Flak-based Heavy Ballistic Turrets - Operator - 02-04-2016
So i've played with weapons_equip.ini a bit and made this. It supposed to be a ballistic turret, just take a look at this.
As you can see, even if shield damage declared in the infocard, these turrets deals not any damage to the shields at all, so i had to equip this 'kirk with bunch'a'EMPs.
[Motor]
nickname = br_battleship_flak_turret01_motor
lifetime = 2
accel = 25
delay = 0
[Explosion]
nickname = br_battleship_flak_turret01_explosion
effect = br_flak_impact
lifetime = 0, 0
process = disappear
strength = 100
radius = 125
hull_damage = 9200
energy_damage = 0
impulse = 5000
[Munition]
nickname = br_battleship_flak_turret01_ammo
explosion_arch = br_battleship_flak_turret01_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_capship
const_effect = br_flakcannon01_proj
detonation_dist = 75
lifetime = 3.0
Motor = br_battleship_flak_turret01_motor
force_gun_ori = false
HP_trail_parent = HPExhaust
seeker = DUMB
seeker_range = 1100
seeker_fov_deg = 35
max_angular_velocity = 0.0
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass = 1
volume = 0.000100
[Gun]
nickname = br_battleship_flak_turret01
ids_name = 263413
ids_info = 264413
DA_archetype = equipment\models\turret\br_turret_flak.cmp
material_library = equipment\models\br_turret.mat
HP_child = HPConnect
hit_pts = 100000
explosion_resistance = 0.330000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 5.000000
mass = 10
hp_gun_type = hp_turret_special_10
damage_per_fire = 0
power_usage = 315000
refire_delay = 1
muzzle_velocity = 300
toughness = 20
flash_particle_name = br_flakcannon01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = br_battleship_flak_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 180
lootable = false
[Motor]
nickname = br_battleship_flak_turret01_motor
lifetime = 2
accel = 50
delay = 0
[Explosion]
nickname = br_battleship_flak_turret01_explosion
effect = li_torpedo01_impact
lifetime = 0, 0
process = disappear
strength = 0
radius = 10
hull_damage = 600000
energy_damage = 0
impulse = 5000
[Munition]
nickname = br_battleship_flak_turret01_ammo
explosion_arch = br_battleship_flak_turret01_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_capship_emp
const_effect = br_flakcannon01_proj
detonation_dist = 75
lifetime = 5.0
Motor = br_battleship_flak_turret01_motor
force_gun_ori = false
HP_trail_parent = HPExhaust
seeker = DUMB
seeker_range = 1100
seeker_fov_deg = 35
max_angular_velocity = 0.0
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass = 100
volume = 0.000100
[Gun]
nickname = br_battleship_flak_turret01
ids_name = 263413
ids_info = 264413
DA_archetype = equipment\models\turret\bsrazor.cmp
material_library = equipment\models\razor.mat
HP_child = HPConnect
hit_pts = 100000
explosion_resistance = 0.330000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 5.000000
mass = 10
hp_gun_type = hp_turret_special_8
damage_per_fire = 0
power_usage = 0
refire_delay = 7
muzzle_velocity = 600
toughness = 20
flash_particle_name = br_flakcannon01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = br_battleship_flak_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 180
lootable = false From now on, i'll try to add some ammo-dependence
Make your suggestions.
RE: Flak-based Heavy Ballistic Turrets - Thunderer - 02-04-2016
I think that we shouldn't change the game that much. Each game has (or should have) its own specific atmosphere. This is Freelancer, not World of Warships. This could be a good anti-cruiser/gb weapon if it had a detonation range, but there are more FL-like ways to make the same.
Good work, though. And interesting sound effects. Quite a nice ship too.
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