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The content may be outdated and links may not be functional.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

Fwhaaaa?

The general place to discuss MOD''ing Freelancer!

Post Tue Jul 22, 2003 12:53 am

Fwhaaaa?

I recently put some battleship encounters into my single player game of Freelancer. I've modded all of them to have roughly ten times the hull they normally do. This works fine (so far) for the cruisers, and to the best of my knowledge, the gunboats, but battlehips blow up when they lose about a tenth of their life! In addition, I did the same for the dockable battleships that are found around, but I don't know how they'll react. I've noticed that battleships break apart into pieces while they are exploding, but cruisers do not. Could this have something to do with it?

Also: You all know how annoying it is to be in a battleship and have even tiny ships shoot you and shake your ship like its a dildo/vibrator, right? Well does anyone know how to fix that? I don't know, but my guess is that it has something to do with the hull_hits.ale in the folder of the same name in the FX directory. Here's the .ini that accompanies it:

[VisEffect
nickname = gf_br_hull_impact01
alchemy = fx\hull_hits\gf_br_hull_impact01.ale
effect_crc = -189004341
textures = fx\kioncannon.txm
textures = fx\sarma.txm

No clue what it means.

Edited by - xenogear_0001 on 22-07-2003 02:05:29

Edited by - xenogear_0001 on 22-07-2003 04:46:03

Post Tue Jul 22, 2003 2:50 am

Thats the visual effect of what happens at the point of impact. i.e. explosion, impact FX

Post Tue Jul 22, 2003 3:49 am

Well, the shaking is annoying, but a more pressing issue is the fact that Liberty Dreadnoughts can't stand up to my wrath. Kind of depressing, actually. Guess I'll go start something with Rheinland! Have you noticed that no one really likes them? All the screens I see of people fighting battleships have Rheinland ships getting the bejeezuz kicked out of em.

Post Tue Jul 22, 2003 7:06 am

The problem you're encountering is because all of the components on the ship have low hitpoints. Wanderer had another thread on this forum talking about weakpoints on the ships, that should get you started in the right direction if you find it.

Post Tue Jul 22, 2003 7:30 pm

But I modified the collision groups to have ten times more health! This is where the ship pieces are located right?

Post Tue Jul 22, 2003 11:08 pm

Hmm, is 10x the hitpoints anywhere near the hitpoints of the hull? If not, try increasing them some more. Another thing you can try is changing the fuse line...

fuse = li_cruiser_body_fuse, 0.500000 , 1

Whatever the second value was (usually 0.000000 or 1.000000) change it to 0.500000 and see if that helps, I was having the opposite problem, I had ships flying around with no hitpoints left that refused to die, by changing this value from 0.000000 to 0.500000 the problem was solved, I left all of the 1.000000 valuse alone.

Post Tue Jul 22, 2003 11:20 pm

Yes, it was a little more than the health values, actually. However, I've recently done some more searching and found similar entries in the solararch.ini. I'm not sure if these apply to dockable ships, but I'm assuming it applies to both, seeing as how you can't dock with a gunship and that was in there as well.

Return to Freelancer General Editing Forum