And since I already read some of the other threads I’ll spare you the quest for the stable looking beam cannon. =p
But a few other things I am curious about as I delve into weapon modding more.
*In the weaponequip.ini for missiles there’s missile_01_rtc, then just missile 01. Do both of these need to be altered together to make a modified launcher? I tried just editing the non rtc equipment, got a crash every time I tried mounting the launcher (yet oddly enough it would stay on the ship and work when I restarted FL)
*Is trying to make launchers ammo = false a recipe for mod crashing too?
- If you removed from [munition] seeker = LOCK and the lines below it, would this give you a dumbfire missile?
*Detonation_dist. Is this how close the missile needs to be in meters before exploding?
*explosion radius, is that value simply calculated in meters?
*Toyed around and made a “justice MK I” that shot jav missiles instead of laser bolts by editing it’s projectile archetype, but it still had the quirk where you have to press fire every time to launch a missile, any way to rig it so holding down fire will keep it shooting?
*Also when i got within about 300-200m of the liberty rogues i was using for target practice the missiles seemed to go bonkers, and would dance around on the screen, or not seem to register hits even after an impact. Editing glitch or just them dropping countermeasures?
*Edited the cruiser forward gun so I could make it buyable and mountable on a fighter. Saw it listed in the store as “Crusier forward gun” What I’m still not fully clear on is which of the files has the weapon name itself. So if I wanted to name a new custom gun something like “death ray!” how would I do that?
*Regarding that I saw in effects.ini these two paragraphs.
[Effect]
nickname = li_capgun_01_proj
effect_type = EFT_WEAPON_PROJ
vis_effect = li_capgun_01_proj
vis_beam = li_capgun_01_beam
[Effect]
nickname = li_cruiser_maingun
effect_type = EFT_WEAPON_LARGE_PROJ
vis_effect = li_cruiser_maingun
vis_generic = li_cruiser_maingun
Changed the first to create a custom graphic for the cruiser gun (and was happy it seemd to work right on the first try) But still curious what the second is for. Or what I can create by editing it. An even bigger cruiser gun shell tied to the graphic? Just wasn’t sure as the _proj and the _beam were missing off the listing for it.
Those aside, a few more out there in left field questions too.
*Is there any way you could edit a laser gun to add [motor] and the values that go with it, along with/or simply adding Seeker = lock and the matching values underneath within [munition] to create one with tracking bullets?
*possible to add an explosion radius and a matching graphic to laser bullets?
*is there any way graphically to create a “shotgun spread effect.” As in what seems like a random bullet spray leaving a turret? Or straight line every time for lasers?
*Any way to make a more anime style missile with a super long contrail, or would this be lag waiting to happen?
*On the anime tilt too, any way to make a “multi missile.” That would fire one missile then be able to split into more? Or on the truly silly front fire a missile that could then explode into beam bolts, or fire extra bullets as it traveled?
*If not that, what about a swamer missile? Super high refire, or one click firing multiples from the same turret?
*If you had two different [munition] paragraphs with the same nickname (such as dualboom_ammo) Then one [gun] that was tied to that projectile archetype. Crash waiting to happen? Or would it fire both?