Changing the stats of the guns can have some possibilies. any other "creative guns".
creative guns
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Instead of placing engine fire for the :const_effect =, place big lighteffects. These can also be found in the select_equip.ini. For example: [AttachedFX nickname = gravity_well particles = GravityWell1020 Use the particle GravityWell1020 for your const_effect, then you shoot a big ball of blinding light <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>. There are plenty of other possebilitiets <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>.....
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like using the nomadwormholeopening effect for the explosion........heh....shiva <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle>
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The creative thing about my gun was that it would stop a small time after its launch because of the motor is set to negative acceleration.
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where do you put this info i want to try it the path of the righteous man is beset on all sides by the inequities of the selfish and of the tryannys of evil men.blessed is he who, in the name of chariety and good will, shepherds the weak through the valley of darkness, for he is truly his brohers keeper and the finder of lost children. and i will strike down upon thee with great vengeance and furious anger those who would attempt to poisen and destroy my brothers. and you will know my name is the lord when i lay my vengeance upon thee
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I put in in the weapon_equip.ini in the equipment folder, but to try it you should also make it sellable with weapon_goods and market _misc.
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I newly got an idea of a mine that would orbit around the launcher ship because of the mass of the mine is higher and that the child hardpoint is rotated 90 degrees, but it would take some time to calculate how much the mass of the mine should be and the muzzle velocity. But it would be a cool thought about tons of mines flying around the ship and hitting enemy ships nearby, might a bit risky for the pilot.