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whatever

The general place to discuss MOD''ing Freelancer!

Post Sun Apr 27, 2003 9:37 pm

whatever

i know its not my place to demand anything in here, but since i have no ability what-so-ever to make mods i figure ill just throw some ideas out there in the hopes that someone will put them too good use.
let me also just say that i dont know if any of this is possible but it would be nice...

1) more specific items, a shield that has almost no defence but regenerates like a crazy, a gun that does next to no damage but has massive range and refire rate, guns that completly bypass shields, etc

2) mulitiple engine/shield slots on any one ship

3) more creative missions, im sick of all the "go there and kill everything to get cash" missions. it would be nice to have missions like "protect/attack that convoy" or "find him/this, i dont know where but just ask around" or "get these blueprints to get access to this item/ship", etc

idd rather not be flamed here but feel free to express an opinion.

Post Sun Apr 27, 2003 11:06 pm

*sigh*

We all want things like that, particularly the last one. However, in order to do that, we'd need to figure out how to do it first.

Then, even if we did, why would we cater to your whims, when most modders are modders because they have their own projects or are part of a mod team.

Anyway, you should take a look at this thread if you wanna see what can happen when someone asks for a mod but offers no help.

Post Sun Apr 27, 2003 11:49 pm

im not asking for any mods, im suggesting ideas that might be used for mods... since i cant really make my own mods (i not only have a total lack of knowledge of how, but i dont understand what the heck im doing if i folow the given steps) im doing what i can for the creative prosses... thinking is my strong point, so giving ideas is the next logicl step...

Post Mon Apr 28, 2003 2:59 am

1) more specific items, a shield that has almost no defence but regenerates like a crazy, a gun that does next to no damage but has massive range and refire rate, guns that completly bypass shields, etc


I have a shield mod like this. If you like, I could email you the files. I haven't posted it because it is part of a larger mod that is still in progress.

Ceylon

Post Mon Apr 28, 2003 8:59 am

great, my mail: [email protected]

Post Mon Apr 28, 2003 12:04 pm

I did the weapon editing myself.

This is in the Weapon_equip.ini

[Munition
nickname = special_gun14_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 2173.599976 << Damage apply to ship hull
energy_damage = 2245 <<Damage apply to shields
one_shot_sound = fire_tachyon5
munition_hit_effect = sp_doomsday_02_impact
const_effect = sp_doomsday_02_proj
lifetime = 1.166000 <<The range, larger # means longer range.
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = special_gun14 <<weapon's name, need for add to Market_misc.ini
ids_name = 263549
ids_info = 264549
DA_archetype = equipment\models\weapons\co_proton_cooker.cmp
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect
hit_pts = 6752
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_10
damage_per_fire = 0
power_usage = 0.399994 <<How much power does it need per round
refire_delay = 0.0500000 <<refire rate, the smaller # the faster it fires
muzzle_velocity = 3000.299988 <<Speed of the round, 2500+ is recommanded
use_animation = Sc_fire
toughness = 23.500000
flash_particle_name = sp_doomsday_02_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = special_gun14_ammo
separation_explosion = sever_debris
auto_turret = false <<Can't get this working
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

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