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The content may be outdated and links may not be functional.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

Missile Hardpoints

The general place to discuss MOD''ing Freelancer!

Post Fri Jul 11, 2003 7:21 am

Missile Hardpoints

Now, if this is very difficult, and would require way to much effort, say so now. Unless of course you have WAY too much time on your hands.

Is it possible to easily place missile only hardpoints on ships?

OR

Can i make the turrets take missiles?

Post Fri Jul 11, 2003 12:25 pm

Edit: I'm sorry, my idea didn't work :-/

Edited by - RubberEagle on 11-07-2003 16:41:07

Post Sun Jul 13, 2003 4:25 pm

Ok, First i suspect you could make missile only hardpoints but havn't tried it. Secondly you can make missile fit on turret mounts and have the same range of movement, and i've done it. Look for the missile turret mod in the downloads section.

Ps. I might try the missile only if i get it to work i'll post how to do it here too.

Post Mon Jul 14, 2003 3:06 pm

Well, you could always take the stats from (insert missile launcher here) and paste them to the Starkiller/Sunslayer. With enough editing, it would look/sound/function exactly like a missile.

Post Mon Jul 14, 2003 7:18 pm

@Xenogear: it would be easier to just edit the missiles to use the Torpedo Hardpoint. simply replacing
<pre><font size=1 face=Courier>hp_gun_type = hp_weapon_special_X </font></pre>
with
<pre><font size=1 face=Courier>hp_gun_type = hp_torpedo_special_2 </font></pre>
in the weapon_equip.ini
my suggestion (the one that didn't work) actually was to use hp_missile_special_X here and in the shiparch.ini (but the game acted like i had no hp_gun_type line at all )

Edited by - RubberEagle on 14-07-2003 23:26:51

Post Tue Jul 15, 2003 2:49 pm

history buff - create a new hard point for it in the ships cmp file - see below

You will need the UTF editor, and ini decompressor here. Open up the UTF editor, then open file button. You will have to go the freelancer data file, then ships. Choose which nations ship you want to change - So for the Valkyre - it is the Rhienland_Elite folder. Open up the rh_elite.CMP file. In the left side of the screen you will see a very small + \ click on the + sign to expand the tree. Now different things are mounted on different parts of the ship, but basically whatever you open from here (Rh_elite_lod102thingystuff.3db) will also have several ‘nodes’ or chains to the branch. You are looking for the hardpoints node. Expand and you will find fixed and revolute. The revolute generally holds weapon and torpedo mounts, and the fixed your shields, thrusters and other things. On the Valk, the thrusters are on the Rh_tail_lodthing.3db. Obviously the thing part is a load of numbers.

To create a newhardpoint, ensure that the root node is highlighted (revolute node) and then click on the add node button. You will see new node at the bottom. Click once to highlight it, then right and left click it to be able to type in a new name. This should be HpWeapon06 for a gun, HpTordedo02 for a torp. The numbers at the end is the number of the new hardpoint, i.e., if you have 5 gun mounts then you already have HpWeapon01—05.
So this is the follow on mount - make sure you don’t replicate the same mount number here though - check the other nodes to make sure!

Now highlight your new HpTorpedo02 node and then click add node five more times. You should now be able to expand your Hp node and see five more new nodes. Name these Axis, Max, Min, Orientation and Position. MAKE SURE YOU SPELL EM RIGHT!. Highlight one and click on edit - and a window saying simple ship data opens. This is where you enter the values for these. p.s(all the time interpret data box should be saying float array)

HpTorpedo02 — Axis
Max
Min
Orientation
Position
So now you have your five nodes for each torpedo hardpoint (Hp). Okay, I am lazy - so all I do is edit each node from the other torpedo mount(brings in the simple data screen) and highlight and copy the values, then edit my new nodes, and paste away!
This means that the values in the Axis, Max, Min, Orientation and Position for two weapons will be identical—but if you are a perfectionist - change the position slightly then - you don’t need to change the rest of it at all, unless you want to make a gun fire backwards that is……..
the axis are always the same - something to do with the ship
the max and min are for the rotation of the mount (arcs) to do with pie...ie 0.27pie = so many degrees or what have you - same with the min values - copy and paste for the same sort of mount(moves the same amount)
Orientation is for which way it faces in the x,y,z directions - have the same values and the position is where it is located on the ship - you can change it but why bother...lol...is still works fine.

save all this - then go into the shiparch.ini file and find your modded ship - then just add the new hardpoint for the torp to the files
ie
hp_type = hp_torpedo_special_1, HpTorpedo01, HpTorpedo02
hp_type = hp_torpedo_special_2, HpTorpedo01, HpTorpedo02
this means that both mounts can hold torps/disruptors
save and your ship will have another torp mount - works in MP as well.....
Enjoy - and happy firing!

Post Tue Jul 15, 2003 2:51 pm

by the way - follow the above to add weapons, thrusters and shields to your ship - just follow the same proceedure - but remember that shields and stuff only have position and orientation nodes. Never buy stuff to mount though - you may get booted from the server i think!
enjoy

Post Tue Jul 15, 2003 2:56 pm

doh - just re-read your original posting - lol. Chips is dumb.....hehe.
No you can't make it missile only - as the points are set to mount either missile/ gun mounts....as far as i know-hehe...and there was me taking time on how to create hardpoints - what an arse!!! Sorry - will let you know if i find out different though.
oh - and here they come to wheel me back to the lunnie assylum - how nice....

Post Tue Jul 15, 2003 5:48 pm

Look at torpedoes and disruptors... in weapon_equipt.ini they have they're own hp_type = hptorpedo...etc

ok but guns and missiles have the same hpgun types which also controls the wording in equiptment buying rooms.

copy and rename all missiles and give new ones a hp_type = hpmissile01 etc

you then change shiparch.ini so that the relevant hardpoints can only have hpmissiles mounted.

ie
hp_type = hpmissile01, hpweapon01 ;or for turrets
hp_type = hpmissile01, hpturret01

please note that you now have to change the market_good.ini to determine which bases are 'equipted to mount anywhere' ie the original missile names or 'can only mount on some hardpoints' ie the new missiles to the ships you've edited in shiparch.ini

also if you don't have any hp_type = hpgun01, hpweapon01 's then only your new missiles will fit to the hpweapon01 point



one last thing.... I haven't tryed this out and don't know if it will actually work... whats the worst that could happen? just replace edited files (shiparch.ini weapon_equipt.ini and market_good.ini... might be basegoods.ini) with the ones that you are sure to have backed up

ps these files will need to be de compressed before you can read then (try bini from the editing utilities page here at Lancer's Reactor

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

having infiltrated so many government installations I am now availble in your local store

Post Tue Jul 15, 2003 7:14 pm

That method won't work Twinkie, if you create your own weapon clases like "hpmissile01" or more appropriately, "missile_special_1" any weapon with that class can be mounted anywhere.

What you need to do is use an existing valid weapon class. You could make all missiles use torpedo mounts, as explaned above in another post, or you could do something a little more complicated;

Go through weapons_equip.ini and change all class 1 weapons (hp_gun_type = gun_special_1) to class 2 weapons (hp_gun_type = gun_special_2).

Then, still in weapons_equip.ini go through all of the missiles and set them to be class 1 (hp_gun_typ = gun_special_1).

Next, go into shiparch.ini and change every ships hardpints so the only have class 1 weapons where you want them to be able to mount missiles. For example, if you wanted the ship to have 4 weapon hardpoint but only be able to mount missiles on 1 and 2 you have something like this:

hp_type = gun_special_1, HpWeapon01, HpWeapon02
hp_type = gun_special_2, HpWeapon03, HpWeapon04
hp_type = gun_special_3, HpWeapon03, HpWeapon04
hp_type = gun_special_4, HpWeapon03, HpWeapon04
hp_type = gun_special_5, HpWeapon03, HpWeapon04

And that give you a ship that can mount any missile (except torpedos or disruptors) on its #1 and #2 hardpoints and up to class 5 guns on the remaining hardpoints. The players may find it a bit odd at first that they can't mount a class 1 weapon (missile) on a class 5 hardpoint but they'll learn to deal with it.

Post Wed Jul 16, 2003 8:30 am

oh well I can but try

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

having infiltrated so many government installations I am now availble in your local store

Return to Freelancer General Editing Forum