftime. So
    Motor lifttime = 3
    Accel = 100
    Muzzle volecity = 100
    Would give the missle a top speed of 400, Reamber its motor liftime times the accel speed plus muzzle volecity.

    You also have to add the ship’s speed.

    lonestar wrote:
    #5 A missle will not lose lock that I know of,

    They do. At least as far as I have experimented.

    lonestar wrote:
    Another way to make or limit guns side to sid emotion is to make them a revalute(sp) hardpoint and edit the min and max for the angles

    The question was how th limit the angle only for one gun, regardless of the hp’s angle settings it is mounted on.

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  • D Offline
    D Offline
    Dragonkat42
    wrote on global:last_edited_by,
    #22

    So making a few swarm type missiles, but the high refire plus the wide exhaust trails is kinda cluttering the screen and my vision.

    If I wanted to change this, do I need to look for the .Ini files related to const_effect or HP_trail_parent? Someplace within the FX folder?

    Also if I change what’s under effect = li_missile02_impact, that would be how to change the graphic for a missile explosion?

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  • G Offline
    G Offline
    Gisteron
    wrote on global:last_edited_by,
    #23

    hp_trail_parent (munition section) is the hardpoint on the missile’s cmp where the trail emition relates to. const_effect (munition section) is the effect the projectile has constantly (from shot to hit). if it is a simple gun projectile, it could have a trailing effect to, you would just to let out the hp_trail_parent and ofc the model reference.
    the effect parameter is used often. if it is within an explosion section it is the explosion’s very effect (which does not deside on the strength of the explosion or debris or anything else but only refers to the nickname in an [effect] section).

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  • L Offline
    L Offline
    lonestar
    wrote on global:last_edited_by,
    #24

    Well I have heard that you can if coded right have contrails on your ammo based guns, But i never had it confumed nor tried it myself.

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  • G Offline
    G Offline
    Gisteron
    wrote on global:last_edited_by,
    #25

    if you ever want: you can put just about any value to the const_effect parameter that is equal to a value of a nickname parameter within an [effect] section. what ever you know to be a trail effect can be your projectile’s constant effect. ofc some fx are too small, such as the artifact glow, some others are too large, such as e.g. the nomad hypergate, but technically all are possible. even engine trail effects. it’s just about whether you’d like your projectiles to emit such effects or not. you could also make it a sound fx or null fx and create an admin gun with irrecognizable projectiles. for not challenging you too much that soon i won’t go further into the possiblities of effect making by coding entirely new ALEs. 😄

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  • D Offline
    D Offline
    Dragonkat42
    wrote on global:last_edited_by,
    #26

    This sounds like the moment I made the battleship gun buyable without adjusting anything else, then suddenly had a gun about 5 times the size of my fighter sticking off a hardpoint, talk about funny.

    But after looking through all the INI files I still couldn’t seem to find where missile trails are, if I want to tweak them I’ll have to get into the .cmp right? And that’s more then simple text editing?

    On another note one cute toy to share as I was playing with dispersion angle, and it’s actually kinda fun! Not to mention cool looking if you use a graphic like the lavablade projectile. Reminded me a lot of the old school scattergun from the colony wars games.

    After that a friend dared me to turn it into a full on shotgun, so I tried to do so by adjusting the power usage so 40 bullets would eat the entire energy gauge. (The spread) Then set the refire to low enough that it would in theory fire the entire 40 bullets in a second. (.025 refire rate) Course by the end I had to tweak it faster, and on a whim i even set it to .000001 in an effort to crash FL But it seems there’s a hardcap somewhere. Even when set that low it still took right around one second to empty the power gauge.

    Here’s the settings if anyone wants to play with it. Added in an explosion tab as well to help with the inaccuracy. Currently it’s only accurate at around 350M and down, but if you get close in with it, downright lethal little toy. Though it might still need a little more damage, not sure.

    [Explosion]
    nickname = shotgun_explosion
    effect = li_missile02_impact
    lifetime = 0.000000, 0.000000
    process = disappear
    strength = 100
    radius = 12
    hull_damage = 75
    energy_damage = 0
    impulse = 0

    [Munition]
    nickname = shotgun_ammo
    explosion_arch = shotgun_explosion
    hp_type = hp_gun
    requires_ammo = false
    hit_pts = 2
    detonation_dist = 6
    hull_damage = 75.0
    energy_damage = 0
    weapon_type = W_Laser01
    one_shot_sound = fire_laser1
    munition_hit_effect = li_plasma_01_impact
    const_effect = li_plasma_01_proj
    lifetime = 0.800000
    force_gun_ori = false
    mass = 1
    volume = 0.000100

    [Gun]
    nickname = shotgun
    ids_name = 263357
    ids_info = 264357
    DA_archetype = equipment\models\weapons\li_heavy_ion_blaster.cmp
    material_library = equipment\models\li_equip.mat
    HP_child = HPConnect
    hit_pts = 400
    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_1
    damage_per_fire = 0
    power_usage = 37.5
    refire_delay = 0.020
    dispersion_angle= 4
    muzzle_velocity = 750
    use_animation = Sc_fire
    toughness = 1.300000
    flash_particle_name = li_plasma_01_flash
    flash_radius = 15
    light_anim = l_gun01_flash
    projectile_archetype = shotgun_ammo
    separation_explosion = sever_debris
    auto_turret = false
    turn_rate = 90
    lootable = true
    LODranges = 0, 20, 40, 80, 100

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