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Hardpoint Errors

The general place to discuss MOD''ing Freelancer!

Post Tue May 13, 2003 6:40 pm

Hardpoint Errors

Hey everybody, I was just wondering if anyone else has had problems when adding new hardpoints for torpedo's & cruise disruptors? I tried adding one to the armored transport and it shows up fine and can have stuff mounted onto them ok. But my problem is this, when they fire, the missles dont get launched. The sound effect & ammo drain happens, but still no torpedo or disruptor gets launched. I thought it might be the position of the hardpoint, but it works ok for nomad cruise disruptors and if the hardpoint is converted to a turret mount. Has anyone else encountered this problem? If so how did you correct it?

Post Tue May 13, 2003 9:43 pm

i have the same problems as you and iknow that whatever original hardpoints are there will still fire those trops and missles and normal weps but the new ones will only fire beams weps and not missles or torps or anything else using ammo. also on a another note and easy wayt o add hgardpoints to a ship is to just chnage running and docking lights and adding 3 more nodes to the file thats hwta i do instead of positiong new hardpoints and ****. to fix this i dont it might be that the games files dont know to access ammo and stuff u know

Mess With the Best Die lIke the Rest

Post Tue May 13, 2003 10:13 pm

How did you add hard point. Just added it in cmp or renamed hard point in cmp.



o)==[::::::::::::> May strong survive and weak burn<::::::::::::==(o

Post Tue May 13, 2003 11:19 pm

i renamed the hardpoint like right now i have 17 mounts for gun/missle for my anubis right only 15 show, and i still can missles to fire i renamed stuff and added axis min and max in

Mess With the Best Die lIke the Rest

Post Wed May 14, 2003 11:01 am

Ya I just added a new hardpoint to the cmp under the revolute part. But changing one of the docking lights to a proper hardpoint doesn't sound like a bad idea. But I take you need to move it to the revolute section from the fixed one?

Post Wed May 14, 2003 7:02 pm

I do not think adding a new hard point in cmp will do anything. The reason for this is that there was no hard point added when ship was made(there was no triangle added to represent hard point). And as for renamed lights only thing I thnk could be wrong is that hp's are fixed not revolute.

I will test this when I have more free time on my hands.

Post Wed May 14, 2003 7:32 pm

Thanks mate, I tried changing the lights into torped, mine, & countermeasure points & it woks ok although there are some clipping issues but they still fire ok. I left them in the fixed section but I'll try moving them completely over to the revolute section to see if it still works. but it does work to add completely new points directly to the .cmp but only for normal guns, not for anything that requires ammo.

Post Wed May 14, 2003 8:35 pm

I added two new torpedo hardpoints to the underside of the hammerheads wings and they work fine but I made them fixed. The torps can still revolve 360. Also I made some custom weapons that I can mount on them, I did not declare a hp_type for the new guns making them mountable on any hp.

Post Wed May 14, 2003 11:20 pm

ok the missles prob is a multiplayer prob i did the same thing in single player and it worked like a charm all of my missles fired like a dream and lit up the night sky so im guessing it has to do with a servers mp files

Mess With the Best Die lIke the Rest

Post Thu May 15, 2003 6:18 am

Hmmmmm, thats weird. Yet another strange bit of coding thats turned up in thise game. I wonder what other "secrets" the game has in store for us modders

Post Fri May 16, 2003 12:50 am

lol its pissing me off i dunno why there has to be a way to fix it but i dun know how

Mess With the Best Die lIke the Rest

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