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Adding Torpedo or Cruise Disruptor to Freighter

The general place to discuss MOD''ing Freelancer!

Post Sun Mar 16, 2003 10:34 pm

Adding Torpedo or Cruise Disruptor to Freighter

Has anyone managed to do this? I tried to hang a torpedo on my Dromedary, but I can't get the hardpoint to show up when I go to buy equipment.

In shiparch.ini, I added the following to ids_name =23704, which is the Dromedary:

hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01

I also commented out one of my turrets so I wouldn't have more than 10 weapons. However, it doesn't work. Is there another .ini I need to edit? Or is there some hard-coded property that prevents freighters from carrying torpedoes?

Post Sun Mar 16, 2003 10:47 pm

Well, if you want to replace weapon hardpoints with torpedo hardpoints put this

hp_type = hp_torpedo_special_1, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_torpedo_special_2, HpWeapon01, HpWeapon02, HpWeapon03

I don't think you can add hardpoints that the mesh file doesn't already have, but you can change the current ones around.

Post Sun Mar 16, 2003 11:05 pm

That worked, thanks.

Post Mon Mar 17, 2003 2:59 am

I want to replace mine and turret hard points so i put

hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08, HpTurret 01

to make the turret mount missiles and guns. It didn't work. help plz

I used to hate weddings cause all my aunts and grandmas would poke me and say "Your next sonny!" They stopped when I started doing it to them at funerals

Post Mon Mar 17, 2003 5:02 am

Cheese: what that line did is allow weapon hardpoints 1-8 and turret hardpoint 1 mount class 10 guns and missiles. If you want them to hold missiles of other classes too, you have to specify that in another line - hardpoint "abilities" aren't recursive, so just because you gave it the ability to hold class 10 equipment doesn't mean it will now automatically hold class 9,8,7, and so on.

As far as I know, you can't truly REPLACE a hardpoint, you can just hack it to accept more equipment than the developers intended. For example, I couldn't delete a gun hardpoint on my Dromedary and replace it with a torpedo hardpoint, but I could make it accept torpedos along with the guns.

I don't know what ship you're working with, but if you had 2 turret hardpoints and you want to make them accept guns and missiles, your shiparch.ini will need to include the following:
hp_type = hp_gun_special_10, HpTurret01, HpTurret02
hp_type = hp_gun_special_9, HpTurret01, HpTurret02
hp_type = hp_gun_special_8, HpTurret01, HpTurret02
hp_type = hp_gun_special_7, HpTurret01, HpTurret02
hp_type = hp_gun_special_6, HpTurret01, HpTurret02
hp_type = hp_gun_special_5, HpTurret01, HpTurret02
hp_type = hp_gun_special_4, HpTurret01, HpTurret02
hp_type = hp_gun_special_3, HpTurret01, HpTurret02
hp_type = hp_gun_special_2, HpTurret01, HpTurret02
hp_type = hp_gun_special_1, HpTurret01, HpTurret02


I haven't actually tried this, so I could be completely wrong, but from what little ship modding I've tried, I think this is the way to make turrets accept missiles (and guns).

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