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  • "wassup1444465" started this thread

Date of registration: Apr 19th 2003

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1

Monday, April 21st 2003, 6:58pm

can you post some pics? it sounds cool, but im not sure if im gonna go and try it if i dont like the looks.
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darkpetzi

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2

Monday, April 21st 2003, 7:16pm

Quite simple but ingenious... Thx for sharing it with us :-) And I have to say I´d like to see pics too... Edit : To take a screeshot, press "print screen". Edited by - Darkpetzi on 21-04-2003 18:21:10
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CW

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3

Thursday, April 24th 2003, 11:06pm

If you hold down your trigger, does it keep on shooting / launching or does it stop like a normal missile launcher? ----------------------------------------------------------- War does not decide who is right, only who is left.
Signature from »CW« A propeller is just a big fan designed to keep the pilot cool. Want prove? Stop the prop and watch the pilot break out in sweat!

Date of registration: Apr 21st 2003

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4

Saturday, April 26th 2003, 1:00am

It behaves like a normal missile launcher...I´m currently trying to figure out if I can keep it firing when the button is held. The fact that I used a missile weapon as a base might also explain this particular behavior. Did you know your IQ increases when you´re tipsy?...(Not Really, but you may think it does)
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Hole in Head

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5

Saturday, April 26th 2003, 8:37am

Can someone say &quot;Photon Torpedo&quot;? <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Nice job!
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-V-

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6

Sunday, April 27th 2003, 6:08pm

I think it´s hard-coded behavior that missiles-type weapons fire only once per mouse-push, because I tried something similar to that, exept with a flack-cannon type weapon for fighters, and it would only fire once every time i clicked instead of continuosly. The flack cannon itself was set up like the cruiser flack turrets, as in it´s a missile weapon that requires no ammo, and has no guidence system (seeker_type=dumb) with a 16m proximity fuse.
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ceylon

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7

Sunday, April 27th 2003, 6:51pm

Missile weapons WILL autofire if you hold the button down. Try setting the refire rate on a javelin to .1 and holding the button down for about 2 sec. The first one fires, there is a second or so of nothing, then they start spewing real fast. This might be holding the number key down for manual fire however. I don;t remember. Try both. One of them will autofire. Ceylon
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Keks

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8

Sunday, April 27th 2003, 11:13pm

ok i tried to make my own weapon but the server crashes: Here: [Good nickname = photonentorpedo equipment = photonentorpedo category = equipment price = 60000 item_icon = equipmentmodelscommodities
n_iconsEQUIPICON_gun.3db combinable = false ids_name = 1 ids_info = 1 shop_archetype = Equipmentmodelsweapons
o_fighter_gun.cmp [Munition nickname = photonentorpedo_ammo hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 5050 energy_damgage = 10000 one_shot_sound = fire_plasma2 munition_hit_effect = li_missile01_impact lifetime = 5 Motor = missile02_mark01_motor force_gun_ori = false const_effect = photonentorpedo_effekt HP_trail_parent = HPExhaust seeker = LOCK time_to_lock = 0 seeker_range = 2000 seeker_fov_deg = 35 max_angular_velocity = 5.0 [Effect nickname = photonentorpedo_effekt effect_type = EFT_MISSILE_DRIVE vis_effect = pi_particle_02_proj vis_generic = min_missile01_drive [Gun nickname = photonentorpedo ids_name = 1 ids_info = 1 DA_archetype = equipmentmodelsweaponsli_rad_launcher.cmp material_library = equipmentmodelsli_equip.mat HP_child = HPConnect hit_pts = 2632 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_7 damage_per_fire = 0 power_usage = 0 refire_delay = 1 muzzle_velocity = 30.299999 toughness = 0.700000 projectile_archetype = photonentorpedo_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris auto_turret = false turn_rate = 90 lootable = true LODranges = 0, 20, 60, 100
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9

Monday, April 28th 2003, 4:26pm

If you are trying to play this on an online server, then other people must have that same mod...I think...But there are ways to make a server-side mod that will work even for people who don´t have the mod...I don´t know how to do those. Another thing I can think of would be the Ids name. I tried to create a sellable weapon for single player one time without any valid ids names and I couldn´t find it anywhere. If you unequip a non-sellable weapon the game crashes. Where did you put your {Effect} entry? If you put it in &quot;dataequipmentweapon_equip.ini&quot; then that could be the problem. The {Effect} entry should be in &quot;dataequipmentfxeffects.ini&quot; Did you know your IQ increases when you´re tipsy?...(Not Really, but you may think it does)
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Keks

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10

Monday, April 28th 2003, 5:23pm

i put it in my server and played/tired with my FL and the effect is in the effects.ini dunno why it crashes i can buy it...so the ids should not be the problem
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11

Tuesday, April 29th 2003, 2:24am

can someone make this downloadable?

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12

Tuesday, April 29th 2003, 7:16pm

Sure thing...I´ll see if I can get Lancers Reactor to post it...If not then I´ll just paste the xml code (Freelancer Mod Manager Required) in a post...Have to go home, get the code, copy, study........... Did you know your IQ increases when you´re tipsy?...(Not Really, but you may think it does)
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Luis Stenier

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13

Thursday, May 8th 2003, 3:27pm

Where can I change the Adv Counter Measures ammo ? Just a suggestion/Spoiler
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parabolix

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14

Sunday, May 18th 2003, 7:48pm

I personally like the Particle Torpedo better than the Photon Torpedo, I modded the Starkiller to look like the Bounty Hunter Buckshot Particle Gun, I also changed its damage ratio, refire rate, everything. If anyone wants a Special Customized Torpedo, you can drop me a line at toolsparabolix@yahoo.com. Make sure to include which weapons, how much damage, how far out you want the damage to spread, what you want the guns to look like, the refire rate, range, everything, and I´ll get you the weapons very soon. &quot;Dark is the light, The man you fight, With all your prayers, incantations, Running away, a trivial day, Of judgement and deliverance, To whom was sold, this bounty soul, A gentile or a priest?&quot; - Serj Tankian - parabolix

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15

Sunday, May 18th 2003, 8:14pm

The countermeasure information is located in the misc_equip.ini file in the data folder, you can change it to need no ammo and to have a 100%decoy range, if you dont know how you can drop me a line at toolsparabolix@yahoo.com and i´ll send you a modified file, just tell me which weapons you want modded first and how you want them modded... - parabolix

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16

Sunday, May 18th 2003, 10:25pm

post the code plz. CLOAK!!! I need cloak! Where are those darn cloaking devices micro$oft promised us!!!!!!!!!!!

shadow51689

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17

Wednesday, May 21st 2003, 6:39am

dude this is sweet... now to increase damage and speed &gt;=)
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GS Destroy

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18

Wednesday, May 21st 2003, 9:05am

Which file is the info for the seeker missile in? I wanted to modify it to make an energy missile, but I couldn´t find it... --I am not responsable for my actions.--
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Ravener

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19

Wednesday, May 21st 2003, 11:22am

i got a worst prob... i did everything correctly.. went into a game and starts to play.. when i try to shoot the missiles... dang.. nothing comes out.. i cant see any ****y missiles

Ravener

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20

Wednesday, May 21st 2003, 11:58am

hey Rolo... why dun u make a mod that is FLMM compatible... this way more people can use it

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