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Question: Equipment Classes

The general place to discuss MOD''ing Freelancer!

Ut

Post Thu Apr 03, 2003 8:01 pm

Question: Equipment Classes

Weapon and turret classes are defined in weapon_equip.ini by the line hp_gun_type = hp_gun_special_x, or hp_turret_special_x. Likewise, shiled classes are defined in st_equip.ini by the line hp_type = hp_y_shield_special_x, where y is the ship type and x is the weapon/shield class. But where are the classes themselves defined? Are hp_turret_special and hp_y_shileld_special defined in other .inis, or in .dlls, or in the .exe? And is it possible to add more?

Say I wanted to make different classes of thrusters, so that only ships 'newer' than, say, the Drake could use a Heavy or Advanced Thruster. Is that possible by defining hp_thruster_special_x in a .ini or .dll? Or what if I wanted to limit it to ship types, like having a group of thrusters for Freighters only?

And what about equipment that doesn't have external hardpoints, like engines (Is HpEngine01 the actual engine hardpoint, or just the flame? and if so, why are engine upgrades under "internal equipment"? ) or power sources? If it were possible to add classes to thrusters, would it be possible to define hp_y_engine_x, too?

Post Fri Apr 04, 2003 1:10 am

I think it's unlikely that you can define new thruster classes.
Well you could define them, but there really isn't any way currently to let the game know what to do with your customn classes.

The HpEngine01 is an actual hardpoint for the engine.
The flame effect, the thrust, drag, power consumption, trail, cruise charge time,etc for each engine type are defined in engine_equip, so you could easily make each class of ship have a different speed/cruise time if that's what you want.

Internal for a harpoint just means that it doesn't appear in your inventory, the way weapons, thrusters, shields, nano/batteries and cargo do.

Oh, and you can define multiple different hardpoint types to a hardpoint mount.
So instead of having the usual each mount linked to it's type like this:
hp_type=hp_thruster, HpThruster01
hp_type=hp_mine_dropper, HpMine01
hp_type=hp_countermeasure_dropper, HpCM01

you could cross link them like this:
hp_type=hp_thruster, HpThruster01, HpMine01, HpCM01
hp_type=hp_mine_dropper, HpMine01, HpThruster01, HpCM01
hp_type=hp_countermeasure_dropper, HpCM01, HpThruster01, HpMine01

Allowing you to mount a thruster, mine or countermeasure on any of the three points, or even 3 of one type.

This does work, since I enabled ther two underwing hardpoints on the Dagger, and defined them to be weapon or thruster harpoints, and the game happily let me install 3 thrusters on the ship or let me install weapons on those slots.

Ut

Post Fri Apr 04, 2003 5:59 am

Thanks

The inability to create new classes is a little disappointing. I was hoping to get ship-type specific engines/thrusters/power plants into my game somehow. Hopefully someone figures out a way to do it, if it is possible.

I'm currently in the process of fiddling around with all of the eingines, balancing the game a little more to my liking (just like everyone else), and thought of shifting the majority of the drag to the ships hulls. Something like the Patriot, light on shields, would have a low lin.drag, as would its engine, but the engine would give little force. A freighter, say the Humpback, would have a huge lin.drag, but an uber powerful engine. Putting that into the Patriot would be a little outrageous. At the same time, putting a thruster on the Humpback becomes useless.

Speaking of engines, is there a way to make them sellable/transferable?

Post Sun Jun 15, 2003 5:29 pm

he UT i am working on the same things!
i know that there aren't any ini's for!
the classes names and infos are defined in the resources.dll,where all the other objects are!
i think the limits are defined in the 3db and mat files!
because they aren't in any .dll or in any .ini so they have to be there i hope i will figure out to do that finding links in these files to the resources.dll!
i think they are in the maindefinition of thruster engine ....
so there are the classes defined i think!
i will post it if i find out more!

P.S sorry for my bad english!!!

Freelancer Galaxies Mod
/Shipconfiguration/

Post Sun Mar 21, 2004 8:19 am

I'm digging this up as it is the only one that is close to my question that I searched for that I have rather than creating a new thread.
Ok.
I know there is a Shadow ship that has internal Hp for guns so that they seem invisable on the outside. What I want to know is, other than modding the Hp's in 3D utility, can I change the Hp's to make them internal in the ini files?

The reason I ask is I started playing the mod "A1FreelancerMod" which has a Borg ship, but looks bad with all the weps mounted on the exterior.

Thanks for any help.


Michael "Finalday"
In Memory Of WLB

Edited by - Finalday on 3/21/2004 8:22:15 AM

Post Sun Mar 21, 2004 9:25 am

you can change the positions of all the mounts by using the utf editor on the ships cmp. But requires some trial and error as you tend to "guess" at how far over the hardpoint should be moved.

As per making new classes, yes and no, you can't just make new classes, but, freelancer has 23 different weapon classes to chose from. And some of them can be combined as to free up new slots. Foinstance, the no brainer one is the first class, the minimum class on any ship including the starcrapper is lvl 2, therefore why need class one? just make all the guns which were previously class one, and make them be class 2, then you have to go through and edit each of the ships weapon class assignments in the shiparch to the new values, now you have a spare class which isn't used by anything. Reoganizing weapon classes is something we just finished for our mod, we have it so the previous lvl class 1-5 are class 1, 6-9 are now class 2, class 3 is lvl 10, and we made missles have their own mount as well. The limiting factor will be in the powerplants of the ships, aka like how the game privateer had it, you could put the biggest gun on your crappiest ship, but without the appropriate powerplant you could only get a few shots off. Turrets were done similarly but we did some other tweaks with them including ammunition. So why do this and what does this let us do? This freed up bout 14 more classes for which we can use for whatever we like, namely gunboat class weapons, cruiser class, and battleship classes, thus allowing players to customise those ships as well instead of just having the guns added on.

Which brings up the easier way to make a ship specific weapon if you like, just have it added on to that weapons hardpoint in the goods.ini. It will come equipted on your ship at time of purchase. Place it on a mount which you don't specify in the shipsarch and the players won't be able to remove it. Downsides though, if it gets shot off you have to crash your ship to get it back, else if you land then you gotta rebuy the ship to get the gun back on. Also when you sell your ship there is a chance it will get transfered over to the new ship you bought, making it no longer ship specidic. Though there are ways around that, such as adding a lot of volume to the equip such that it can't be stored in the new ships bay, and what we previously did was have hpcovers added on all the mounts of a ship at purchase, thus making it impossible to tansfer the weapon from one ship to another without it being put in your inventory, and if it's mass is higher then your ships cargo space, then it is forced to be sold when you transfer ships, hence making it ship specific.

edit... bah, I shoulda read the date of the post above the post above mine... there really is a lot of threadeacracy going on... just make a new post rather then bringing up stuff which was over 7 months ago...



Edited by - black_lightning on 3/21/2004 5:07:28 PM

Post Sun Mar 21, 2004 5:37 pm

well, 2 reasons for digging this up. 1 is thatI did do a search on the topic, and 2 why create a new thread when an old one is with in the topic of my queastion. Less clutter than creating a new one too.

Michael "Finalday"
In Memory Of WLB

Post Sun Mar 21, 2004 6:56 pm

Finalday...

The only way to make an internal weapon is use the model of the nomad weapon system, not the lootable one. Then making them permanent as to not accidentally replace them with ordinary weapons. Other use the Liberty cruiser forward gun model... or you can just make LOD_Ranges = 0 only.


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