*** Newbie Questions? Look no further! ***

  • History Buff, im going to assume you know how to use BINI etc., but if you dont see above. <b>Question 1 </b> The inter-faction relations are stored in DATA/MISSIONS/empathy.ini, so extract and open this file. The weird looking strings are codenames for each faction. Search for the string &quot;group = fc_c_grp&quot;(Corsairs) and look down their list until you find the line: empathy_rate = gd_im_grp, -0.300000 The number at the end is the relation to the faction, from 1(Very friendly) to -1(Severly pi**ed off), so change it to something like 0.8 Now do the same for the IMG, by searching for &quot;group = gd_im_grp&quot; and looking for the line refering to &quot;fc_c_grp&quot;. Change the number to something a little higher and youre done! <b>Question 2 </b> Open DATA/SHIPS/shiparch.ini and search for the string &quot;nickname = bh_elite2&quot; At the bottom of this section of text add the following two lines: hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_turret_special_10, HpTurret01 This allows the Hammerhead to take Level ten guns in all its gun hardpoints and a level ten turret in its turret hardpoint. <b>Question 3 </b> To change the power capacity of a ship you have to extract and open DATA/EQUIPMENT/misc_equip.ini. Search for the codename of your ship and you should find a block of text looking like this, for example the Hammerhead is: [Power nickname = bh_elite2_power01 ids_name = 263719 ids_info = 264719 volume = 0.000000 mass = 10 DA_archetype = equipmentmodelshardwareli_fusion_reactor.3db material_library = equipmentmodelshardware.mat capacity = 7400 charge_rate = 750 thrust_capacity = 1000 thrust_charge_rate = 100 lootable = false Simply change &quot;capacity&quot; and &quot;charge_rate&quot; to higher numbers. <b>Question 4 </b> I posted a short tutorial on page 1 of this thread, take a look. I think thats everything - hope this helped!

  • ThomasInFlames: 1. To change infocards and other dll-related info you need FLEd-Ids, available in the downloads section, or Res-Hacker which you can get <A href=´http://rpi.net.au/~ajohnson/resourcehacker´ Target=_Blank>here</a> Using Fled-Ids simply find the number of the infocard you want to change in shiparch.ini and input it in the program under &quot;ids_info:&quot;. Press &quot;Get Ids Info&quot; and the prog will tell you what that infocard stands for. Change it to whatever you want and then click on &quot;Save Ids_info&quot;. To create new infocards you have to simply input an unused number in, for example 200000, and press &quot;Get Ids_info&quot; to make sure you are not overwriting anything. If its clear then just type the info into the box and click &quot;save ids_info&quot;. You can then use this number on shiparch.ini or wherever you want. NOTE: Dll editing will not work if FL is running.

  • Hey there, I am a total newbie at modding. I usually use pre made mods, but I´ve come to the point that I would really like to change one or two ships stats (specifically the cost of the ship, the cargo capacity, and the number of nanobots/shield batteries it can hold). I have read through quite a bit of the site, and I know I have to make changes in the shiparch.ini. Where else would I have to make changes (I don´t think that prices are included in the shiparch.ini, though I could be wrong) Anyway, any help is much appreciated, thank you! For those who die, die well. As for me, I´ll keep living!

  • <b>Cost of the ship: </b> DATA/EQUIPMENT/goods.ini Look for the name of your ship in two separate blocks of text: [Good nickname = coe2_hull category = shiphull ;&lt;--- This section, shiphull, basically just defines ship = co_elite2 ; the cost of the ship price = 658000 ids_name = 12017 item_icon = Equipmentmodelscommodities
    n_iconspi_heavy.3db [Good nickname = coe2_package category = ship ;&lt;--- This section, ship, defines the weapons that come with hull = coe2_hull ; the ship addon = ge_coe2_engine_01, internal, 1 addon = co_elite2_power01, internal, 1 addon = ge_s_scanner_01, internal, 1 addon = ge_s_tractor_01, internal, 1 addon = shield01_mark08_hf, HpShield01, 1 addon = LargeWhiteSpecial, HpHeadlight, 1 addon = SlowSmallPurple, HpRunningLight01, 1 addon = SlowSmallPurple, HpRunningLight02, 1 addon = SlowSmallPurple, HpRunningLight03, 1 addon = contrail01, HpContrail01, 1 addon = contrail01, HpContrail02, 1 addon = DockingLightRedSmall, HpDockLight01, 1 addon = DockingLightRedSmall, HpDockLight02, 1 <b>Cargo capacity of the ship: </b> DATA/SHIPS/shiparch.ini The data is in this file under &quot;hold_size = &quot; for each ship <b>Sheid Battery/Nanobot capacity: </b> Also in DATA/SHIPS/shiparch.ini Shield Battery capacity is under &quot;shield_battery_limit = &quot; Nanobot capacity is under &quot;nanobot_limit = &quot; Also of note are these files if you want to go further: DATA/SHIPS/loadouts.ini &lt;--- The weapons etc. used by <b>NPC </b> ships DATA/EQUIPMENT/weapon_equip.ini &lt;--- All weapons defined in here DATA/EQUIPMENT/weapon_good.ini &lt;--- Ship data for weapons, e.g. price DATA/EQUIPMENT/market_ships.ini &lt;--- Where each ship is sold in the universe Hope this was useful! Edited by - Accu(&gt;o&lt<img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>shot on 27-06-2003 10:35:58

  • I´m an absolute Mod newbie! I can´t edit anything without some kind of pointers... Here´s what i´d like to do: You know those Cargo Transports you see alot, mostly with escorts and get attacked alot? Well, i want to make them availible to fly. I´m a merchant in the game and i just can´t get enough money out of simple little freighters. I need something bigger. I don´t want to just change the Freighters cargo space to an idiotic size, but i want a transport that has lots of space, and is BIG and LONG! just like in game. In conclusion: How do i make the Crago Transports/Trains buyable and how do i put them on a specific planet/base? Thanks If you want my signature, come and Get It!!

  • <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>i want a transport that has lots of space, and is BIG and LONG! <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> Alright, this is a fairly long-winded process but it should be easy to follow - heres how you create a large train... <b>IMPORTANT NOTE: In any text you have to copy from this post make sure that you add a closing square bracket to any headers that start with a &quot;[&quot;, because the html cant display them. E.g. Add a closing square bracket onto &quot;[Ship&quot; </b> Youll need BINI, available <A href=´http://www.lancersreactor.org/t/editing/download/download.asp?id=197´ Target=_Blank>here</a>. To extract a file using BINI simply drag the .ini file onto the BINI icon, and a new file called file .ini.txt will be created. This file is readable and you can now use it for editing, and FL will still recongise it. Delete the original .ini file and rename the .ini.txt file to just file .ini . Youll need to extract and rename the following files before you start: DATA/SHIPS/shiparch.ini DATA/EQUIPMENT/goods.ini DATA/EQUIPMENT/weapon_good.ini DATA/EQUIPMENT/market_ships.ini DATA/SOLAR/solararch.ini <b>1. Open shiparch.ini and add the following block of text at the bottom: </b> [Ship ids_name = 237056 ids_info = 66610 nickname = my_ltrain_ship LODranges = 0, 300, 450, 750, 950, 4500 msg_id_prefix = gcs_refer_shiparch_ctransport mission_property = can_use_med_moors type = FREIGHTER DA_archetype = shipsutilityfreight_trainfreight_trainx3.3db material_library = shipsutilityutility_misc.mat material_library = fxenvmapbasic.mat envmap_material = envmapbasic linear_drag = 1.000000 mass = 1000.000000 hold_size = 1000000 ;&lt;----- This is where you can change the cargo capacity cockpit = cockpitslibertymy_ltrain.ini explosion_arch = explosion_cap_ship1 surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03 surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03 surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03 hp_type = hp_turret, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06 hp_type = hp_cargo_pod, HpCargo01, HpCargo02, HpCargo03, HpCargo04, HpCargo05, HpCargo06 steering_torque = 190000.000000, 190000.000000, 90000.000000 angular_drag = 900000.000000, 900000.000000, 900000.000000 rotation_inertia = 600000.000000, 600000.000000, 600000.000000 nudge_force = 150000.000000 bay_door_anim = Sc_rh_freighter bay_doors_open_snd = cargo_doors_open bay_doors_close_snd = cargo_doors_close HP_bay_surface = HpCargo01 HP_bay_external = HpCargo02 HP_tractor_source = HpTractor_Source num_exhaust_nozzles = 2 nanobots_limit = 100 shield_limit = 100 fuse = train_transport_death_fuse, 0.000000, 1 fuse = intermed_damage_train01, 0.000000, 2625 fuse = intermed_damage_train02, 0.000000, 1313 hit_pts = 10500 max_bank_angle = 15 camera_offset = 35, 150 camera_angular_acceleration = 0.050000 camera_horizontal_turn_angle = 23 camera_vertical_turn_up_angle = 5 camera_vertical_turn_down_angle = 30 camera_turn_look_ahead_slerp_amount = 1.000000 shield_link = l_freighter_shield01, HpMount, HpEngine01 hp_type = hp_freighter_shield_special_10, HpEngine01 hp_type = hp_freighter_shield_special_9, HpEngine01 hp_type = hp_freighter_shield_special_8, HpEngine01 hp_type = hp_freighter_shield_special_7, HpEngine01 hp_type = hp_freighter_shield_special_6, HpEngine01 hp_type = hp_freighter_shield_special_5, HpEngine01 hp_type = hp_freighter_shield_special_4, HpEngine01 hp_type = hp_freighter_shield_special_3, HpEngine01 hp_type = hp_freighter_shield_special_2, HpEngine01 hp_type = hp_freighter_shield_special_1, HpEngine01 This defines your ship and tells FL the basic data about it, for example where weapons can be placed, HP and cargo capacity (see &lt;--- line) <b>2. Next open goods.ini and add these two blocks of text at the bottom: </b> [Good nickname = my_ltrain category = shiphull ship = my_ltrain_ship price = 20000 ids_name = 237056 item_icon = Equipmentmodelscommodities
    n_iconsw_freighter.3db [Good nickname = my_ltrain_package category = ship hull = my_ltrain addon = ge_s_scanner_02 addon = infinite_power addon = ge_s_tractor_01 addon = ge_t_engine_01 addon = sfx_rumble_ut_large addon = SlowMediumWhite, HpRunningLight01 addon = SlowMediumWhite, HpRunningLight02 addon = SlowMediumWhite, HpRunningLight03 addon = SlowMediumWhite, HpRunningLight04 addon = SlowMediumWhite, HpRunningLight05 addon = SlowMediumWhite, HpRunningLight06 addon = SlowMediumWhite, HpRunningLight07 addon = SlowMediumWhite, HpRunningLight08 addon = SlowMediumWhite, HpRunningLight09 addon = SlowMediumWhite, HpRunningLight10 addon = SlowMediumWhite, HpRunningLight11 addon = SlowMediumWhite, HpRunningLight12 addon = SlowMediumWhite, HpRunningLight13 addon = SlowMediumWhite, HpRunningLight14 addon = SlowMediumWhite, HpRunningLight15 addon = SlowMediumWhite, HpRunningLight16 addon = SlowMediumWhite, HpRunningLight17 addon = SlowMediumWhite, HpRunningLight18 addon = SlowMediumWhite, HpRunningLight19 addon = DockingLightRed, HpDockLight01 addon = DockingLightRed, HpDockLight02 addon = DockingLightRed, HpDockLight03 addon = co_train_turret01_mark03, HpTurret01 addon = co_train_turret01_mark03, HpTurret02 addon = co_train_turret01_mark02, HpTurret03 addon = co_train_turret01_mark02, HpTurret04 addon = co_train_turret01_mark01, HpTurret05 addon = co_train_turret01_mark01, HpTurret06 addon = cargopod_yellow, hpcargo01 addon = cargopod_yellow, hpcargo02 addon = cargopod_yellow, hpcargo03 ;&lt;-- Type of pod can be changed addon = cargopod_yellow, hpcargo04 ;&lt;-- Look in goods.ini addon = cargopod_yellow, hpcargo05 addon = cargopod_yellow, hpcargo06 The first block of text is the ship that you buy and the next is the weapons/lights/engine etc. that come with it. You can change the price in the first block of text if you want the ship to be cheaper/more expensive. <b>3. Now go to DATA/COCKPITS/LIBERTY and create a new file called &quot;my_ltrain.ini&quot;. Inside it place this text: </b> [Cockpit mesh = cockpitslibertymodelsli_elite_cockpit.cmp int_brightness = 0.500000 head_turn = 30, 10 [CockpitCamera [TurretCamera tether = 0.000000, 40, 350 yaw_rotate_speed = 2.000000 pitch_rotate_speed = 1.500000 accel_speed = 5 <b>4. You dont have to do this, but if you open goods.ini and search for the names of the guns you can adjust the price if you cant afford them. The guns on the large train are called: </b> co_train_turret01_mark01 co_train_turret01_mark02 co_train_turret01_mark03 <b>5. Now open market_ships.ini </b> This file defines which ships will be sold where. For this example I will make the large train available at Planet Manhattan, so search for the text &quot;Li01_01_base&quot;. You can make the ship available somewhere else, for example Norfolk Shipyard (Li01_07_base), if you want. Find the block of text under Li01_01_base and change this line: marketgood = gf2_package, 4, -1, 1, 1, 0, 1, 1 to this: marketgood = my_ltrain_package, 4, -1, 1, 1, 0, 1, 1 You have now created the large train and it is pilotable, but there are a couple of extra things to do to allow you to use it properly, for example allowing you to dock. <b>6. Open solararch.ini </b> and search the file for &quot;type = STATION&quot;. Every time that you find it change the last number in every line in the same block of text that begins &quot;docking_sphere = moor_medium&quot; from 5 to 15, for example: docking_sphere = moor_medium, HpDockMountJ, 5.000000 to this docking_sphere = moor_medium, HpDockMountJ, 15.000000 This allows you to moor at stations because youre too big to dock. <b>7. In the same file, solararch.ini, do another search for &quot;docking_sphere = ring&quot; and change every occurance to &quot;docking_sphere = jump&quot;, for example: </b> docking_sphere = ring, HpDockMountA, 40, Sc_open dock a docking_sphere = ring, HpDockMountB, 40, Sc_open dock b becomes: docking_sphere = jump, HpDockMountA, 40, Sc_open dock a docking_sphere = jump, HpDockMountB, 40, Sc_open dock b <b>Finally, browse to DATA/SOLAR/DOCKABLE </b> and look for a file called &quot;docking_ringx2_lod.sur&quot; and rename it to something else, for example &quot;NOTdocking_ringx2_lod.sur&quot;. This will stop you colliding with the docking rings. Thats it! Hope this works, let me know if it doesnt though. Edited by - Accu(&gt;o&lt<img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>shot on 28-06-2003 15:02:23

  • ...................holy ****! Who knew that just enabling a damn train would be so damn long and hard! Thanks!. And i got one more question. With the closed braket things, say i got [ship, i have to add [ship ?

  • oh, and i think when you said if i wanted to change the price of the turret weapons, you meant Weapon.ini , not Good.ini

  • I have a question. How do you edit formations? I mean sure, I´ve seen Nephilim´s mod, read a few threads, but I don´t understand what the specifics MEAN. For example, in patrolp_gov_patrol: [EncounterFormation ship_by_class = 1, 1, sc_fighters pilot_job = patrol_leader_job make_class = class_police_patroller ship_by_class = 2, 2, sc_fighters, -1 pilot_job = patrol_job formation_by_class = fighters behavior = patrol_path arrival = cruise allow_simultaneous_creation = yes zone_creation_distance = 0 times_to_create = infinite [EncounterFormation ship_by_class = 1, 1, sc_fighters pilot_job = patrol_leader_job make_class = class_police_patroller ship_by_class = 2, 2, sc_fighters, -1 pilot_job = patrol_job formation_by_class = fighters behavior = patrol_path arrival = cruise allow_simultaneous_creation = yes zone_creation_distance = 0 times_to_create = infinite [Creation permutation = 0, 3 Now, I´ve figured most of the stuff, but what do the numbers by ship_by_class mean? Do they indicate number of ships of the type in the formation? The order in which ships are created? The meaning of life? And why are there two of them? Does this create two formations wherever patrolp_gov_patrol appears? Or is only one of them created, and permutation determines which one it is? I´d appreciate some help, thanks.

  • Ok, the Train works perfectly except for 2 problems: Minor Prob: When you go into crusie speed, the engines don´t get biggger to give that ´cruise´ effect. Major Problem: You can Moore on Planets/Space Stations/Bases ect, but when you do, it goes into cienimatic mode, and your stuck to the Moore structer* for ever. You can´t move, or drop off/get more commodities. And the NPC controlled Trains sometimes try to dock using the Ring, but they end up straying too far into the planet <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle>....pretty funny! Anyway, it works, but just those 2 probs r there. Thanks for helping me. I have acutally made a mod! Woohoo! Thanks a million Acc If you want my signature, come and Get It!!

  • <b>TeamProjectil </b> <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>I just wonder what programs/tools modders use to add/create new ships to the game. <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> There are three main progs that you can use for editing Freelancer, depending on how muich you want to do: <b>1. (For easy modding) BINI </b> - This prog can be used to uncompress the .ini files in Freelancer. To use, simply drag the .ini file into the BINI icon, delete the original file and rename the file that has been created from file .ini.txt to just file .ini. You can get BINI <A href=´http://www.lancersreactor.org/t/editing/download/download.asp?id=197´ Target=_Blank>here</a> <b>2. (For harder modding) Fled-ids or another dll editing prog </b> - This program can be used to read and change the entries in dll files, for example to create new ship names or random mission offers. You can also get this prog in the download section. <b>3. (If youre feelin brave!) UTF editor </b> - This prog can be used to edit things such as hardpoints on ships if you are creating your own ships, compressed voice files and generally any file ending .utf It is also available in the download section, somewhere... Thats about it, i recommend just using BINI to start with until you get the hang of it. Edited by - Accu(&gt;o&lt<img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>shot on 30-06-2003 10:42:20

  • Hey Accu´o´shot, first I´d like to thank and honor you, that you share your wisdom and spend your time with answering newbie questions. Great job !! I´m editing a total re-balance of the ship stats, nations and weapons to make things more difficult and force ppl to more teamwork. So let´s see what you can tell about my probs : <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> How can you create : 1a) a cruise disruptor mine (simply copy a mine and change the warhead with the one of the cruise disruptor ?) 1b) a flare (copy a countermeasure and change what item to get an explosion as if you shoot a mine and make this explosion last longer ?) 2) is it possible to make turrets and cruise disruptors fire while you are <b>IN </b> cruise ? 3) can you make turrets fire multiple shots/missiles ? (dual/quad fire) 4) a &quot;silent mode&quot; : when using the kill engine, you stop and as long as you don´t speed up again, you are not seen on scanners, like cloaked but still visible 4b) or an ECM device: when activated, you disappear from scanners, but uses weapon energy 5) can you change the different efficiencies of the different weapon types against the different shield types ? 6) where can you edit the rewarding of the missions ? (wanna cut it down to strengthen trade and piracy) 7) is it possible to create new mission types : <i>escort </i> : ship A must reach location X, attacks as local usual, reward depends on distance <i>delivery service </i> : you get item A at location Y, now get it to location X and be rewarded, enemies of the client will hunt you. <i>scouting </i> : fly to location X, make a scan of different heavy guarded ships/ stations, when item A is discovered, fly home to get rewarded. <i>player hunting </i> : faction X wants PLAYER A to be killed (how to make a player to a mission target only when faction is hostile to player ??) If you could help me with these mods, or if you can tell that they´re not possible, you´re the greatest. Thx in forward Khan Goldi

  • Cheers Khan!! Even if I cant help you with all of them, ive gotta say these are some damn good ideas! To put most of your ideas into practise youll need to use the BINI uncompressor - whenever you have to modify a file <b>make sure it is uncompressed first. </b> See above for where to get it and how to use it. If you want to add new names for your new equipment etc. then youll have to use Fled-ids, again see above for details. <b>Important Note: In any text in this thread that you have to copy to a file make sure that you add a closing square bracket onto every header beginning with a &quot;[&quot;, because HTML cannot display them. For example, add a closing square bracket onto &quot;[Mine&quot; </b> Answers:

  • <b>1a)To create a cruise disruptor mine: </b> Extract and open DATA/EQUIPMENT/weapon_equip.ini and add the following to the end of the file: [Explosion nickname = disruptor_mine_explosion effect = li_mine01_blast25 lifetime = 0.000000, 0.000000 process = disappear strength = 100 radius = 16 hull_damage = 326 energy_damage = 0 impulse = 0 [Mine nickname = disruptor_mine_ammo explosion_arch = disruptor_mine_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 cruise disruptor = true ;&lt;---- This line makes it a cruise disruptor DA_archetype = equipmentmodelsminesr_plasma_mine.3db material_library = equipmentmodelsr_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 [MineDropper nickname = disruptor_mine ids_name = 263161 ids_info = 264161 DA_archetype = equipmentmodelsweaponsli_cm_dropper01.cmp material_library = equipmentmodelsli_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 refire_delay = 1 muzzle_velocity = 20 toughness = 3.300000 projectile_archetype = disruptor_mine_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris lootable = true LODranges = 0, 20, 60, 100 Now add this to the bottom of DATA/EQUIPMENT/weapon_good.ini: [Good nickname = disruptor_mine equipment = disruptor_mine category = equipment price = 7460 item_icon = equipmentmodelscommodities
    n_iconsEQUIPICON_minedropper.3db combinable = false free_ammo = mine01_mark03_ammo, 10 ids_name = 263165 ids_info = 264165 shop_archetype = equipmentmodelsweaponsli_cm_dropper01.cmp material_library = equipmentmodelsli_equip.mat [Good nickname = disruptor_mine_ammo equipment = disruptor_mine_ammo shop_archetype = equipmentmodelsminesr_plasma_mine.3db material_library = equipmentmodelsr_equip.mat category = equipment price = 373 item_icon = equipmentmodelscommodities
    n_iconsEQUIPICON_mine.3db combinable = true This mine launcher uses the names for the Wasp cruise disruptor, youll have to do some dll editing if you want to create your own names.

  • <b>3. Making guns/turrets fire multiple shots </b> This can be done, but it only really works on missiles because laser turrets fire all their shots at the same spot and the different lasers sort of &quot;blend in&quot; with each other. As an example, heres how to make the Javelin missile launcher fire quad bursts of missiles: In DATA/EQUIPMENT/weapon_equip.ini, search the file for &quot;nickname = missile01_mark01_rtc&quot;. When you find it, look through the block of text for an entry called &quot;projectile_archetype = missile01_mark01_rtc_ammo&quot;. This tells FL that the Javelin launcher fires one Javelin missile every time you fire. Add three more lines under this, identical except for the name of the missile ammo which you should change slightly, for example: [Gun nickname = missile01_mark01_rtc ids_name = 263146 ids_info = 264146 DA_archetype = equipmentmodelsweaponsli_rad_launcher.cmp material_library = equipmentmodelsli_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 hp_gun_type = hp_gun_special_1 damage_per_fire = 0 power_usage = 0 refire_delay = 2 muzzle_velocity = 66.699997 toughness = 2.400000 projectile_archetype = missile01_mark01_rtc_ammo projectile_archetype = missile01_mark01_rtc_ammo2 ;&lt;-- Add projectile_archetype = missile01_mark01_rtc_ammo3 ;&lt;-- these projectile_archetype = missile01_mark01_rtc_ammo4 ;&lt;-- lines dry_fire_sound = fire_dry separation_explosion = sever_debris auto_turret = false turn_rate = 90 lootable = true LODranges = 0, 20, 60, 100 Now copy the block of text beginning &quot;nickname = missile01_mark01_rtc_ammo&quot; three times, each time renaming it to one of your new projective archetypes, like this: [Munition nickname = missile01_mark01_rtc_ammo2 explosion_arch = missile01_mark01_rtc_explosion loot_appearance = ammo_crate units_per_container = 10 hp_type = hp_gun requires_ammo = true hit_pts = 2 one_shot_sound = fire_missile_regular detonation_dist = 4 lifetime = 6.250000 Motor = missile01_mark01_rtc_motor force_gun_ori = false const_effect = li_missile02_drive HP_trail_parent = HPExhaust seeker = LOCK time_to_lock = 0 seeker_range = 1000 seeker_fov_deg = 35 max_angular_velocity = 2.903330 DA_archetype = equipmentmodelsweaponsli_rad_missile.3db material_library = equipmentmodelsli_equip.mat ids_name = 265146 ids_info = 266146 mass = 1 volume = 0.000000 [Munition nickname = missile01_mark01_rtc_ammo3 explosion_arch = missile01_mark01_rtc_explosion loot_appearance = ammo_crate units_per_container = 10 hp_type = hp_gun requires_ammo = true hit_pts = 2 one_shot_sound = fire_missile_regular detonation_dist = 4 lifetime = 6.250000 Motor = missile01_mark01_rtc_motor force_gun_ori = false const_effect = li_missile02_drive HP_trail_parent = HPExhaust seeker = LOCK time_to_lock = 0 seeker_range = 1000 seeker_fov_deg = 35 max_angular_velocity = 2.903330 DA_archetype = equipmentmodelsweaponsli_rad_missile.3db material_library = equipmentmodelsli_equip.mat ids_name = 265146 ids_info = 266146 mass = 1 volume = 0.000000 [Munition nickname = missile01_mark01_rtc_ammo4 explosion_arch = missile01_mark01_rtc_explosion loot_appearance = ammo_crate units_per_container = 10 hp_type = hp_gun requires_ammo = true hit_pts = 2 one_shot_sound = fire_missile_regular detonation_dist = 4 lifetime = 6.250000 Motor = missile01_mark01_rtc_motor force_gun_ori = false const_effect = li_missile02_drive HP_trail_parent = HPExhaust seeker = LOCK time_to_lock = 0 seeker_range = 1000 seeker_fov_deg = 35 max_angular_velocity = 2.903330 DA_archetype = equipmentmodelsweaponsli_rad_missile.3db material_library = equipmentmodelsli_equip.mat ids_name = 265146 ids_info = 266146 mass = 1 volume = 0.000000 Now, if you change values such as lifetime, time_to_lock and max_angular_velocity etc. your missiles should separate when you fire, giving you a cool quad missile launcher!