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Machineguns

The general place to discuss MOD''ing Freelancer!

Post Sat Feb 24, 2007 3:37 pm

Machineguns

I wanted to make stunning machineguns which reminds you of a distant, brutal reality. Like to hear opinions or other machinegun ideas.

This at weapon_equip.ini

[Munition
nickname = my_rifle01_ammo
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
detonation_dist = 0
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_bolt_med
munition_hit_effect = dast_asteroid_explosion2
const_effect = pi_photon_01_proj
lifetime = 100
energy_damage = 0
hull_damage = 300
force_gun_ori = false
max_angular_velocity = 0.000000
ids_name = 265147
ids_info = 266147
mass = 50
volume = 0.000100

[Gun
nickname = my_rifle01
ids_name = 263175
ids_info = 264175
DA_archetype = equipment\models\weapons\li_auto_cannon.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 548
explosion_resistance = 0.850000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_2
hp_gun_type = hp_turret_special_2
damage_per_fire = 0
power_usage = 0.500000
refire_delay = 0.120000
muzzle_velocity = 2000
use_animation = Sc_fire
toughness = 2.400000
flash_particle_name = pi_photon_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = my_rifle01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 5
lootable = true
LODranges = 0, 20, 40, 60, 100

This at effects_explosions.ini

[Effect
nickname = dast_asteroid_explosion2
effect_type = EFT_EXPLOSION_SMALL
vis_effect = gf_smallasteroidexplode
snd_effect = fire_pulse3

This at sounds.ini

[Sound
nickname = fire_bolt_med
file = audio\sounds\weapons\fire_bolt_med.wav
range = 60, 500
crv_pitch = 9
attenuation = -7

This at weapon_goods.ini

[Good
nickname = my_rifle01
equipment = my_rifle01
category = equipment
price = 500
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db
combinable = false
ids_name = 263147
ids_info = 264147
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat

And then put it for sale on a base like Manhattan(li01_01_base) in the Market_misc.ini

Post Sat Feb 24, 2007 3:50 pm

A battlefield where I've put the machineguns onto modified lvl 19 outcast pilots.

Post Sun Feb 25, 2007 12:26 pm

Don't you need to increase the maximum ammo amount in constants too?
I like the idea of using ammo for some rapid firing machine gun type weapons, but then you need to increase the amount of ammo that other projectile weapons can use.

Post Sun Feb 25, 2007 1:08 pm

You could make the ammo take up cargo space by changing the volume parameter I think. You can see that my slingshot missile holds over 1000 ammo at the screenshot, but I just experiment and have fun, not really that much strategy, just learning basic instincts of different battlegrounds.

Post Sun Feb 25, 2007 4:41 pm

Well if you set ammo to use volume it would solve a lot of the problems, because you would have specific weapons, such as railguns for example, on battleships with large cargo areas, therefore they could contain a lot of ammo.

Whereas missile ammunition etc for VHFs and the like would be of a certain volume to allow a certain number of ammo. To be honest thats all a VHF would use its space for, ordinance. Realistically a VHF wouldn't be trading

Post Sun Feb 25, 2007 5:08 pm

Try looking at some of the older 'BIG' mods as iirc they all had something similar to this, flrebalance had 3 or 4 of them and they used ammo that had a limited supply, if you kitted your ship out with only them you could find yourself with nothing to fight with very quickly.

**shuffles of with a new headache**

Post Sun Feb 25, 2007 6:39 pm

It could be handy though. As long as it didn't use very much power at all, it could give an extra punch when needed. I think it would be better if the ammo wasn't available everywhere too.

Post Mon Feb 26, 2007 7:24 am

I wonder if you give ammo to NPCs on a server and they use it RATATATA!!! it could possibly create some lag.

Assume not however.

Edited by - erkolos on 2/26/2007 7:24:06 AM

Post Tue Feb 27, 2007 3:46 am

about the ammo, what would happen if I just remove the value so the entry is
MAX_AMMO =
or something?

Post Tue Feb 27, 2007 7:00 am

Well, there could be lag. Everytime a shot is fired, the server is required to track the speed and movement of the round until it is gone. So, if you had a lot of ships on the server all firing this stuff, you would increase the load on your server and potentially cause lag.

The server needs to keep track all movement on the server wether it is player ships, npc ships, missles, torps, bullets, or spinning planets. So, the more movement you have on the server, the harder the server needs to work.

At least this is my understanding.

Requiem: A Total FL Conversion Mod .
http://mod.pff-clan.us

Post Fri Mar 09, 2007 2:06 am

Anyone tried the gun?

The machinegun gave me a really intense feeling of actually blasting through the ships. Also, it was very scary to be chased by NPCs with these guns.

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