Equipment is a bit of a maze in Freelancer. Equipment definitions have lot of properties and often interconnected with each other.
These are properties common to most equipment definitions.
Usually these are stackable projectiles such as missiles, torpedoes, mines and countermeasures.
|loot_appearance||string||Reference to loot crate that will be used for visual representation.|
|units_per_container||uint||When X amount of stackable equipment is dropped the game will generate ceil(x/units_per_container) lootables and assign number of units each hold.|
Visible equipment that is attached to hardpoints and can take damage and be blown off.
|LODranges||…uint||Customized level of detail ranges for equipment archetype.|
|HP_child||string||Hardpoint in DA_archetype used to connect to attachment hardpoint on target. Typically HpConnect.|
|explosion_resistance||float||How much area of effect damage is reduced (0 - none, 1 - completely ignores AoE damage)|
|debris_type||string||Debris effect that is fired upon destruction|
|separation_explosion||string||Explosion effect that is fired upon destruction (separation from attached part)|
Anything that shoots: guns, turrets, launchers, etc. Armaments inherits from Mountables.
|damage_per_fire||int||Damage to hull each shot takes.|
|power_usage||int||How much energy each shot takes.|
|toughness||float||Adds ‘toughness’ points. The higher the rating the less likely NPCs will attack you or bail out of fight quicker.|
|dry_fire_sound||string||Name of sound effect when there isn’t enough energy to make a shot.|
|use_animation||string||Play compound mesh animation script on each shot.|
|refire_delay||float||Hard cooldown before another shot could be made.|
|muzzle_velocity||float||Initial velocity given to projectile.|
|flash_particle_name||string||Particle effect used for muzzle flash.|
|flash_radius||float||Visibility range for muzzle flash particle effect.|
|projectile_archetype||string||Name of munition this thing shoots.|
|turn_rate||float||Turn rate for armaments attached to revolute hardpoints. Also affects turn rate of the barrel(s).|
|gun_elevation||float||Supposedly it limited gun base and barrel angles. Apparently not used in game. Instead same is done by revolute hardpoint min/max angles the gun is attached to, and by revolute barrel joint within turret .cmp.|
|dispersion_angle||float||Randomizes muzzle angle from 0 to this value if present.|
|AI_range||float||Prevents AI pilots from using this equipment after exceeding this distance from target(s).|
Projectiles that are shot by guns: bullets, missiles, mines, countermeasures, etc.
Munition equipment (bullets, missiles, mines, whatever):
|motor||string||Munition||Add acceleration motor to projectile.|
|Triggers explosion at a distance from target.|
|Explosion (triggered by detonation_dist). Reference to [Explosion]\nickname in equipment INIs.|
|Firing shot sound.|
|Effect applied to projectile.|
|munition_hit_effect||string||Munition||Effect applied to hit point. Effect will attach to object it got hit.|
|const_effect is applied to this hardpoint of projectile if it has a mesh.|
|How long projectile lives before vanishing off.|
|seeker||string||Munition||Turns projectile into a missile. DUMB is dumb missile. SEEK will attempt to home onto target.|
|time_to_lock||float||Munition||Delay before homing missile will lock onto target.|
|seeker_range||float||Munition||Homing missile tracking distance.|
|seeker_fov_deg||float||Munition||Homing missile field of vision limit.|
|seek_dist||float||Mine||Maximum distance within which mines will scan for a target.|
|max_angular_velocity||float||Munition||Homing missile turn speed.|
|top_speed||float||Mine||Mine maximum speed.|
|acceleration||float||Mine||Mine acceleration upon following target and until reaching top speed.|
|owner_safe_time||float||Mine||Mine safety time before before it'll starting homing onto owner as well.|
|linear_drag||float||Mine||Velocity drag. Used by countermeasures and mines.|
|range||float||Countermeasure||Capture range. Used by countermeasures.|
|diversion_pctg||float||Countermeasure||Diversion percentage. Used by countermeasures.|
|Forces projectile orientation to HpFire hardpoint of the gun.|
|Requires ammo to fire.|
|Damage disables engine cruise mode.|
|weapon_type||string||Munition||Damage type applied by projectile.|
Motors provide constant acceleration to projectile on top of the existing initial velocity.
|lifetime||float||How long motor will work.|
|accel||float||Motor will provide acceleartion.|
|delay||float||Delay activating motor acceleration.|
Explosions? EXPLOSIONS! YEAAAAAAAH!!!
Munitions refer to these, so don’t get them confused with [explosion] in FX\explosions.ini, although related they are different.
|effect||string||Reference to FX\effects.ini\[Effect]\nickname.|
|lifetime||float, float||Explosion lifetime?|
|process||string||Available values: ‘none’, ‘disappear’, ‘shatter’.|
|radius||float||Blast radius. Apparently there’s no damage falloff due to distnace?|
|hull_damage||int||Damage to hull.|
|energy_damage||int||Damage to shield or power capacity if shield is down.|
|impulse||float||Force vector applied to all moveable objects caught in radius.|