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October. 17, 2019
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MDB:weapon equip.ini

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Parent folder (Equipment)

Contents

weapon_equip.ini

Syntax

Gun Section

NOTICE: Weapons MUST have a Munition section to be usable.

[Gun]
nickname = STRING
ids_name = INT
ids_info = INT
DA_archetype = PATH
material_library = PATH
HP_child = STRING
hit_pts = FLOAT
explosion_resistance = FLOAT
debris_type = STRING
parent_impulse = INT
child_impulse = INT
volume = FLOAT
mass = FLOAT
damage_per_fire = INT
power_usage = FLOAT
refire_delay = FLOAT
muzzle_velocity = FLOAT
dispersion_angle = FLOAT ; optional
toughness = FLOAT
flash_particle_name = STRING
flash_radius = INT
light_anim = STRING
projectile_archetype = STRING
separation_explosion = STRING
auto_turret = BOOL
turn_rate = INT
lootable = BOOL


Parameter Information
nickname See the nickname page for more information.
ids_name See the ids_name page for more information.
ids_info See the ids_info page for more information.
DA_archetype See the DA_archetype page for more information.
material_library See the material_library page for more information.
HP_child Sets the Hardpoint from which the weapon's CMP or 3DB will attach to the ship/solar's hardpoint.
hit_pts See the hit_pts page for more information.
explosion_resistance See the explosion_resistance page for more information.
debris_type Refers to a Debris to be used if the weapon is destroyed.
parent_impulse Push against the Parent (ship in which it is attached) when the item is destroyed. Set higher to see exaggerated effect.
child_impulse Push against the Child (weapon which is attached) when the item is destroyed. Set higher to see exaggerated effect.
volume See the volume page for more information.
mass See the mass page for more information.
damage_per_fire No apparent effect.
power_usage Range: 0 to infty.

Determines how much power required to fire a single shot of the weapon. The energy requirement per second can be determined by power_usage / refire_delay.

refire_delay Range: 0 to infty.

Sets the minimum delay between shots fired by the weapon, in seconds. Remember that this delay is also applied upon undocking, IE if the delay is 60 seconds, the weapon will not be able to fire before 60 seconds upon undocking.

muzzle_velocity Range: 0 to infty.

Sets the speed in m/s (see Measurement Units) at which the projectile is initially going when fired. Remember that this speed is relative to the ship/solar firing the weapon.

dispersion_angle Adds inaccuracy to the weapon. Value is the angle inside which shots are placed. Not used in vanilla weapons.
toughness Unknown effect, may have to do with NPCs in that they may bail out if the accumulated toughness of an enemy ship (all weapons, ship, etc.) is too high.
flash_particle_name Refers to an Effect to be used for the muzzle effect (the effect that is attached to the weapon's barrel when firing).
flash_radius Unknown effect.
light_anim Refers to a LightAnim section to be used when firing the projectile. Seen when firing in cockpit view.
projectile_archetype Refers to the Munition section to be associated with the weapon.
separation_explosion Refers to the Explosion section to be used if the weapon itself is destroyed.
auto_turret Mostly always true, it is speculated to affect how NPCs can use the weapons. Does not affect players using the weapons or modify the weapon's behavior.
turn_rate Range: 0 to infty.

Determines the speed at which the weapon can turn around its axis in deg/s (see Measurement Units).

lootable See the lootable page for more information.

Munition Section

NOTICE: Munitons MUST have a Gun section to be usable.

[Munition]
nickname = STRING
explosion_arch = STRING ; optional
hp_type = STRING
requires_ammo = BOOL
hit_pts = FLOAT
hull_damage = FLOAT ; optional
energy_damage = FLOAT ; optional
weapon_type = STRING ; optional
one_shot_sound = STRING
detonation_dist = FLOAT ; optional
lifetime = FLOAT
Motor = STRING ; optional
munition_hit_effect = STRING ; optional
const_effect = STRING
HP_trail_parent = STRING ; optional
seeker = STRING ; optional
time_to_lock = INT ; optional
seeker_range = FLOAT ; optional
seeker_fov_deg = INT ; optional
max_angular_velocity = FLOAT ; optional
cruise_disruptor = BOOL ; optional
DA_archetype = PATH ; optional
material_library = PATH ; optional
force_gun_ori = BOOL ; optional
mass = FLOAT
volume = FLOAT


Parameter Information
nickname See the nickname page for more information.
explosion_arch (optional) Refers to the Explosion section to be used for the weapon. This parameter is tied with a lot of other parameters. If used, the following parameters should be used:
  • detonation_dist

And the following parameters should not be used:

  • hull_damage (if used, it is possible to effectively deal damage twice if the detonation_dist parameter is 0)
  • energy_damage (same as hull_damage)
  • weapon_type
hp_type Can be hp_gun or hp_torpedo. Probably determines whether missile-based weapons are fired using the Missile key (hp_gun) or the Torpedo key (hp_torpedo). It also governs the warning sound played to the target of a missile-based weapon - "Incoming missile" or "Incoming torpedo".
requires_ammo Determines whether the weapon will require ammunition to be bought. Remember that ammunition is restricted by the MAX_PLAYER_AMMO parameter.
hit_pts See the hit_pts page for more information.
hull_damage (optional) Range: 0 to infty.

Damage to be dealt to the hull of solars and ships if impacted. Hull damage will be ignored if the target has a shield online. If explosion_arch is used, it is best not to use this parameter.

energy_damage (optional) Range: 0 to infty.

Damage to be dealt to the shield of solars and ships if impacted. If the shields of any target are down, the damage value will instead be dealt on the target's energy reserves. Energy damage is affected by both the energy_damage parameter and by a proportion of the hull_damage, as defined by HULL_DAMAGE_FACTOR in constants.ini. If explosion_arch is used, it is best not to use this parameter.

weapon_type (optional) Refers to a WeaponType section which alters shield damage dealt by the weapon based off the shield's type.

If explosion_arch is used, it is best not to use this parameter.

one_shot_sound Refers to a Sound section for when the weapon is fired.
detonation_dist (optional) Range: 0 to infty.

May only work with missiles. Sets a radius within which the projectile will explode instead of having to properly collide the target. If explosion_arch is used, it is suggested to use this parameter. Remember to make the Explosion's radius value larger than this, otherwise no damage will be dealt. If detonation_dist is 0 and explosion_arch is used, it is possible to deal damage both through the Explosion's energy/hull damage and the Munition's energy/hull damage.

lifetime Range: 0 to infty.

Determines for how long the munition will exist. If it does not impact anything within this delay, it disappears. A weapon's range can be determined by multiplying the lifetime by the Gun's muzzle_velocity if no motor is defined. Otherwise, the following formula must be used: range = muzzle_velocity (Gun) * lifetime (Munition) + ( accel (Motor) * lifetime^2 (Motor) ) / 2 Remember that, in both cases, the effective range also is affected by the base speed of whatever is firing the weapon. For instance, a ship moving towards its target at 200 m/s (see Measurement Units) firing guns with a muzzle_velocity of 800 will effectively have guns with a base speed of 1000, since both add up. It is also possible to see it as that the range is relative to the source's displacement.

Motor (optional) Refers to the Motor to be used, if necessary. It is likely that the weapon has to be a missile to use a Motor.
munition_hit_effect (optional) Refers to the Effect to be used upon collision. Must not be used if explosion_arch is used.
const_effect Refers to the Effect to be used for the projectiles.
HP_trail_parent (optional) If the weapon is a missile, determines the Hardpoint from which the Effect defined by const_effect will be emitted.
seeker (optional) Use to make the weapon a missile. Can be either LOCK or DUMB, with the former making a tracking missile while the latter creates a totally dumb one. Remember that even vanilla "unguided" missiles such as the Cannonball use LOCK. Must be used in conjunction with:
  • time_to_lock (only if seeker is LOCK)
  • seeker_range (only if seeker is LOCK)
  • seeker_fov_deg (only if seeker is LOCK)
  • max_angular_velocity (only if seeker is LOCK)
  • DA_archetype
  • material_library
time_to_lock (optional) Sets the time in seconds before which the missile will lock-in on the selected target. Must be used with seeker_range, seeker_fov_deg and max_angular_velocity.
seeker_range (optional) Maximum seeking range, regardless of actual effective range. If the target is over this range, the missile will not track.
seeker_fov_deg (optional) Sets a field of view in degrees within which the missile will track. This value is degrees off boresight. For example, a value of 15 means the seeker will track a target that is 15 degrees to the left or right of its nose. See Field of View for more information.
max_angular_velocity (optional) Determines the maximum angular speed in rad/s (?) (See Measurement Units). If the angular velocity is low, the missile will not be able to do sharp turns.
cruise_disruptor (optional) If set to true, the weapon will disrupt cruise if it deals damage. Usually not present unless set to true.
DA_archetype (optional) See the DA_archetype page for more information.
material_library (optional) See the material_library page for more information.
force_gun_ori If set to true, the weapon will not be able to fire at an angle from its barrel. This means that if the weapon cannot exactly point in the direction of its target (usually due to having a too small range of fire as set by its Hardpoint on the ship/solar mounting it), it will shoot in the wrong direction. If set to false, it will be able to fire within a cone as defined by MUZZLE_CONE_ANGLE in constants.ini.
mass See the mass page for more information.
volume See the volume page for more information.

MineDropper Section

Mine Section

Explosion Section

NOTICE: Explosions are mainly used with missiles, but can also be used with guns. The main difference between using an explosion and just a weapon hit effect with damage given by the Munition section itself is that you can deal damage and impulse to a spherical zone around the impact point. NOTICE: While the Explosion section mentioned here is very similar (and probably interchangeable) with the Explosion section found in explosions.ini, it is best to keep both separate and only use Explosion blocks defined in weapon_equip.ini for weapons.

[Explosion]
nickname = STRING
effect = STRING
lifetime = FLOAT, FLOAT
process = STRING
strength = INT
radius = FLOAT
hull_damage = FLOAT
energy_damage = FLOAT
impulse = FLOAT
debris_type = STRING, 1 ; optional
debris_impulse = FLOAT ; optional
innards_debris_object = STRING ; optional
innards_debris_start_time = FLOAT ; optional
innards_debris_num = INT ; optional
innards_debris_radius = FLOAT ; optional


Parameter Information
nickname See the nickname page for more information.
effect Refers to the visual Effect used for the explosion.
lifetime Range: 0 to infty.

Subvalues: Begin, End. Should determine the starting time and total time for the explosion, however all weapon explosions have "0, 0".

process Can be disappear, shatter or none. Only disappear is normally used for weapon explosions.
strength Range: 0 to 100.

Unknown actual effects. May have impact on NPC behavior (similar to toughness?).

radius Range: 0 to infty.

Radius of the sphere in which damage and impulse will be dealt. Remember that the radius does not affect damage/impulse given, in that the full damage/impulse defined will be given regardless of if the target is 5% within the sphere or 100%.

hull_damage Range: 0 to infty.

Damage to be dealt to the hull of solars and ships within area of damage. Hull damage will be ignored if the target has a shield online.

energy_damage Range: 0 to infty.

Damage to be dealt to the shield of solars and ships within area of damage. If the shields of any target are down, the damage value will instead be dealt on the target's energy reserves. Energy damage is affected by both the energy_damage parameter and by a proportion of the hull_damage, as defined by HULL_DAMAGE_FACTOR in constants.ini.

impulse Range: -infty (?) to infty.

Determines the force applied to all ships within the area of damage. This force will effectively "push" the ships away from the epicenter of the explosion. It is possible that this value must be set to an extremely high value to be effective.

debris_type Used to define which [Debris] entry section is applied to the debris, usually defined in explosions.ini. This defines lifetime of debris, drag and effects applied.
debris_impulse Range: 0 to infty.

Speed at which the debris are launched at.

innards_debris_object Reference to [Simple] entry, usually defined in explosions.ini. This defines the actual physical object that is launched when the debris is spawned.
innards_debris_start_time Range: 0 to infty.

Time at which the debris objects are spawned. The timer is started from when the explosion initiates.

innards_debris_num Range: > 0

The number of debris objects spawned per explosion, does cause lag when set high.

innards_debris_radius Range: 0 to infty.

Radius at which the debris is spawned, Epicenter is where the explosion initiates from.

Motor Section

NOTICE: Motors are mostly used with missiles to let them accelerate over time as opposed to having their maximum velocity right upon firing.

[Motor]
nickname = STRING
lifetime = FLOAT
accel = FLOAT
delay = FLOAT


Parameter Information
nickname See the nickname page for more information.
lifetime Range: 0 to infty.

Determines for how long the motor will accelerate at the rate given by the accel parameter.

accel Range: -infty to infty.

Determines the acceleration given by the motor for the projectile, most likely a missile. A negative value can be entered to cause the projectile to decelerate. The acceleration is in m/s2 (metres per squared second, see Measurement Units for more information).

delay Range: 0 to infty.

Determines the time in seconds before which the motor will start accelerating. The full acceleration time can therefore be calculated as delay + lifetime.

LootCrate Section

[LootCrate]
nickname = STRING
DA_archetype = PATH
LODranges = INT, ...
hit_pts = FLOAT
mass = FLOAT
explosion_arch = STRING


Parameter Information
nickname See the nickname page for more information.
DA_archetype See the DA_archetype page for more information.
LODranges Range: 0 to infty.

Subvalues: Closest LOD, ..., Farthest LOD LODranges refer to the CMP or 3DB as defined by the DA_archetype parameter. See LOD for more information.

hit_pts See the hit_pts page for more information.
mass See the mass page for more information.
explosion_arch Determines which Explosion is used if the loot crate is destroyed.

CloakingDevice Section

NOTICE: Cloaks in Freelancer are mostly broken. Apart from usage in the single player storyline, using them without server-side support (such as the FLHook cloak plugin) is discouraged.

[CloakingDevice]
nickname = STRING
ids_name = INT
ids_info = INT
hit_pts = FLOAT
DA_archetype = PATH
material_library = PATH
HP_child = STRING
mass = FLOAT
volume = FLOAT
power_usage = INT
cloakin_time = INT
cloakout_time = INT
cloakin_fx = STRING
cloakout_fx = STRING


Parameter Information
nickname See the nickname page for more information.
hit_pts See the hit_pts page for more information.
DA_archetype See the DA_archetype page for more information.
material_library See the material_library page for more information.
HP_child Determines which Hardpoint should be used on the cloaking device's CMP or 3DB model file as defined by the DA_archetype parameter to attach it to a ship.
mass See the mass page for more information.
volume See the volume page for more information.
power_usage Range: 0 to infty.

Sets the energy to be consumed by the cloak. Energy per second or upon activation?

cloakin_time and cloakout_time Range: 0 to infty.

Determines the time to get in or out of cloak in seconds.

cloakin_fx and cloakout_fx Determines what Effect should be shown while cloaking/uncloaking.

Retrieved from "http://the-starport.net/freelancer/wiki/index.php/MDB:weapon_equip.ini"

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