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LOSING MONEY FOR USING WEAPONS

The general place to discuss MOD''ing Freelancer!

Post Sun Apr 06, 2003 8:34 pm

LOSING MONEY FOR USING WEAPONS

is it posible to make a mod that takes somthing like 1000 credits per weapon per day so that it will cost you a bounch to maintain your weapons and if you dont have enough the computer will take goods or other items from your ship to pay the bill

i am only atacking the people who want to kill me but what if they kill me first

Post Sun Apr 06, 2003 10:18 pm

yeah right.

then newbie will have a REALLY hard time.

no thanks, no maintenance costs, they already cost enough when fighting in radiation-areas.

Post Mon Apr 07, 2003 12:55 pm

i don't see how it should work with some sort of time stamp
...but:
you can add ammo to each gun (like for the rockets) and make the ammo purchaseable on each base. Fewer money for small wepons ammo, more for the higher lvl. Each player will think twice when it comes to use the cool lvl 10 weapons if a single shot costs 100 Credits.
Don't forget to change all loadouts of the npc ships so they have also ammo, otherwise it will be a very dull universe.

Post Mon Apr 07, 2003 2:28 pm

i tought it was somthing like a licence so you have to pay for making your guns usable in space. exept for the pirates they dont need to pay

i am only atacking the people who want to kill me but what if they kill me first

Post Mon Apr 07, 2003 6:56 pm

Give every area radiation

There are only 10 kinds of people in the world:
those who understand binary, and those who don't.

Post Mon Apr 07, 2003 10:09 pm

Here is an idea.. In weaponequip.ini there is an entry under each indvidual weapon:

[Gun
nickname = fc_j_gun01_mark01
ids_name = 263175
ids_info = 264175
DA_archetype = equipment\models\weapons\li_auto_cannon.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 548
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_2
damage_per_fire = 0 <----------------------Look at this!
power_usage = 9.180000
refire_delay = 0.120000
muzzle_velocity = 600
use_animation = Sc_fire
toughness = 2.400000
flash_particle_name = pi_photon_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = fc_j_gun01_mark01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 40, 60, 100

damage_per_fire might cause damage to you every time you use it. This would let you extract a cost for firing weapons. Of course, I haven;t tested this. But if you take damage every time you shoot, or the gun takes damage every time you shoot, you wold have to repair it when you land.. Worth a try.

Ceylon

Ut

Post Mon Apr 07, 2003 10:12 pm

That's actually not a half bad idea. Any habitable planet should have a radiation belt around it, at least if it were to be inhabited by humans. Also, large planets as well. And, though I haven't studied stellar radiation myself yet, I'd have to assume that the habitable zone of any star would have enough radiation to cause damage to ships. It definately would add a little more realism to the game, though you'd have to be careful in setting it up. You don't want to go out there in a random mission, and on the way home suddenly find your ship's a firey ball of plasma.

Weapons causing damage to themselves? That's also a good idea. More realism! I likes it! Now, if we can find a way to give the engine a tune-up, and the power cores, and the likes.

Edited by - Ut on 07-04-2003 23:14:24

Post Tue Apr 08, 2003 6:10 pm

the damage per fire DOES NOT WORK i have tryed it before you have posted it an nothing happend

i am only atacking the people who want to kill me but what if they kill me first

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