Awesome Modules


#1

Here you can post modules for everyones use and MAKE SURE IT IS TESTED SND WILL NOT GLITCH YOUR GAME.
This is an example for a fighter:

[config]
unlockcost = 0
lockable = 0
armour_penetration = 20
blasttexture = “turret_blast_red.dds”
category = “WEAPONS”
classname = “SIM_BulletWeaponModule”
color = 5
cost = 500
crew_required = 22
damage = 5
description = “So large that frigates need to built around it. when the tribe need fire power this is where they get it”
fire_interval = 1
guiname = “30 inch chaingun”
height = 10.0
hitpoints = 500
icon = turret
min_range = 150
max_range = 600
name = “30_inch_chaingun”
optimum_range = 600
powerconsumed = 750
shield_penetration = 6
size = “FRIGATE”
sound = data/sounds/fusion_torpedo2.ogg
soundvolume = 50.0
speed = 7.5
tracking_speed = 10.0
turret_sprite = “turret_auto_v6”
turretsize = 75.0
weight = 200
width = 5.0
slot_type = TURRET
uisortpos = 1080
restricted = “tribe”

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = max_range,DECIMAL
5 = damage,DECIMAL
6 = fire_interval,INTEGER
7 = tracking_speed,DECIMAL
8 = shield_penetration,DECIMAL
9 = armour_penetration,DECIMAL
10 = crew_required,INTEGER
11 = optimum_range,DECIMAL
12 = min_range,DECIMAL
13 = total_damage,DECIMAL
14 = damage_duration,INTEGER

here is the beam lazer 2

[config]
unlockcost = 0
lockable = 0
armour_penetration = 400
beam_duration = 1000
beamwidth = 50.0
blasttexture = “beam_red_atlas.dds”
category = “WEAPONS”
classname = “SIM_BeamWeaponModule”
color = 255,16,16
cost = 115
crew_required = 80
damage = 400
description = “The next generation of beam weapons, now in higher power”
fire_interval = 2700
grain = “beam_red_atlas.dds”
guiname = “Cruiser Beam Laser2”
has_grain = 1
hitpoints = 105
icon = turret
min_range = 260
max_range = 770
name = “cruiser_beamlaser2”
optimum_range = 616
powerconsumed = 60
shield_penetration = 400
size = “CRUISER”
sound = “data/sounds/cruiser_beamlaser.ogg”
soundvolume = 2.0
texture = “beam_red_atlas.dds”
tracking_speed = 1.02
turret_sprite = turret_las_v1
turretsize = 12.0
weight = 75
slot_type = TURRET
uisortpos = 1010

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = max_range,DECIMAL
5 = damage,DECIMAL
6 = fire_interval,INTEGER
7 = tracking_speed,DECIMAL
8 = shield_penetration,DECIMAL
9 = armour_penetration,DECIMAL
10 = crew_required,INTEGER
11 = optimum_range,DECIMAL
12 = min_range,DECIMAL

the flamethrower 2 credit to preditorian industries

[config]
unlockcost = 1000
lockable = 1
armour_penetration = 48
blasttexture = “turret_blast_red.dds”
category = “WEAPONS”
classname = “SIM_BulletWeaponModule”
color = 4
cost = 140
crew_required = 7
damage = 8
description = “test/make sure your ships get really close!”
fire_interval = 3
guiname = “Flamethrower mkII”
height = 30
hitpoints = 10
icon = turret
min_range = 0
max_range = 400
name = “flamethrower2”
optimum_range = 400
powerconsumed = 20
salvo_size = 100
salvo_interval = 4000
shield_penetration = 11
size = “FRIGATE”
soundvolume = 0.40
speed = 2
tracking_speed = 1.0
turret_sprite = “turret_auto_v3”
turretsize = 9.0
weight = 29
width = 30
slot_type = TURRET
uisortpos = 1051

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = max_range,DECIMAL
5 = damage,DECIMAL
6 = fire_interval,INTEGER
7 = tracking_speed,DECIMAL
8 = shield_penetration,DECIMAL
9 = armour_penetration,DECIMAL
10 = crew_required,INTEGER
11 = optimum_range,DECIMAL
12 = min_range,DECIMAL


#2

um… where?

EDIT: oh, there


#3

sorry I was having trouble uploading the txt file


#4

your optimum range is twice as far as the max range…not sure how thats gonna work…


#5

sure Ill edit that