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Shield Prob

The general place to discuss MOD''ing Freelancer!

Post Tue Sep 09, 2003 3:25 am

Shield Prob

ok now my armored treansport shield used to work, and now it doesnthere the catch. Now when im landed i mount my shield and it stays on right, but when i take off my sheild is o and i look in my inventroy and it says i dont have a sheild anyone know about this problem

Mess With the Best Die lIke the Rest

Post Tue Sep 09, 2003 3:33 am

You mean that you can see it okay when it is mounted, but when dismounted and in storage (hold i assume - just not mounted, icon below the thruster thing yeah?) you can no longer see it??? Is that what you are saying? Or can you only see the 'unmount' button for the thing!? ( we know what means of course!


Chips
MOD COMMANDER
The Elite Modding Project

Post Tue Sep 09, 2003 3:46 am

nolike when im landed i see it mounted right, but when i take off an are in space i go to my inventroy listand it says i have shield whatsoever



Mess With the Best Die lIke the Rest

Post Tue Sep 09, 2003 3:51 am

And you didn't fiddle with the da_archetype line - but then again - you wouldn't see a shield when landed!.....You sure you have a shield mount for the transport? or is it on an engine mount or something? man - that is one strange little puzzle.............wanderer is probs the man for this though......


Chips
MOD COMMANDER
The Elite Modding Project
*edit* - tired hands make stupid typos! - see a ship when landed - D'OH!

Edited by - Chips on 09-09-2003 05:02:59

Post Tue Sep 09, 2003 3:51 am

I have also tried to use the transport in my mod.....with similar results. When landed on a base the shield appears to be installed, but when you take off, the blue bar is missing(0 shield power)....in addition, this has also caused the thruster hardpoint to diappear. I think the problem has something to do with the shield link statement....but I don't know how to fix it.

by the way....I have found that when you have a mod problem that causes a crash, the saved games become corrupted, and even after you fix the problem, you may have to delete the saved games before it will work properly......I've had some really squirrely problems caused by bad saved games....like info cards that change, or weapons that are installed on land, but fall off when you launch.

Post Tue Sep 09, 2003 3:56 am

cD_STRIKER hit it so on the noce that it is not funny, he knows exactly what i am talking about. have u been able to fix it at all?


Mess With the Best Die lIke the Rest

Post Wed Sep 10, 2003 4:01 am

I changed my .cmp file so that the npc armored transport and my transport use the same file (shiparch controls the weapons loadout). This stopped my custom weapons from "falling off" when I launched....but it didn't fix the shield or thruster problem....still working on it.

Post Wed Sep 10, 2003 6:55 am

Here's an extract from my mod, works fine for me and never had any problems. I only have the shield mounted though, no thruster/CM/mines. You'll probably also want to take care not to copy my weapon setup, I use all of the class 2-10 turrets for the cap ships so all of the original little turrets are class 1.

[Ship
ids_name = 237001
ids_info = 66493
ids_info1 = 66493
ids_info2 = 458753
ids_info3 = 458775
ship_class = 2
nickname = vic_armored
LODranges = 0, 200, 300, 2000
msg_id_prefix = gcs_refer_shiparch_atransport
mission_property = can_use_berths
type = FREIGHTER
DA_archetype = ships\utility\transport_armored\transport_armored.cmp
material_library = ships\utility\utility_misc.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\vic_armored.ini
pilot_mesh = generic_pilot
camera_offset = 20, 45
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
linear_drag = 1.000000
mass = 300.000000
hold_size = 1750
nanobot_limit = 72
shield_battery_limit = 72
explosion_arch = explosion_ge_atransport
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 50000.000000, 50000.000000, 50000.000000
angular_drag = 100000.000000, 100000.000000, 100000.000000
rotation_inertia = 60000.000000, 60000.000000, 60000.000000
nudge_force = 150000.000000
strafe_force = 50000
strafe_power_usage = 2
bay_door_anim = Sc_open
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2
hp_type = hp_gun_special_9, HpTurret05, HpTurret06
hp_type = hp_gun_special_8, HpTurret05, HpTurret06
hp_type = hp_gun_special_7, HpTurret05, HpTurret06
hp_type = hp_gun_special_6, HpTurret05, HpTurret06
hp_type = hp_gun_special_5, HpTurret05, HpTurret06
hp_type = hp_gun_special_4, HpTurret05, HpTurret06
hp_type = hp_gun_special_3, HpTurret05, HpTurret06
hp_type = hp_gun_special_2, HpTurret05, HpTurret06
hp_type = hp_gun_special_1, HpTurret05, HpTurret06
hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret07, HpTurret08, HpTurret09
shield_link = l_freighter_shield01, HpMount, HpEngine01
hp_type = hp_freighter_shield_special_10, HpEngine01
hp_type = hp_freighter_shield_special_9, HpEngine01
hp_type = hp_freighter_shield_special_8, HpEngine01
hp_type = hp_freighter_shield_special_7, HpEngine01
hp_type = hp_freighter_shield_special_6, HpEngine01
hp_type = hp_freighter_shield_special_5, HpEngine01
hp_type = hp_freighter_shield_special_4, HpEngine01
hp_type = hp_freighter_shield_special_3, HpEngine01
hp_type = hp_freighter_shield_special_2, HpEngine01
hp_type = hp_freighter_shield_special_1, HpEngine01
hit_pts = 12600
fuse = intermed_atransport01, 0.000000, 650
fuse = intermed_atransport01, 0.000000, 325
fuse = intermed_atransport01, 0.000000, 217

Post Wed Sep 10, 2003 12:34 pm

Why did you mount the shield to the engine hardpoint?

Post Wed Sep 10, 2003 1:32 pm

Cause armoured transports don't have a HpShield? Nor do transports, trains, or capships....

Post Wed Sep 10, 2003 9:20 pm

no u can create shield hardpoint real easy in the .cmp

Mess With the Best Die lIke the Rest

Post Thu Sep 11, 2003 3:40 am

I finally got the thruster to work.....had some bad code. I had created hardpoints in the .cmp file, and named them "HpThruster" and "HpShield", but in the shiparch I was calling out "HpThruster01" and "HpShield01".....that was screwing things up. Unfortunately, the shield is still non-functional as soon as you launch. I will keep working on it.

Post Thu Sep 11, 2003 2:55 pm

Yeah, you can create a shield hardpoint pretty easily, but then you have to redistribute your modified cmp files with your mod. Not a big deal, by why make the mod larger than it has to be. The shield mounted in the engine hardpoint works fine and although it's technically visible sticking out of the engines exhaust port the engine flame covers it up nicely. The engine hps are also great places to mount thrusters, cm dropers and mine dispensers if you need to.

Post Sat Sep 13, 2003 2:11 pm

I finally got the armored transport mod working correctly! I found a few more typos in the code, and I had the "corrupted save game" syndrome. After deleting all the saved games that happened after a crash.....everything worked sweet.

The origional mod had the shield Hp hanging out in space in front of the ship, and 40 weapon HPs declared in the shiparc....caused some problems. My version of the armored transport mod has 9 level 10 turrets in the orgional Hps, shield, thruster, and two torpedo Hps. I will submit the mod when I get time.

Post Sat Sep 13, 2003 8:05 pm

i already did that....

Mess With the Best Die lIke the Rest

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