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Archangel (from Tachyon) Available

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Post Sat Jun 28, 2003 6:42 pm

Archangel (from Tachyon) Available

EDIT - Links fixed.


This is the Archangel from Tachyon the Fringe. It has 3 guns, 2 Torpedos and a mine dropper. Guns are max class 7.

Get it here. It is in FLMM format and buyable at Pittsburgh.


Edited by - redeye on 28-06-2003 20:15:43

Edited by - redeye on 30-06-2003 02:06:14

Post Tue Jul 01, 2003 4:10 am

@Wraith :

Anyway i stuck 3 guns and 2 torpedos on this one. However i only did this 'cause this is what i read on a Tachyon website that the loadout was. Just goes to show you cant believe everything you read on a website

MD has given it 6 guns, 1 turret and 2 torpedos/missiles on the Rebalance one so you could check that one out. Trouble is striking the balance between keeping it close to the original and filling a niche somewhere in FL. E.g. i did the elite ships and to stay true to the originals they all should have had 1 gun and maybe a couple of missiles at a push obviously there would have been no point in such ships in FL. Your list of stats seems reasonable tho so i'll go with that when i release the ships on their own. Might trim down the number of missiles (i.e. torpedo) hps tho cause more than 2 on a FL ship makes it a hassle to fire them.

There are a few hidden hp's on the Archangel here tho so you could easily convert it to 4 guns, 3 torpedos with a few tweaks. Deativating the ship in FLMM then reactivating after you have finished is the easiest way. First you need to change the gun in the middle to a torpedo, to do this get FLUTF edit and open up arachangel.cmp. Click on 'archangel.3db' -> 'Hardpoints' -> 'Revolute' and find the HPWeapon05 one. Rename it to HpTorpedo01 and save overwriting the old .cmp. Hp/Weapon/01 and 02 are hidden gu mounts in the pods eith side of the cockpit and are set up with a limited roation so they wont go through the pod walls. Maybe you already know how to sort this but if not activating them is really easy - just edit script.xml, find the lines that say :

hp_type = hp_gun_special_X, HpWeapon03 , HpWeapon04, HpWeapon05
(there are 7 lines like this with X from 1-7)
and add in the 2 hidden Hps and remove the redundant HpWeapon05 bit so they say this :

hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03 , HpWeapon04

Now it will have 4 guns, 2 missiles/torpedos.

Then you need to add in your new torpedo launcher on the front.
Find the lines that say :

hp_type = hp_torpedo_special_2, HpTorpedo02
hp_type = hp_torpedo_special_1, HpTorpedo02

Copy and paste these lines changing your pasted two so they say :

hp_type = hp_torpedo_special_2, HpTorpedo01
hp_type = hp_torpedo_special_1, HpTorpedo01

This sets that up as a valid Hp and means it can mount both types of torp available. Save script.xml and reactivate the ship, now it will have 4 guns and 3 torps.

Or you could save yourself alot of hassle and play it with 3/2.. Depends on how much of a Tachyon purist you are tho

Post Wed Jul 09, 2003 8:30 am

Hi,

I really like the Archangel design. I added two guns to the two hidden hardpoints on the ship. I tried to modify the add-ons list to add orange lights and docking lights, etc. It looks like the only effect I got was to have up to three blinking orange lights on the the left torpedo, no docking lights at all. I really would like to have at least two docking lights for this nice ship. Even the Starflier has two docking lights on it, why not the mighty Archangel?

Is there a way I can do this? If so, which tools can I use and where are these tools?

Thanks in advance,

Tyco
-- The "free as a bird" Freelancer --

Post Wed Jul 09, 2003 9:45 am

@tyco

It is possible to add you own Hps to a model but it is pretty hard 'cause you've got to work out the 3D co-ords for it. Much easier to do before the model is converted to a .cmp. So i have sent you a mail with a new .cmp file for your archangel which has two dock light Hps. I've never really been bothered by the lights so i didnt bother putting any on the original. Pretty lazy i suppose

I'll remember and at least leave people the option of lights in the future.

If you dont get that file (used outlook it is crap) post again and i'll send it from somewhere else.

Post Wed Jul 09, 2003 8:46 pm

I did not get the new cmp file. Can you send it again pls.

Thanks,

Tyco
-- The "free as a bird" Freelancer--

Post Thu Jul 10, 2003 2:05 am

Resent. BTW i am using your email in the profile - [email protected] is this correct?

Post Thu Jul 10, 2003 8:04 am

It would be much easier to just make a gun that mounts on a CD/T hardpoint. That way it would fire with the rest of the guns with no hassle. For instance...
This gun mounts on the torp launcher. The nickname, ids_name and ids_info are only valid for a modified weapon_equip.ini and an 8th DLL (if you have the Star Wars ship pac, that would be the 7th DLL, and then you have to download a blank DLL template from the forum or you could look in the 6th DLL with FLed_ids for an empty ids number near the end of the file... There are 65536 numbers in each DLL, so the 6th DLL would end with 458751, go backwards a couple thousand from there and try a few.) but you could change them or use the original Golden Blade gun file and overwrite the original gun after you save it somewhere of course, but you get the idea.


[Munition
nickname=gun_crippler_01_ammo
hp_type=hp_gun
requires_ammo=false
hit_pts=2
hull_damage=200
energy_damage=400
one_shot_sound=fire_tachyon5
munition_hit_effect=sp_destabilizer_01_impact
const_effect=sp_destabilizer_01_proj
lifetime=1.000
force_gun_ori=false
mass=1
volume=0.0001

[Gun
nickname=gun_crippler_01 ;Meant to replace a CD/T launcher with a gun This is highly modified 263542
ids_name=524292 ;was 263542 or Golden Blade (special_gun07)
ids_info=524392 ;was 264542
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
debris_type=debris_normal
parent_impulse=20
child_impulse=80
volume=0
mass=10
hp_gun_type=hp_torpedo_special_2 ;was hp_gun_special_1
damage_per_fire=0
power_usage=19
refire_delay=0.12
muzzle_velocity=1000
use_animation=Sc_fire
toughness=15.6
flash_particle_name=sp_destabilizer_01_flash
flash_radius=15
light_anim=l_gun01_flash
projectile_archetype=gun_crippler_01_ammo
separation_explosion=sever_debris
auto_turret=false
turn_rate=90
lootable=true
LODranges=0, 20, 60, 100

Post Thu Jul 10, 2003 8:56 am

RedEye,

I got the file. Thanks. The docking lights work fine. I like your placement of them on the ship. Just the right place.



Tyco
-- The "free as a bird" Freelancer--

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