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Question about DLL`s and Weapon-Editing

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Post Sun Jul 13, 2003 8:55 am

Question about DLL`s and Weapon-Editing

Moin,

Have a Question for selfmade dll`s. I currently have developed a new Weapon with a new dll for the Info. Currently all works fine. My dll is on Place 9 in the Freelancer.ini now. What if i deactivate some other Mod, i think the dll Place will be changed in freelancer.ini, so the ids-name fits no more? I hope, someone understands what i mean...

Second Question: Is it possible to delay a weapon-shot ? I build a torpedo-like weapon, but when the player fires it, there comes a 3 sec-animation and then the weapon fires.

so denn

Post Sun Jul 13, 2003 9:23 am

I dont know about the weapon fire delay, i'm sure someone will tho.

The .dll number will chnage when you add/remove a mod. This will mean your ids_numbers are wrong and the information will not display. This comes back to Tygrys' idea of having shared .dlls for all mods with people reserving blocks of ids_numbers. That way the latest common .dlls would contain all the info for all mods and there would be no problems with conflicting ids_numbers.

There are various reasons why this never took off, probably the main one being practicality. All existing mods would have to have been rewritten with new ids_numbers for every ship/weapon/news item etc. Also some sort of webpage with automated ids_number reservation/adding would have been needed. This in turn would have required a program that would accept a file/text input and add it to the correct place in the correct .dll.

Also, due to their size and different approaches, most mods are incompatible anyway. As there is already so much hassle involved in combining parts from various mods, common .dlls wouldnt have made a huge impact.

I think the biggest loss from the common .dll system not taking off is the potential to have plug-in ship packs to work with any mod.

So for the time being you must always know what .dll your ids_numbers are in otherwise you lose all your infocards. If you are making weapons/ships for your own use my advice is to put the ids_infos into one of the original .dlls (nameresources/infocards) that way it will always bee the same .dll number. However if you use a mod which overwrites any of these .dlls you are back to square one...

Post Sun Jul 13, 2003 2:33 pm

Moin,

oh well, i hoped it was not this way, but thanks for your quick answer. I just hoped that i can make my mod compatible with others, but it seems i have no luck then.

so denn

Post Sun Jul 13, 2003 5:20 pm

There is a way to create a delayed acceleration weapon if thats what your looing for. An example of that would be something like this:
[Motor
nickname = siege_cannon_motor
lifetime = 1
accel = 2900
delay = 1

[Explosion
nickname = siege_cannon_explosion
effect = siege_gun_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 1000
hull_damage = 3000000
energy_damage = 3000000
impulse = 0

[Munition
nickname = siege_cannon_ammo
explosion_arch = siege_cannon_explosion
hp_type = hp_gun
hit_pts = 400
detonation_dist = 100
lifetime = 5
seeker = DUMB
Motor = siege_cannon_motor
force_gun_ori = true
one_shot_sound = fire_capship_forward_gun
const_effect = br_gunboat_maingun
mass = 1
volume = 0.000000

[Gun
nickname = siege_cannon
ids_name = 524325
ids_info = 524325
DA_archetype = equipment\models\turret\li_cruiser_gun01.cmp
material_library = equipment\models\li_turret.mat
HP_child = HPConnect
hit_pts = 80000
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 = 95000
refire_delay = 30
muzzle_velocity = 100
toughness = 58.700001
projectile_archetype = siege_cannon_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

Post Mon Jul 14, 2003 8:22 am

Moin,

thanx, for the reply Wanderer, you brought me on the right way.
I`ve set the muzzle velocity for my torp to 0, and the Motor at

lifetime = 1
accel = 800
delay = 5

and now, when i fire my torpedo, it just waits 5 secs before finally goes on its way, just as i wanted it. Unfortunatelay, this only looks nice when my ship stands still... when youre moving, the torp stays where you have been befor the 5 secs aaargh...

to clarify what i want to do: when player fires torp, theres some "load energy" animation, and after that (ca. 5 secs) the torpedo should go, not instantly.

so denn

Edited by - Grayson on 14-07-2003 09:23:51

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