A certain weapon >-<
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hey again.
I need the ini code for a certain weapon in freelancer that i cant remember the name of, (since i only used it long long long ago on my first campaign run through)
it shoots yellow lasers and has a sort of machine gun muzzle effect with it. it was some kusari weapon i think… or a GMG one?
it didnt shoot as fast as some guns, but faster than most.
i know this is pretty vague, but if you can help me out with this that’d be great.
i’d like to use this as a base for the weapons in my mod.
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Just use ioncross character editor. Use a heavy fighter and load 6 different guns onto it at a time, fire them until you find the gun your looking for. Once you know the guns name use the miscellaneous database to look for the weapon equip id.
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Yep, That’ll be the GMG “Skyblast/Sunblast” type weapon. Great and kickass for the levels they’re at. 8.33 refire rate for a class 8? Nothing to sneeze at
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To find weapons for my mod, I used hardCMP to find the model I liked. After that I used different options to assign the effects in the weapon_equip.ini…
Ammo: one_shot_sound (firing sound), munition_hit_effect (impact effect on target when hit) and const_effect (the effect of the particle/beam as it’s traveling)
Gun: flash_particle_name (muzzle effect)
Personally, I used nomad effects on the br_slugger_launcher, retextured as another file to another texture file (so all mods are actually add-ons rather than editting files like had to be done with several ini files.
[Munition]
nickname = special_gun16_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 20
hull_damage = 512
energy_damage = 512
one_shot_sound = fire_pulse5
munition_hit_effect = pi_neutron_04_impact
const_effect = no_gun01_rank01_proj
lifetime = 1.200000
force_gun_ori = false
mass = 1
volume = 0.000100[Gun]
nickname = special_gun16
ids_name = 263143
ids_info = 264143
DA_archetype = equipment\models\weapons\sp_slugger_launcher.cmp
material_library = equipment\models\sp_equip.mat
HP_child = HPConnect
hit_pts = 67520
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 = 23.399994
refire_delay = 0.100000
muzzle_velocity = 900
use_animation = Sc_fire
toughness = 23.500000
flash_particle_name = ci_tachyon_04_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = special_gun16_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100This gives me a br_slugger_launcher missle launcher (without the missles) as my gun, the muzzle effect is a tachyon based effect, the firing sound is a pulse laser, the beam looks like a nomad laser, but the impact looks like a neutron weapon.
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And it was which one?
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Bas wrote:
And it was which one?it was this one
Xalrok wrote:
Sounds like you’re talking about Sunblasts/Skyblasts, or gd_gm_gun01_mark01 .EDIT:
munition_hit_effect = ci_photon_01_impact
const_effect = ci_photon_01_projflash_particle_name = ci_photon_01_flash
though i remember it being much much brighter, like a more vibrant yellow colour, but this one is way better than having my guns look like justice mark 1’s
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Many of the kusari weapons are also gold, load them onto a ship like I said. I’d do it anyway and cycle through every gun in the game, you’d be surprised at how many guns you’ve probably never used before and there are some nice effects among them!
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Though maybe easier to tinker around in the application previously mentioned… I’m an old school hands on kinda guy and prefer trial and error through manual editing. Though it may take longer, it’s more precise with what I want to see in game… If you’re gunna try to work with the weapon_equip.ini file as I previously suggested, semi-colon’s can be your friend. The game will omit (not read or process) any lines that begin with a semi-colon. This means by removing or adding a single character (“;”), you can change the effect. Of course, the more lines you have in your ini, the larger the ini will be in terms of file size…
I did a lil work with php and the weapons_ale.ini file, to compile a list of the muzzle flashes, projectile effects, impact effects and also included blast effects associated with mines, missles and/or torpedos… Below I’ve put in only those effects beginning with ci as you pointed out in your last post, as well as the Kusari weapon effects as suggested by Timmy…
If you’d like the full file of the complete effects, I can email it to you… but you’ll have to send a message through these forums to my account as I will not publicly post my email.
Muzzle Flash:
;flash_particle_name = ci_capgun_01_flash
;flash_particle_name = ci_flakcannon01_flash
;flash_particle_name = ci_laser_01_flash
;flash_particle_name = ci_laser_02_flash
;flash_particle_name = ci_laser_03_flash
;flash_particle_name = ci_laser_04_flash
;flash_particle_name = ci_photon_01_flash
;flash_particle_name = ci_photon_02_flash
;flash_particle_name = ci_photon_03_flash
;flash_particle_name = ci_photon_04_flash
;flash_particle_name = ci_tachyon_01_flash
;flash_particle_name = ci_tachyon_02_flash
;flash_particle_name = ci_tachyon_03_flash
;flash_particle_name = ci_tachyon_04_flash
;flash_particle_name = gf_ku_array01_flash
;flash_particle_name = gf_ku_gun01_flash
;flash_particle_name = gf_ku_gun02_flash
;flash_particle_name = gf_ku_missile01_flash
;flash_particle_name = gf_ku_turret01_flash
;flash_particle_name = gf_ku_turret02_flash
;flash_particle_name = gf_ku_turret03_flash
;flash_particle_name = gf_ku_turret04_flash
;flash_particle_name = ku_capgun_01_flash
;flash_particle_name = ku_flakcannon01_flash
;flash_particle_name = ku_laser_01_flash
;flash_particle_name = ku_laser_02_flash
;flash_particle_name = ku_laser_03_flash
;flash_particle_name = ku_laser_04_flash
;flash_particle_name = ku_neutron_01_flash
;flash_particle_name = ku_neutron_02_flash
;flash_particle_name = ku_neutron_03_flash
;flash_particle_name = ku_neutron_04_flash
;flash_particle_name = ku_particle_01_flash
;flash_particle_name = ku_particle_02_flash
;flash_particle_name = ku_particle_03_flash
;flash_particle_name = ku_particle_04_flash
;flash_particle_name = ku_photon_01_flash
;flash_particle_name = ku_photon_02_flash
;flash_particle_name = ku_photon_03_flash
;flash_particle_name = ku_photon_04_flash
;flash_particle_name = ku_plasma_01_flash
;flash_particle_name = ku_plasma_02_flash
;flash_particle_name = ku_plasma_03_flash
;flash_particle_name = ku_plasma_04_flash
;flash_particle_name = ku_tachyon_01_flash
;flash_particle_name = ku_tachyon_02_flash
;flash_particle_name = ku_tachyon_03_flash
;flash_particle_name = ku_tachyon_04_flashProjectile Effects:
;const_effect = ci_capgun_01_proj
;const_effect = ci_flakcannon01_proj
;const_effect = ci_photon_01_proj
;const_effect = ci_photon_02_proj
;const_effect = ci_photon_03_proj
;const_effect = ci_photon_04_proj
;const_effect = ci_pulse_01_proj
;const_effect = ci_pulse_02_proj
;const_effect = ci_pulse_03_proj
;const_effect = ci_pulse_04_proj
;const_effect = ci_tachyon_01_proj
;const_effect = ci_tachyon_02_proj
;const_effect = ci_tachyon_03_proj
;const_effect = ci_tachyon_04_proj
;const_effect = gf_ku_gun01_projectile
;const_effect = gf_ku_gun02_projectile
;const_effect = gf_ku_turret01_projectile
;const_effect = gf_ku_turret02_projectile
;const_effect = gf_ku_turret03_projectile
;const_effect = gf_ku_turret04_projectile
;const_effect = ku_capgun_01_proj
;const_effect = ku_flakcannon01_proj
;const_effect = ku_laser_01_proj
;const_effect = ku_laser_02_proj
;const_effect = ku_laser_03_proj
;const_effect = ku_laser_04_proj
;const_effect = ku_neutron_01_proj
;const_effect = ku_neutron_02_proj
;const_effect = ku_neutron_03_proj
;const_effect = ku_neutron_04_proj
;const_effect = ku_particle_01_proj
;const_effect = ku_particle_02_proj
;const_effect = ku_particle_03_proj
;const_effect = ku_particle_04_proj
;const_effect = ku_photon_01_proj
;const_effect = ku_photon_02_proj
;const_effect = ku_photon_03_proj
;const_effect = ku_photon_04_proj
;const_effect = ku_plasma_01_proj
;const_effect = ku_plasma_02_proj
;const_effect = ku_plasma_03_proj
;const_effect = ku_plasma_04_proj
;const_effect = ku_pulse_01_proj
;const_effect = ku_pulse_02_proj
;const_effect = ku_pulse_03_proj
;const_effect = ku_tachyon_01_proj
;const_effect = ku_tachyon_02_proj
;const_effect = ku_tachyon_03_proj
;const_effect = ku_tachyon_04_projOrdinance Impact:
;munition_hit_effect = ci_capgun_01_impact
;munition_hit_effect = ci_flakcannon01_impact
;munition_hit_effect = ci_laser_01_impact
;munition_hit_effect = ci_laser_02_impact
;munition_hit_effect = ci_laser_03_impact
;munition_hit_effect = ci_laser_04_impact
;munition_hit_effect = ci_photon_01_impact
;munition_hit_effect = ci_photon_02_impact
;munition_hit_effect = ci_photon_03_impact
;munition_hit_effect = ci_photon_04_impact
;munition_hit_effect = ci_pulse_01_impact
;munition_hit_effect = ci_pulse_02_impact
;munition_hit_effect = ci_pulse_03_impact
;munition_hit_effect = ci_pulse_04_impact
;munition_hit_effect = ci_tachyon_01_impact
;munition_hit_effect = ci_tachyon_02_impact
;munition_hit_effect = ci_tachyon_03_impact
;munition_hit_effect = ci_tachyon_04_impact
;munition_hit_effect = gf_ku_gun01_impact
;munition_hit_effect = gf_ku_gun02_impact
;munition_hit_effect = gf_ku_turret01_impact
;munition_hit_effect = gf_ku_turret02_impact
;munition_hit_effect = gf_ku_turret03_impact
;munition_hit_effect = gf_ku_turret04_impact
;munition_hit_effect = ku_capgun_01_impact
;munition_hit_effect = ku_cruisedis01_impact
;munition_hit_effect = ku_empmissile_impact
;munition_hit_effect = ku_flakcannon01_impact
;munition_hit_effect = ku_laser_01_impact
;munition_hit_effect = ku_laser_02_impact
;munition_hit_effect = ku_laser_03_impact
;munition_hit_effect = ku_laser_04_impact
;munition_hit_effect = ku_missile01_impact
;munition_hit_effect = ku_missile02_impact
;munition_hit_effect = ku_neutron_01_impact
;munition_hit_effect = ku_neutron_02_impact
;munition_hit_effect = ku_neutron_03_impact
;munition_hit_effect = ku_neutron_04_impact
;munition_hit_effect = ku_particle_01_impact
;munition_hit_effect = ku_particle_02_impact
;munition_hit_effect = ku_particle_03_impact
;munition_hit_effect = ku_particle_04_impact
;munition_hit_effect = ku_photon_01_impact
;munition_hit_effect = ku_photon_02_impact
;munition_hit_effect = ku_photon_03_impact
;munition_hit_effect = ku_photon_04_impact
;munition_hit_effect = ku_plasma_01_impact
;munition_hit_effect = ku_plasma_02_impact
;munition_hit_effect = ku_plasma_03_impact
;munition_hit_effect = ku_plasma_04_impact
;munition_hit_effect = ku_pulse_01_impact
;munition_hit_effect = ku_pulse_02_impact
;munition_hit_effect = ku_pulse_03_impact
;munition_hit_effect = ku_tachyon_01_impact
;munition_hit_effect = ku_tachyon_02_impact
;munition_hit_effect = ku_tachyon_03_impact
;munition_hit_effect = ku_tachyon_04_impact
;munition_hit_effect = ku_torpedo01_impactMisc Ordinance Blasts:
;effect = ku_mine01_blast25
;effect = ku_mine01_blast50
;effect = ku_mine02_blast25
;effect = ku_mine02_blast50There’s much much more… but only giving what was discussed in this thread so I don’t make a 1½ page post…