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Ablative Armor - Can bays be opened yet?

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Post Mon Apr 28, 2003 9:01 am

Ablative Armor - Can bays be opened yet?

Hey All,

I've been working on a theory. Errrrr, maybe toying with a question would be a better phrase. I got to working on a Runabout-style ship and thought "Heck, this would look sweet if I could activate Ablative Armor". For those non-trekies here's a view of what I mean.



Basically it's an armor skin that materializes overtop of your ship's hull.

Then I got thinking to myself... "Hey, if I had a command to simply move something from one place to another on the ship then I would be able to do that easily"... Then something struck my mind. "Isn't that was bay doors do?"

The model is relatively easy. All you have to do is basically copy your ship, remove most of the detail (making it smooth), make it a tad bigger (so it will cover the origional), and then cut that model into little chunks, hiding those inside the first model until they're needed. Then when you press a button, just have the peaces move into place. It's easy when you think about it, but I'm not sure if Freelancer's "Open/Close bay" command is powerful enough to control this kind of movement.

In order for this to become a reality I would need to move more than 1 door (pannel), which I don't see as being a problem since most of the battleships have more than one door open when the bay opens. Anyway, then I would need to figure out how the doors work. Do they have a start location and an end location or do they simply "work"? And how would this be coded in Milkshape. Make a "hardpoint" for the start location and another for the end location, for each peace? If so, that would be easy, all I would need would be the hardpoint names that I need to use.

But first I need to know if someone's cracked the bay doors yet. If so, can you chuck me a link to the tutorial?

I don't know any way to make my armor strength go up when the armor moves into place (from being hidden inside of the model to the outside), but simply having the effect would be cool none-the-less.


~Jay~



*Image courtacy of scifi-meshes.com



Edited by - Jackel on 28-04-2003 10:13:14

Post Mon Apr 28, 2003 11:51 am

That is sssoooooooo CoooooOOOooooLLLL

I hope that you find out how Best of luck

Post Mon Apr 28, 2003 5:18 pm

To my knowledge, doors have not yet been cracked, sorry.

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

Post Tue Apr 29, 2003 7:29 pm

Hey, let me guess: is that Admiral Janeway's ship from the series finale of ST: Voyager?

Post Tue Apr 29, 2003 9:21 pm

Actually, ablative armor is armor that is designed to "ablate" when hit. That means it is destroyed when it absorbs damage.

It is current existing as squares of armor that may be attached to vehicles. When hit, they break off, protecting the vehicle. You can then repair it by replacing the missing pieces.

True ablative armor in FL would protect less and less as it was hit more, eventually having to be replaced entirely.

What you are thinking of is more of a generated skin. One way to balance such a mod would be to require stored power to be at full, and have it use ALL power.

Ceylon

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