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Gravity Mine

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Post Fri Jun 09, 2006 5:39 pm

Gravity Mine

Been tinkering around with trying to make up a 'cruise disrupter' mine that'd act like a Star Wars Interdictor. Only problem is, I can't get it to disrupt cruise so far. The flag is set, but it doesn't appear that the mine explosion causes the cruise disruption. I'm begining to wonder if it's the warhead impact.
If so, then it's useless for my purposes.
Anyway, here's the code I've been tinkering with (yes it is a variant of the cruise mine from the newbie thread ).

[Explosion
nickname = gravity_well
effect = li_mine01_blast25
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 5000 ;This should give us a 10K circle of cruise disruption
hull_damage = 0 ;I don't want any damage to the ships in the explosion radius if I can help it.
energy_damage = 1 ;Including shield damage
impulse = 0 ;This means the ships in the blast zone won't get shoved about.

[Mine
nickname = gravity_mine
explosion_arch = gravity_well
loot_appearance = ammo_crate
units_per_container = 10
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_mine_regular
detonation_dist = 5000 ;If there's a ship in range, *BOOM*
lifetime = 2 ;I don't want this mine to travel far, just explode when released
force_gun_ori = false
cruise disruptor = true
DA_archetype = equipment\models\mines\br_plasma_mine.3db
material_library = equipment\models\br_equip.mat
ids_name = 265165 ;("Gravity 'Mine'"
ids_info = 266165 ;("Gravity Mine - Used to fuel the Gravity Well Generator."
mass = 0.100000
volume = 0.000000
owner_safe_time = 1 ;I figure this has to be less than the lifetime of the mine
linear_drag = 0.400000
seek_dist = 5
top_speed = 60
acceleration = 200
const_effect = li_mine01

[MineDropper
nickname = gravity_well_generator
ids_name = 263161 ;("G7-x gravjectors / Gravity Well Generator"
ids_info = 264161 ;("Gravity Well Generator - Used to prevent hyper space travel."
DA_archetype = equipment\models\weapons\li_cm_dropper01.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
damage_per_fire = 0
power_usage = 0 ;If the Ions get their system disruption effect, this'll need to change
refire_delay = 1 ;I may need to change this.
muzzle_velocity = 20 ;This too
toughness = 3.300000
projectile_archetype = gravity_mine
dry_fire_sound = fire_dry
separation_explosion = sever_debris
lootable = true
LODranges = 0, 20, 60, 100

Any comments would be appreciated.

Post Fri Jun 09, 2006 6:28 pm


one_shot_sound = fire_mine_regular
detonation_dist = 5000 ;If there's a ship in range, *BOOM*
lifetime = 2 ;I don't want this mine to travel far, just explode when released
force_gun_ori = false


Change the dist back to default. You set it to not detinate till 5000 away, with radious of 5000. Time runs out before it can detonate.

Default is detonation_dist = 4

Try this and it should take out all ships in the radious of the explosion of 5000, though it may get you as well.

Post Sat Jun 10, 2006 10:22 am

That is the idea. Interdictors can't run with this going.

Well, that may sovle the detonation problem, but not the fact that it doesn't stop ppl (inculding me) from cruise-ing. Hmmmm...... still doesn't go off if I'm moving. How can I code it to explode as soon as it's released, or just after?

Moved the "Cruise_disruption = true" to the [explosion section with no change.

Any other ideas?

Edited by - Wolfman_Jack on 6/10/2006 11:57:50 AM

Post Sat Jun 10, 2006 12:39 pm

Here may be a problem as well

seek_dist = 5


Change this to 200 or better. Its set to chase for 5 meters or what ever the actual distance is, again it won't detonate that way.


lifetime = 2


I would change this back to at least 10 sec so it can match distance to get to a ship.

Look at the differnce of yours to a regular mine. then think what you want and modify those items only. The one below doesn't track, but that can be added as well. With out tracking, its a dumbfire type then.

{Mine}
nickname = mine01_mark01_ammo
explosion_arch = mine01_mark01_explosion
loot_appearance = ammo_crate
units_per_container = 10
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_mine_regular
detonation_dist = 4
lifetime = 10 ;************
force_gun_ori = true ;*************
DA_archetype = equipment\models\mines\br_plasma_mine.3db
material_library = equipment\models\br_equip.mat
ids_name = 265165
ids_info = 266165
mass = 0.100000
volume = 0.000000
owner_safe_time = 4
linear_drag = 0.400000
seek_dist = 400 ;************
top_speed = 60
acceleration = 200
const_effect = li_mine01

Edited by - Finalday on 6/10/2006 1:49:29 PM

Post Sat Jun 10, 2006 2:40 pm

Tacking is UNIMPORTANT. All I want is for the thing to be released and detonate. If it detonates on my ship, that's fine. It does no damage other than the cruise disruption.

Dev

Post Sat Jun 10, 2006 6:34 pm

You may also wish to make your gravity well a missile rather than a mine. Tides of War has been using missile-type gravity wells on our interdictors for many, many months and they most assuredly work. Also, it has the advantage of being activated by the "fire cruise disruptor" command (shift+E or whatever it's set to).

This is the weapon_equip.ini code for our gravwell. You would want to change the ids values and the DA_archetype of the launcher. In testing we found that an explosion radius up to at least 10,000 meters works, even though you often can't see the people you're hitting.

[Motor
nickname = gravity_well_01_motor
lifetime = 0
accel = 0
delay = 0

[Explosion
nickname = gravity_well_01_explosion
lifetime = 0.000000, 0.000000
process = disappear
strength = 1000
radius = 5000
hull_damage = 0
energy_damage = 1
impulse = 0
cruise_disruptor = true

[Munition
nickname = gravity_well_01_ammo
explosion_arch = gravity_well_01_explosion
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = hum_tl_pulse
detonation_dist = 5000
lifetime = 0.5
Motor = gravity_well_01_motor
force_gun_ori = true
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 5000
seeker_fov_deg = 180
max_angular_velocity = 0
cruise_disruptor = true
DA_archetype = equipment\models\weapons\li_rad_missile.3db
;material_library = equipment\models\li_equip.mat
ids_name = 1
ids_info = 1
mass = 1
volume = 0.000000

[Gun
nickname = gravity_well_01
ids_name = 459224
ids_info = 1
DA_archetype = TOW\equipment\models\weapons\invisible_gun.cmp
HP_child = HPConnect
hit_pts = 10000
explosion_resistance = 0.0
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_10
damage_per_fire = 0
power_usage = 200
refire_delay = 0.2
muzzle_velocity = 0
toughness = 2.400000
projectile_archetype = gravity_well_01_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 0
lootable = false
LODranges = 0, 0

Post Sun Jun 11, 2006 9:19 am

No go I'm afraid. I've not been able to post the code I've used, but neither the mine nor the missile will stop cruise. The mines may still not be working, but the missiles are detonating against my ships hull to absolutely no effect at all. Neither I nor any other ship in sensor range have any trouble ramping up to cruise speed.

Post Wed Jun 14, 2006 1:53 pm

Alright, now I'm just confused.

I went to the stock Freeworlds Borstell (an anti-cruise missile) and only changed the radius and added the cruise_disruptor = true lines to it and it will no longer disrupt cruise at all. I wonder if the two disrupt flags cancel each other out.

I've gotten the mine to where it'll blow up just after release, and I'll probably tinker with it a little more since it's brute force coding at the moment (5000 speed & accel, it goes ZOOM! *chuckle*), but it has the same old not disrupting cruise problem.

Post Tue May 01, 2007 3:19 am

i have a question what will hapen if i set

impulse = -5

will it suck all ships in area intro that bomb ?

Post Tue May 01, 2007 3:52 am

that's what i was just going to ask... could this mean gravity? that would be COOL.

have an energy based mine launcher inside planets, ect, sucking up ships

wah i'm at school right now... cannot test. Hurry mods!

Edited by - lancerlover on 5/1/2007 4:54:31 AM

Post Tue May 01, 2007 6:08 am

has been tested before and did not work

Post Tue May 01, 2007 6:28 am

Take a closer look at how the way mines "track" and I think you'll find your solution. But I'd set the speed of the track faster, then set the detonation distance somewhere between 25 to 250.
Make the strength at least 500.
Set the radius to at least 500.
You've already got the cruise_disruptor = true set.

seeker_fov = (at least 90)
seeker_range = (at least 1000)
seeker_LOCK (always LOCK)
max_angular_velocity = 5.5 (or higher since CD's have at least 8.0+ )

Post Tue May 01, 2007 1:08 pm

has been tested before and did not work

&%#$! curses... that would've been so cool...

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