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Problem on explosion range

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Post Wed Mar 21, 2007 6:22 am

Problem on explosion range

I've been working on a few systems for a basic mod for myself for some time now, and finished them. After that, I wanted to add new weapons to the mod as well. One of the first idea I got was a whole new variety of torpedoes. I still don't understand a lot about weapons modding, so I tested the torpedo, and as far as I know, it's working fine, except its' explosion range (see data) How can edit that?

[Explosion
nickname = torpedo01_mark03_mark01_explosion
effect = ku_torpedo01_impact
lifetime = 4.000000, 4.000000
process = disappear
strength = 100
radius = 1750
hull_damage = 12500
energy_damage = 10000
impulse = 250

[Munition
nickname = torpedo01_mark03_mark01_ammo
explosion_arch = torpedo01_mark02_explosion
loot_appearance = ammo_crate
units_per_container = 1
hp_type = hp_torpedo
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_torpedo
detonation_dist = 6.250000
lifetime = 60.250000
Motor = torpedo01_mark02_motor
force_gun_ori = false
const_effect = ku_torpedo01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 800
seeker_fov_deg = 35
max_angular_velocity = 0.580670
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
ids_name = 265164
ids_info = 266164
mass = 1
volume = 0.000000

[Gun
nickname = torpedo01_mark03_mark01
ids_name = 263164
ids_info = 264164
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect
hit_pts = 6752
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_torpedo_special_1
damage_per_fire = 0
power_usage = 0
refire_delay = 1
muzzle_velocity = 1250
toughness = 58.700001
projectile_archetype = torpedo01_mark02_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

Hope someone can help me with this problem.


P.S.
Can someone explain or give a link to where IDSs are explained?

Sofia krate estin
Knowledge/wisdom is might.

Post Wed Mar 21, 2007 6:55 am

Take a look at your "Radius" and "Strength" ..
Your radius looks good..that means the damage extends out to 1750 meters. (a big blast)
However, your "strength" is set only at 100. If you increase that number...it becomes more devastating. (try somewhere between 500 - 1000)
Also, increase your seeker range and max angular velocity. That way it becomes a very decent longer range tracking torpedo. (very nasty)

Post Wed Mar 21, 2007 7:20 am

I'll try it, thanks

Btw, does it automatically increases the explosion visual effect as well, or do I have to change another file for that?

Post Wed Mar 21, 2007 12:17 pm

You have to change another file.
In C:\Games\Freelancer\DATA\FX\EXPLOSIONS, or some other location in FX.

Post Thu Mar 22, 2007 5:42 pm

The explosion effects stays the same unless you change that also.
What I did the first time was change it to the MONSTER_CSX (something) THe one originally used for the Liberty Dreadnought explosion..but since it delayed a bit in the main explosion,
I changed it to one of the first CSX flashes for a more accurate sound.
It's a matter of copying and pasting over the effects.
There is a tutorial on it but the location escapes me where it is. But, it gives
you a pretty comprehensive guide how to change it.
Look for the type in FX\Explosions.
Look for the effects application in the equipment\weapons.ini under
"ku_torpedo_mark02" (something like that)

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