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Battleship''s "fireing" fighters...

The general place to discuss MOD''ing Freelancer!

Post Tue Aug 05, 2003 8:27 pm

Battleship''s "fireing" fighters...

As you all know, No battleship or cruiser is complete without a billion fighters flying around it. What if someone could modify battleship-specific (cruisers to) missile turrets so that instead of shooting a missil/torp, it fired the battleship's default fighter! : these AI ships would be friendly to you, and attack anything in red, while flying close to your BS/CU, and would die off in about 5 min. from launch. If they haven't been destroyed yet.

To get the fighters to stay close to you just have them constantly fly WP's around your ship.

And make these "fighter missils" cost the same price the fighter would cost! This way you can really have that gigantic fleet. Anybody have any idea how to do this?

Post Tue Aug 05, 2003 10:56 pm

Well,
i think this idea seems to be an good idea, but then, you maybe could make the "shipturrets" sitting in the ship, and non moving. The ships you would buy like nanobots or sheild batterys.

The idea is great, maybe i can join you, im working on a convertion for Freelancer, that is called "The Rheinland Nation", or (TRN). maybe you could help me?

"What is this place? This Mr.Trent, is the secret home of the Order. Orillion and his people has built this out of nothing in only a few months."

Post Wed Aug 06, 2003 12:01 am

Launching real ships like daggers is clearly out of the question. Only way I can see it work is if you program a missile to act like a fighter. Each launch produces 3 missiles: 1 fighter, and 2 real missiles. They travel together until the fighter unloads the real missiles at some enemy. After awhile, the fighter missile disappears. This is like a 2-stage multiple warhead weapon.

And God said,
E=mC²
And there was light.

Post Wed Aug 06, 2003 12:10 am

Interesting point Imagine, makes sence... and sorry to tell you this Orillion, but I have vertualy -no- experiance with modding freelancer what so ever. (I have tried before, but failed terribly )

Edited by - Trioxin powered zombie on 06-08-2003 01:11:16

Post Wed Aug 06, 2003 1:40 am

BTW, If any experianced editors are willing to do this as a mod, you have my permission to use my idea as you see fit, just make sure you keep the general idea in mind (see 1st message) -TPz

Post Wed Aug 06, 2003 3:12 pm

I'm not sure about the fighter configuration but i've recently managed to make homing lasers. Now to find a suitable balance for its homing ability versus agility.

Post Wed Aug 06, 2003 3:26 pm

Why not just use some sort of script or code that generates npc ships? the SP is full of that and even in MP the npc ships dock.

Or you could use the ships as cargo and use the jetison cargo as the lauch command or something.

Post Wed Aug 06, 2003 4:12 pm

hey wanderer, can you give me the info on homing lasers?

Post Wed Aug 06, 2003 4:13 pm

BTW, you can make a gun inside the docking bay that fires fighter

Post Thu Aug 07, 2003 2:17 am

I could make a Kamikaze fighter i think but that would just be strange to fire a fighter that heads straight for another ship before exploding. There are some problems with that though. As for homing lasers, just replace the constant for a missile type with one of the other weapon fx and get rid of the da_archetype. You can't use just plain beams though, you have to use the special FX that some weapons have such as the gunboat main guns and such. Only weapons that leave a special trail are usable.

Post Thu Aug 07, 2003 6:37 pm

LOL
Kusari have kamakazi turrets that shoot fighters. WW2 all over again.

=============================
"Make it so" - Captain Pickard

Post Thu Aug 07, 2003 9:28 pm

ungh thats awful

Post Thu Aug 07, 2003 11:24 pm

You could make them into big freaking torpedos or something, the kind of thing that you'd see in SL and use them against cap ships...

(This site is best viewed with your eyes open)

Post Thu Aug 07, 2003 11:28 pm

Then they're not fighters anymore
I think the only reason fighters would be preferable over ballistic/guided weaps is that they're smarter than the average missile, and are more maneuverable.

And God said,
E=mC²
And there was light.

Post Fri Aug 08, 2003 1:23 am

Actually i was working on extra large torpedos some time ago but there were some problems with it that i hope to solve later.

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