Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

armor_scale?

The general place to discuss MOD''ing Freelancer!

Post Wed Apr 16, 2003 9:11 am

armor_scale?

Gday,

I had a look of the code of this armor_scale?

I tried it out but it does no effect, like using armor_scale_21, but the armor was the same as I tried it on a test bed of a battleship.... I dont know how the armor scale works, but does that effect the hull or anything or did I do something wrong? or it dont work?

Zhaker

Post Wed Apr 16, 2003 10:34 am

The armor scales in select_equip.ini do only work as addon in goods ini, e.g.:

[Good
nickname = bhe2_package
category = ship
hull = bhe2_hull
addon = armor_scale_5, internal, 1

How to make armor scales:
********************************
A better solution is to make your own armor scales and make them purchaseable.
1.) Edit "misc_equip.ini", e.g.

[Armor
nickname = armor_upgrade1
;ids_name = 458976
hit_pts_scale = 1.0500000
volume = 5.000000

[Armor
nickname = armor_upgrade2
;ids_name = 458977
hit_pts_scale = 1.100000
volume = 10.000000

... be careful with the ids_name entries, comment them out or make your own like i did.

2.) Edit "misc_good.ini", like this:

[Good
nickname = armor_upgrade1
equipment = armor_upgrade1
category = equipment
price = 10000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_armor.3db
combinable = false
ids_name = 458976
shop_archetype = equipment\models\hardware\br_protective_armor.3db
material_library = equipment\models\hardware.mat

[Good
nickname = armor_upgrade2
equipment = armor_upgrade2
category = equipment
price = 20000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_armor.3db
combinable = false
ids_name = 458977
shop_archetype = equipment\models\hardware\br_protective_armor.3db
material_library = equipment\models\hardware.mat

3.) Now make them purchaseable at the base you want by adding some lines in the "market_misc.ini", e.g. for Manhattan:

MarketGood = armor_upgrade1, 0, -1, 10, 10, 0, 1
MarketGood = armor_upgrade2, 0, -1, 10, 10, 0, 1

...et voilà, you now can buy two armor upgrades at Manhattan.
Even the mounting works (unmounted they do not apply), I checked it, it works perfectly.

Post Wed Apr 16, 2003 10:13 pm

Thats amazing. I will have to do this...brb

Post Wed Apr 16, 2003 10:35 pm

Quick question for ya. Well...2 actually The volume, how do you know what to put there? And making IDS name, I only have to do the name and no description right?

Post Thu Apr 17, 2003 10:37 am

ids_name:
************
You don't need any names or infocards in general, the game then places "unknown" in the fields

...but for better playing you should give them names.
I put the information about the upgrade in the name so i do not have to create infocards. E.g.: "Armor Upgrade 1 (+5%)" is the name of the first upgrade.

volume:
*********
since we are working on a complete equipment mod (engines, power plants, armor) we gave everything a volume...set it to 0 if you want all ppl
to be able to buy it or set it to a value of your choice.
Example:
Starflier -> Cargo Space = 25
Armor Upgrade4 -> Volume = 30
Result: Starflier can not buy it.

Post Thu Apr 17, 2003 12:11 pm

would we be mounting these things on the shields?

Post Thu Apr 17, 2003 3:18 pm

The engines, armor upgrades etc are mounted to default mount points.
Like the nanobots and shield batteries. Not to slots like the shields, wepons...

Post Fri Apr 18, 2003 1:47 am

Yeah, I know about the infocards. So i just did a name and no infocard. My game crapped out on me so I will have to reinstall.

Post Fri Apr 18, 2003 1:20 pm

Gday,

Well cool I got it working, and tried a tractor and a scanner and all, but you can edit them for longer range tractoring or scanning *sigh*, though I might be doig it wrong but seems there is a limit to it defined elsewhere...

Return to Freelancer General Editing Forum