Some questions for the weapon modders.
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Quarks wrote:
StarTrader wrote:
1. Dispersion angle does not exist in weapon_equip.iniNot 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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<smirks>:D</smirks>
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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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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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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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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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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 anglesThe 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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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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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). -
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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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 -
Want to try something even funner than what you have done?
Go in and edit the gun to have four hpfire hardpoints, then you would have a true shotgun. Just you will have to do one of the workarounds that are needed with the multi hpfire weapons.
lonestar out . . .
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But beware that every HpFire will cause an energy drain…
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Quarks wrote:
But beware that every HpFire will cause an energy drain…Thanks for reminding me that, So your guns power usage for six hpfires that is hte max i belive, is engery_usage*6= totaly power used. So If you have 100 and usage your gun will use up 600 engery.
I had a six shot turret like gun, it was anti-fighter defence for a huge carrier ship I was making. But I was unable to get sound for it and i think gave up. Plus I was having issues with my models and stuff. The ship carryed one MASSAVE triple barrer turret, and then six of the other turrets three on the right side, and three on the left. But it just keep crashing out on me and I gave up on the weapons.
Oh on a sidenote, Has anyone been able to make a single gun barrel model that has a recoil animation when fired?
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Plus I was having issues with my models and stuff. The ship carryed one MASSAVE triple barrer turret, and then six of the other turrets three on the right side, and three on the left. But it just keep crashing out on me and I gave up on the weapons.
The reason for this crashing is that freelancer can only support up to seven HpFire’s on a single model.
Oh on a sidenote, Has anyone been able to make a single gun barrel model that has a recoil animation when fired?
Some of the vanilla models have animations with them, i don’t know if freelancer will actually call on them even if they are referenced with the use_animation = in the gun block. but it is worth a try.
Ozed
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lol No I had one three hp fire mega turret, and six of the shotgun six hpfire turrets on the model. not one Triple turret with 6 hpfire on each barral.
I would get one of the two models to show up, Two get the big mega turret to work I’d have to use normal freelancer weapons, Or not have the mega turret on to get the shoutgun turrets working.
It is kinda like the trouble I was having when I had two custom made ships at one ship dealer. the ship details and ship icon showed a differant ship, but the ship in the hanger of the ship dealer was the same model.
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So a question on a different track today, as I tried to make an info card for my weapons, but it’s just not working for some reason.
Found a tutorial on lancers reactor, seemed to follow every step right, here’s the rundown.
Added my own .DLL into the EXE directory.
Added that DLL into the resources in freelancer.iniUsed fled-ids to get an ids_name (458753) And used the next value for ids_info (458754).
Put weapon name in 458753, hit save. Done.
Put weapon info in 458754, saved it, and have since reloaded the xml code from the javelin, then retyped everything to make sure i didn’t delete a bracket by accident, saved it again.
Used 458755 and 458756 as the name and info for hawk_ammo
Changed ids #'s in weapon_equip to match the new ids name and info.
Weapon name shows up in the store properly, as hawk missile (class 1) But it still has the info text for the javelin. Doubly confusing as the name and info text for the ammo is working just fine.
Thought the mistake was tied to the ids #'s in weapon_good which I hadn’t changed. So I fixed them to 458753 and 458754. And now I’m just getting a blank text box when I look at the missile in the store.
Any idea what’s being done wrong here?
EDIT: Well Partial never mind, I solved the problem by addng an additional IDS name and info for weapon_good using 458757 and 458758. Though I’m still slightly confused here, do I need a custom IDS name and info for a gun in weapon_equip, then another different pair for weapon_good? And if so, why is that?