Discovery Gaming Community
Codies with 4.0 refire rate? - Printable Version

+- Discovery Gaming Community (https://discoverygc.com/forums)
+-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3)
+--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23)
+--- Thread: Codies with 4.0 refire rate? (/showthread.php?tid=19373)

Pages: 1 2 3 4 5


Codies with 4.0 refire rate? - Corsair - 04-17-2009

' Wrote:As for prettiness, you know you can re-assign the effects your guns show, right?

Anyhoo, faction class 9s did get buffed (mostly) although a fair number of them chew power like crazy. *cough* Sammael *cough*. So, in terms of raw boomstick power, you're usually better off with codes, but faction guns hit very reliably and still hit for a decent punch.


... HOW?

I'm looking at the BH guns right now. They definitely got buffed. But now my Hammerhead had to downgrade his weapons, as his Reapers took TOO MUCH energy.


Codies with 4.0 refire rate? - Zeb Harley - 04-18-2009

' Wrote:No, we actually call it Freelancer Discovery Roleplaying server.

Yes, of course! That was the name. Thanks for the reminder. I am glad you at least agree with me there.

So it's all about playing a chosen role, right?

Well, let's not forget about those whose role it is not to gang up with other people against other gangs.

Let's keep Sirius a little colorful.


Codies with 4.0 refire rate? - Zeb Harley - 04-18-2009

' Wrote:PGs are not so bad...and i use flashpoints on Dgahr, they are not too bad, peashooterish, but meh.

I use Purple Goddesses on my three forward turrets along with two Golden Blades and get along ok with them. But I have to admit that I would love to use some factionized guns instead.


Codies with 4.0 refire rate? - rayne - 04-18-2009

' Wrote:Ahrimans have 2.00 refire. And 666 speed, teehee.
The Lamia is the one with 4.00 refire, and is effectively a Kraken with ~8% better damage and slightly less speed. Except Tachyon instead of Particle, so it isn't super effective against the shields used by everyone and their dog.

As for prettiness, you know you can re-assign the effects your guns show, right?

Anyhoo, faction class 9s did get buffed (mostly) although a fair number of them chew power like crazy. *cough* Sammael *cough*. So, in terms of raw boomstick power, you're usually better off with codes, but faction guns hit very reliably and still hit for a decent punch.

How do you re-assign the effects?


Codies with 4.0 refire rate? - sovereign - 04-18-2009

' Wrote:How do you re-assign the effects?

Oh right, someone should make a tutorial for these cosmetic fixes and stuff...

Quote:DISCLAIMER- I claim no responsibility for any mishaps related to touching your game files. This is a how-to for cosmetic fixes, if you "accidentally" change the weapon damages or summat that is your fault and not mine.


Don't worry, it isn't too hard. Go into Freelancer/IONCROSS. There should be a file called GAMEDATA_weapons. There's three names for every weapon- the id name (the numbers), the game reference name (stuff like li_gun01_mark01), and the display name ("Justice Mk I"). Find the game reference names for both the weapon you want to change the effects of and the weapon whose effects you want it to have. For this example, I decided to give Justice Mk Is the effect of a Firekiss Mk II (Rheinland plasma weapon). Searching for "Justice Mk I" finds me "li_gun01_mark01", and "Firekiss Mk II" finds me "rh_gun02_mark04". Copy those out in some notepad file or something.

NOTE- for turrets, the names are in GAMEDATA_turrets.

Now, go into Freelancer/DATA/EQUIPMENT. There should be a file called weapon_equip.ini. I highly recommend making a backup of it before doing anything, just in case you mess with the wrong file. You may need to right-click it an uncheck "Read-only" so that you can edit it. After you've made the backup, go into the file, and search for the gun whose effect you want to give to another gun- in this example, "rh_gun02_mark04". First thing that came up looked like so-

Code:
[Munition]
nickname = rh_gun02_mark04_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 1050
energy_damage = 0
weapon_type = W_Plasma01
one_shot_sound = fire_plasma5
munition_hit_effect = rh_plasma_04_impact
const_effect = rh_plasma_04_proj
lifetime = 1
force_gun_ori = false
mass = 1
volume = 0.000100

This is the projectile itself. You'll notice the gun itself right below this entry, but that doesn't concern what we're doing. What we're interested in is these three lines:

one_shot_sound = fire_plasma5
munition_hit_effect = rh_plasma_04_impact
const_effect = rh_plasma_04_proj

These determine the sound it makes when fired, the effect it makes when it hits something, and what it looks like on its way there. Feel free to change the sound your guns make if you want, but I find it awkward. Anyway, copy out the hit effect and constant effect- here, "rh_plasma_04_impact" and "rh_plasma_04_proj" to your notepad document, piece of paper, infernal scroll made out of human flesh, etc.

Next we find the gun to give the effect to. Same idea, for this example I searched "li_gun01_mark01" and got:

Code:
[Munition]
nickname = li_gun01_mark01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 16.299999
energy_damage = 0
weapon_type = W_Laser01
one_shot_sound = fire_laser1
munition_hit_effect = li_laser_01_impact
const_effect = li_laser_01_proj
lifetime = 0.800000
force_gun_ori = false
mass = 1
volume = 0.000100

Same values govern the same things. For this example, I replaced "li_laser_01_impact" with "rh_plasma_04_impact" and "li_laser_01_proj" with "rh_plasma_04_proj". Changing any of the values in here except for the animations and the sound should get you kicked for cheating, so don't touch them. That includes the weapon_type, by the way, which governs the type of weapon for the purposes of damaging shields.

Now, save this file, and go into FL. I highly recommend trying it out in OpenSP first to make sure you didn't mess up. Here's what my pimped out Justice Mk Is looked like:

[Image: screen860.jpg]

Enjoy.


Codies with 4.0 refire rate? - Jongleur - 06-16-2009

A little off-topic, but I can't find anywhere else to put this question..

When you see 860 Hull Damage per shot on the info cards, does "per shot" refer to a one second spurt of fire or does it mean one hit?


Codies with 4.0 refire rate? - Benjamin - 06-16-2009

One shot. Times the number by the refire to get the damage per second.

This is what I thought, but hey I could be literally completely wrong.


Codies with 4.0 refire rate? - Elsdragon - 06-17-2009

Is this illegal?I mean, will admins punsih you for it?


Codies with 4.0 refire rate? - ryeguy146 - 06-17-2009

Elsdragon, it only changes the effects on your own game. Everyone else on the server will see the same old blasts.


Codies with 4.0 refire rate? - Elsdragon - 06-17-2009

its not working. Tried changing MR rays with nomad SNAC blasts