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Use Multiple Shield Generators?

The general place to discuss MOD''ing Freelancer!

Post Wed Jul 30, 2003 6:01 am

Use Multiple Shield Generators?

i'm sorry if this has been already addressed, but i couldn't find any satisfactory answers searching in the forums. is it possible to use two or more shield generators simultaniously on a ship. i've been able to actually mount two shield gens on one of my ships and correctly (i think) add all the right info to all the config files, but the second shield gen doesn't do anything other than occupy its slot. the first gen always works fine as expected, but i can't get the second one to work, even if i remove the gen from the first slot. i thought i'd be interesting to maybe have two shield gens of different types (maybe eventually set it up so you can toggle them in flight as you do with the weapons). any ideas on this one? again, if this has already been covered.. sorry. could you then help me find the posting? i've searched the forums for a good hour or so.

Post Wed Jul 30, 2003 1:54 pm

I take it that you modded the CMP file for the extra hardpoint, and then added the line into the shiparch.ini for the right ship, at which point, i think that the shields share the amount of energy...okay....that makes no sense, i mean that they combine (add) their hitpoints together. but yours isn't working full stop? hmm.

paste what you did here...people will have a look...lol

Post Thu Jul 31, 2003 2:24 am

If you have 4 hardpoints for shields, you need something like this in the shiparch:
shield_link = l_freighter_shield01, HpMount, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_10, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_9, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_8, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_7, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_6, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_5, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_4, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_3, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_2, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_1, HpShield01, HpShield02, HpShield03, HpShield04

Post Thu Jul 31, 2003 3:29 am

also to add you have to also put combinable for the sheilds make them true i have hadrbs with my game freezing but if u resatrt fl itll work and ull have 2 sheilds gens working together

Mess With the Best Die lIke the Rest

Post Thu Jul 31, 2003 8:05 am

thanks... i did define the shield hardpoints in shiparch.ini, but i don't think included a shield_link line. i'll try that. when you use multiple shields, do they just combine their hitpoints, or does each shield retain its own properties (not just hit points, but type.. positron for example)? i want the benefits of two different shield types, not just higher hitpoints... i could edit a shield for that. i'm at work no, but i'll try this later. thanks for the help.

Post Fri Aug 01, 2003 12:35 am

well see the thing is u can have two sheilds on your ship, but whatever the first hadpoint in is the one that shield is going to work. Now if you want you second sheild to contribute to you total shield capacity of both, in st_equip you need to chnag the line that says combinable = false to combinable = true, now i also think regen is combined too, keep asking questions if you got them

Mess With the Best Die lIke the Rest

Post Fri Aug 01, 2003 3:08 am

Not sure if you need to make it combinable. I believe the damage is distributed evenly across the shields. For instance you have 4 10,000 point shields and you recieve 1000 damage. Each shield only takes 250 damage. I may be wrong about this but i don't think so. Single shielding is definetely worse than dual shielding of the same type even without combinable properties.

Post Fri Aug 01, 2003 7:39 pm

no i checked cause i had to adv brigs and i was still dying the same when i was testing with sumone, and when i combined them it took him longer to kill me, u need them to be combinable, the damage will then be distributed venly asmong sheilds or over the total capacity either way, same thing.

Mess With the Best Die lIke the Rest

Post Sat Aug 02, 2003 2:49 am

Strange. I had set Javelin cruiser shields to 600,000 points a piece with 4 of them equipped and when the Liberty Cruiser forward gun fired which does 1,500,000 shield damage, i didn't lose my shields.

Post Sat Aug 02, 2003 2:42 pm

i thought that the game would only combine the recharge rates

Post Sat Aug 02, 2003 5:36 pm

mabye, i am not sure but it seems that capcity is greater also i guess its hard to tell if the recharge is so high it may seems like theres a greater capacity your idea is a possibility

Mess With the Best Die lIke the Rest

Post Sun Aug 17, 2003 2:11 pm

in SP multiple shield gens work fine but in MP, one shot from a starbeam cancels all your shield points (even if ur using champion class shields!). i think the MP problem is something to do with lag making the shields conflict...

Post Sun Aug 17, 2003 3:37 pm

The problem with multiple shield points in MP is that it needs to be a server side mod as well. If the patch is installed and you mount more than one shield - or a shield above the class of the ships original mounting - you get booted.......
Chips

Post Wed Mar 17, 2004 4:55 am

Err... it's in st_goods, not st_equip, okay?

Cheat hunters will go to heaven
Good cheaters and modders will be reborn as rich men
Bad cheaters and hackers will go back to the hell whence they came from!

Post Wed Mar 17, 2004 9:26 am

Talk about dusting off cobwebs! Old thread and your responce doesn't match topic.

Michael "Finalday"
In Memory Of WLB

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