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What is the most amount of weapons a modified ship can use?

The general place to discuss MOD''ing Freelancer!

Post Tue Mar 25, 2003 10:23 am

What is the most amount of weapons a modified ship can use?

I modified my Anubis to hold 15 guns (which is perfect because there are 15 special guns), but has anyone experimented with other ships and come up with once that can hold more? As I'm typing this I'm thinking that the Humback might be able to hold quite a lot.

CW

Post Tue Mar 25, 2003 11:52 am

My Domesdary can hold more than that. I put a gun on every possible slot, and the ship has 8 running lights, 2 landing lights and a head light, plus the original 8 gun slots and other slots like HpCloak01 etc...

But I've taken most of them out because they don't look too good... some are half-buried in the hull, some are hovering, and they all shot 360 including THROUGH the hull. They don't do any damage to the ship itself but I just don't like that.

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War does not decide who is right, only who is left.

Post Tue Mar 25, 2003 12:22 pm

Cool. I didn't go as far as swapping out the lights as well (only thrusters, torps, turrets and CM's). Hehe, gonna have to look into that.

Post Tue Mar 25, 2003 12:47 pm

how & where did you add the code for the extra guns/turrets?

and could you give a code example too please?

Many thanks in advance

Zen,
Even the greatest of whales is helpless in middle of desert.
DuwX.com

Post Tue Mar 25, 2003 12:58 pm

Question: does adding weapons really benefit anything - besides a greater selection?

What I mean is, doesn't the ships power rating still limit what you can use? After all it would seem to me that if you have 10 huge guns mounted you'd get one or two shots off before your power bar would be gone.

Post Tue Mar 25, 2003 3:22 pm

Well I managed to fit 27 guns on the Anubis!!

Yeah, they suck your energy down real fast, unless you use Nomad weapons (0 energy usage).

Post Tue Mar 25, 2003 6:24 pm

Or unless you create your own special versions of the weapons with lower energy usage.

Post Tue Mar 25, 2003 6:31 pm

adding own custom useage ones best plan totally custom then

Any chance of a copy of your ships ini data so i can add bits to my modding tutorial?

Zen,
Even the greatest of whales is helpless in middle of desert.
DuwX.com

Post Tue Mar 25, 2003 6:38 pm

I noticed that adding weapons (particularly powerful ones) also adds mass to the ship. I outfitted LF Dagger with 7 lvl 10 guns and it affected its maneuvrability.

Post Wed Mar 26, 2003 3:13 am

*cough cough* li_dreadnought: 31 running lights, 11 turret slots......... */cough* */cough*

---------------
Genius
Writer
Freelancer Software Development Kit

RaK

Post Wed Mar 26, 2003 4:33 am

i got the anubis to hold 31 main guns, aswell as 2 shields and a thruster >
think ive used every available hardpoint

http://www.rak.me.uk/anubis.jpg

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You just washed up here or something?

Edited by - RaK on 26-03-2003 04:35:40

Post Wed Mar 26, 2003 4:53 am

Sweet, I only got my tweeked eagle to have 20 gun mounts(I only used the lights as extras HPs and kept the shield and thruster HPs where they belonged) but I made it so I can buy bigger power upgrades to compensate for the increased power consumption so I don't have to modify a bunch of weapons if I want to use a different type of gun. But 31 guns, it looks like you have more guns than ship!

Edited by - Tobmaster on 26-03-2003 04:55:03

Post Wed Mar 26, 2003 9:54 pm

How do you replace light with guns hardpoints?

Post Thu Mar 27, 2003 12:51 am

Nacho, here’s a full blown explanation on how to do it all, I hope it makes sense for you. Perhaps you already know most of what I''m about to type:

In the “shiparch.ini” file, under the [ship you want to modify, you’ll find numerous lines saying:

“hp_type = hp_gun_special_x , blah blah

Where x is the allowed class and the blah blah bit is a string of comma separated hard-points.

Normally the hard points associated with a ship’s guns would be the “HpWeapon01”, “HpWeapon02”, etc. hard points, but you can use any hard point you like. That includes turret hard points, torpedo hard points, lights, thrusters, mines, (possibly even shield hard points but I’ve not tried that), cloak, CM, and so on.

The key words associated with these hard points are as follows:

- Guns/missiles: HpWeapon01, HpWeapon02, etc.

- Turrets: HpTurret01, HpTurret02, etc.

- Torpedoes: HpTorpedo01, HpTorpedo02, etc.

- Mines: HpMine01, HpMine02, etc.

- Counter measures: HpCM01, HpCM02, etc.

- Various lights: HpHeadlight, HpRunningLight01, HpRunningLight02 etc., HpContrail01, HpContrail02, etc., HpDockLight01, HpDockLight02, etc.

- Thrusters: HpThruster01, HpThruster02, etc.

- Shields: HpShield01, HpShield02 etc.

- Doors: HpBayDoor01, HpBayDoor02, etc. (I don’t actually know what this is about, but it’s a hard point so you might be able to use it).

Now I’ve only shown 2 for each item, but you can see how the numbers increase. Not every ship has the same number of gun or turret hard points, but through experimentation you’ll work out where to stop. Some ships also have multiple thruster hard points (like the Anubis, even though they aren’t actually configured to be used).

Anyway, now that I’ve explained all that (and hopefully not confused the hell out of you), here is an example of how you could go overboard and assign heaps of guns to your ship:

Replace the “hp_type= hp_gun_special_x ” assignments with the following line (where x is equal to the class you wish to allow for those hard points).

hp_type = hp_gun_special_x , HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpTurret01, HpTorpedo01, HpTorpedo02, HpTorpedo03, HpMine01, HpCM01, HpHeadlight, HpRunningLight01, HpRunningLight02, HpRunningLight03, HpRunningLight04, HpRunningLight05, HpRunningLight06, HpContrail01, HpContrail02, HpDockLight01, HpDockLight02, HpThruster01, HpThruster02, HpThruster03.

You would most likely repeat the above line to substitute 1 – 10 into x so you can use all gun classes.

Post Thu Mar 27, 2003 3:16 am

Thanks a lot, makes perfect sense.

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