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Shield Blowthrough Damage

The general place to discuss MOD''ing Freelancer!

Post Fri Apr 11, 2003 1:02 am

Shield Blowthrough Damage

Does anyone know how to do:

1) Cause damage to blow through shields, doing hull damage directly?
2) Cause a weapon to do pulses of damage.
3) Cause a weapon to do radiation damage?

I am working on a couple of odd weapon designs, which would need to be able to do one of these three things. The basic idea is to do damage directly to the hull, or in the case of pulse, be able to kill weak enemies with a single shot. It's kind of odd that a level one Liberty Rogue can absorb four nomad cannon blasts in one volley and just lose his shields. I was thinking about changing such weapons to to a 50/50 pulse. If the shields go down after the first 50%, the second would be applied to hull.

The direct to hull damage is for some odd mine-type devices. A Radiation mine that blasts you with a heavy does of radiation, ignoring your shields. Again, useful for dealing with low-level enemies.

Thanks in advance,
Ceylon

CW

Post Sun Apr 13, 2003 1:10 pm

Appearantly this is impossible unless you decompile and mod the .exe directly, but don't quote me on it.

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

Post Sun Apr 13, 2003 5:00 pm

Maybe for the pulse thing, you could set the weapon to fire off 2 projectiles really fast instead of 1. Then, make each shot do 1/2 normal damage?

Post Sun Apr 13, 2003 5:38 pm

Take an already existing pulse weapon, slow down its refire rate, increase inflicted damage, increase projectile speed.

Post Tue Apr 15, 2003 6:16 am

What is an already existing pulse weapon? I need something that actually does pulsing damage, as in two discrete instances of damage being caused, if I'm going to use that solution.

I have thought about the two projectiles method, but can't find a way to do it, without hacking the EXE, which I do not have the knowledge to do. Xerx has been helping me with that a little, but I just don't have the background for it.

One of the end results is to make high-end missiles and torpedos put an end to low-level enemies with a single hit. As in, your cannonball missile wipes out a fully shielded, undamaged Liberty Rogue all on it's own. That's more realistic.

Ceylon

Post Tue Apr 15, 2003 7:40 pm

1 answer and 1 question:

the answer: the pulse gun is also known as the railgun or in other words fire a piece of scrap by means of a strong magnetic field to launch it at a near light-speed velocity

the question: the radiation weapon, would it be nice to convert it in some sort of missile or projectile like the germans used in WO I to throw mustard gas at the allies

Post Wed Apr 16, 2003 2:13 am

Sorry, I meant plasma weapons. They do distinct, slow shots.

Plasma weapons are for instance:

Lavablade MK I, II, III
Magma Hammer
Flamecurse MK I
Drake A, B, C
Firekiss MK I

-V-

Post Wed Apr 16, 2003 4:12 am

Dude he means pulse weapons, as in a weapon that for each trigger pull fires off more then 1 shot.

One way that I can see to get blow-through effect is to make the gun do an explosion type dammage, since that is radiated out, and if the shields are taken down, the dammage shock wave will still continiue to dammage the hull. Vola, no shields, No hull. You could also use this to make flak-cannons for fighters as well.

Post Wed Apr 16, 2003 5:33 am

V...

Your idea intrigues me. Do you know of a weapon that does damage in this way? Or a way to make it do this? This would be exactly what i am looking for, as some of the weapon designs are, in fact, explosive weapons.

Please post any information you have about this, or email me at:

ceylon@$noprocessedmeat$.arches.uga.edu

Thanks,
Ceylon

Post Wed Apr 16, 2003 5:41 am

You do need to hack the EXE which is really tough encrytion. 90% of behavior is in the content.dll which can be hacked easy with PE Explorer share ware off the Net and a hex editor. Just redefine one of your mine type in the hard code subroutine call funtions to radiation type direct hull damage instead of normal damage.

I tried the explosion type damage but it does not work for me. Firing two devices will work but cheesy, yes set refire rate to zero would dump quickly but not the perfect weapon he seeks.

I been busy lately with real life; but maybe a radiation mine would be a cool addition to the game for a mod called MineRad MOD

Hacking the content.dll this way makes for a problem; mods will have to be all together in it, or they wil not work with each other. I think I can use my content.dll from OpenSP MOD v1.1; it works in MP. So I could change one of the more worthless mine or create define a new one; then have it do radiaton damage instead. It is much easier to code modify an existing mine, pick one to be changed. (Remember AI wil use them too. I added mines to AI in Liberty Rouges and they will drop the out the back at you...).

I make mines not to kill so badly, but heck do as you want with it. My next MOD was a WormHole MOD to add random radiation damage to you when using jump holes; they are unstable so make then hurt you. Feeling Lucky? I adjust the randomize upon each start and is tied to pilot level of each wormhole, even a small chance to kill you out right, some are only one way, some send you into a black hole system! LOL watch out for them unstable wormholes and use at your own risk..

I want to make the content.dll to re-read in the certain INI files when changing systems instead of just at start up. It wil take a few seconds to reload data but so much random stuff can be added in on the fly instead of just at start up (Real Dynamic Economy) extra surprise zones of pirates, changing planet alliances, etc.

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Give me a house I sleep for the night; give me a hammer, I sleep forever.

Medieval Man had Lock Pick; Modern Man has Hex Editor.

Edited by - Xerx on 16-04-2003 06:46:19

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