Missile Ammo

  • 5000 Missiles <img src=smilies/icon_smile_shock.gif width=15 height=15 border=0 align=middle> Let me see, ah yes, you´ll need a special order for that... See the man in charge of loadouts next time your in the maintenance shop <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>

  • damn thats some amount of ammo!!! Hope it is for a cap ship lol if not then DAMN thats a hell of a lot of ammo to store in a regular fighter!!!<img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> i think thats in the constants.ini file...some entry about max ammo carried...(might be another file...been a while since i changed the ammo storage..but i lowered it a tad) &quot;To live is to die....but living is to die slowly..why waste time on trivial things just play as hard as you can&quot;

    "To live is to die....but living is to die slowly..why waste time on trivial things just play as hard as you can"

  • There sure is. To look at a random section from market_misc.ini: MarketGood = missile01_mark02_ammo, 2, -1, 50, 50, 0, 1 MarketGood = missile01_mark03_ammo, 10, -1, 50, 50, 0, 1 MarketGood = missile01_mark04_ammo, 22, -1, 50, 50, 0, 1 MarketGood = missile01_mark05_ammo, 30, -1, 50, 50, 0, 1 Notice how all the last numbers are 1? That´s a multiplier of the base price. Change that to whatever you want on the bases you want to affect. EDIT: I just realised that what I´ve said applies for commodities, I´m not sure if it works for equipment. You´ll just have to try it out. Edited by - Darkstone on 11/21/2004 2:01:50 AM

  • &quot;in the first section of constants.ini put MAX_PLAYER_AMMO = 5000 or whatever number of ammo you want.&quot; Ok I did this. Didn´t work. Like this? [Constants COLLISION_DAMAGE_FACTOR = 0.500000 MUSIC_CROSS_FADE_DELAY = 10.000000 MUZZLE_CONE_ANGLE = 40 PLAYER_COLLISION_GROUP_HIT_PTS_SCALE = 3 PLAYER_ATTACHED_EQUIP_HIT_PTS_SCALE = 5 MAX_PLAYER_AMMO = 5000 Edited by - RaCailum on 12/9/2004 2:21:27 PM Edited by - RaCailum on 12/9/2004 2:21:52 PM

  • Yer. This is mine. And mine works like a charm. [Constants MAX_PLAYER_AMMO = 100 COLLISION_DAMAGE_FACTOR = 0.500000 MUSIC_CROSS_FADE_DELAY = 10.000000 MUZZLE_CONE_ANGLE = 40 PLAYER_COLLISION_GROUP_HIT_PTS_SCALE = 3 PLAYER_ATTACHED_EQUIP_HIT_PTS_SCALE = 5

  • Is it possible to have it have different maximums for different weapons and/or ships?

    ---- Call me Arania Humans Fear what they do not understand. And i doubt you understand me. Never say `Eat Me` to a giant snake. Bad idea, believe me...

  • Yes, but only by proxy. You can set different Volumes for ammunition, therefore making it impossible for little teeny ships to carry any/much ammo for Really Huge Guns, among other things. And, of course, you can just structure your ships so that they can only use certain weapons, of course, which combined with ammo limitations can give you a lot of modding options. Just because DA made every level below the max. level available for every gun doesn´t mean that modders have to- I have several ships (the sea-going kind) that can only use Class 3 Turrets (which in my mod corresponds to &quot;medium cannons or really heavy AA guns&quot;, but can´t mount Class 1 or 2 on those hardpoints, for example. Rethinking things like this... does require that you abandon a lot of DA´s approach, which is, needless to say, fairly complicated, especially if you´re just making an add-on mod, as you´d have to gradually re-balance everything in shiparch.ini, etc. In my mod, I don´t have that problem, obviously- as a TC, I haven´t kept any of DA´s stuff...

  • Wlel, 5000 ammo simply is just like cheating, &quot;hey I can carry all those 5000 cannonballs and firestalkers around&quot;. Crap idea imo. You could, however, maje the ammo take up cargo space (in weapon_equip.ini in the corresponding &quot;munition&quot; entries &quot;Volume = xxx&quot<img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>, so that larger ship can carry more, smaller ships carry less etc. I don´t mind 5000 Missiles on a battleship, but on a normal fighter... <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle>

  • why dont u just make it so the the launcher doesnt need missles Mess With the Best Die lIke the Rest Check out my Freelancer Website FLPoliceclan.tripod.com AIM SN - SuBZeRo69069 (feel free to IM me if you need any Modding help)

    Mess With the Best Die lIke the Rest Check out my Freelancer Website FLPoliceclan.tripod.com AIM SN - SuBZeRo69069 (feel free to IM me if you need any Modding help)

  • Or just do what I do and open the weapon_good.ini folder to find the price of the weapon you want e.g. this: [Good nickname = missile01_mark01_rtc equipment = missile01_mark01_rtc category = equipment price = 500 item_icon = equipmentmodelscommodities
    n_iconsEQUIPICON_missilelauncher.3db combinable = false free_ammo = missile01_mark01_rtc_ammo, 10 ids_name = 263146 ids_info = 264146 shop_archetype = equipmentmodelsweaponsli_rad_launcher.cmp material_library = equipmentmodelsli_equip.mat

  • I would have the ammo take up cargo space, but its not really what im looking for im talking about a ship that can have 5000 ammo for a weapon (like bullets) and extra maximum ammo for missiles depending on the missile attachment (Heavy missiles have one, low yield dumb-fire rockets are around 16). Then again, my idea for afterburner feul as ordinace may have to be scrapped if this dosent work, as it thrives on being able to increase max ammo for a script beyond the typical max for a ship (usually standard at 180 and +50 for each pod)

    ---- Call me Arania Humans Fear what they do not understand. And i doubt you understand me. Never say `Eat Me` to a giant snake. Bad idea, believe me...

  • Well, I think that would involve editing the weapon_equip.ini file and selecting which guns require ammunition. Example: [Munition nickname = br_gun02_mark03_ammo hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 158.100006 energy_damage = 0 weapon_type = W_Particle01 one_shot_sound = fire_particle3 munition_hit_effect = br_particle_03_impact const_effect = br_particle_03_proj lifetime = 1 force_gun_ori = false mass = 1 volume = 0.000100 [Gun nickname = br_gun02_mark03 ids_name = 263392 ids_info = 264392 DA_archetype = equipmentmodelsweaponsr_railgun.cmp material_library = equipmentmodelsr_equip.mat HP_child = HPConnect hit_pts = 1923 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_6 damage_per_fire = 0 power_usage = 39.520000 refire_delay = 0.187500 muzzle_velocity = 1350 use_animation = Sc_fire toughness = 6.300000 flash_particle_name = br_particle_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = br_gun02_mark03_ammo separation_explosion = sever_debris auto_turret = false turn_rate = 90 lootable = true LODranges = 0, 20, 60, 100

  • &quot;I would have the ammo take up cargo space, but its not really what im looking for im talking about a ship that can have 5000 ammo for a weapon (like bullets) and extra maximum ammo for missiles depending on the missile attachment (Heavy missiles have one, low yield dumb-fire rockets are around 16). Then again, my idea for afterburner feul as ordinace may have to be scrapped if this dosent work, as it thrives on being able to increase max ammo for a script beyond the typical max for a ship (usually standard at 180 and +50 for each pod)&quot; Well, if you are going to make bullest where you can hold thousands to be realistic, there is no other way than to make missiles, mines, cms etc. take up cargo space. Because the ammo limit apllies for all that, and 5000 missiles is just unrealistic and ridiculous. <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>