Firewing,
Yes, I know how to do new weapons and you are on the right track... but still wide of the mark.. however someone taught me, (and I would not claim credit for it) , I guess I am duty bound to pass on the info..... If you want to email me then the header email address will get me on msn as well as by email.. I use daxharrier on msn... there is a tutorial somewhere on TLR on weapons creation... however it does not tell it all..and there are a couple of really odd rules.
I am currently doing another gun/turret .cmp combo for my new fighter the Scimitar.... the Freelancer box on a stick turret model could use a look upgrade and a more streamlined shape..
I have been asked to do a weapons tutorial, and am considering it, however the original information is not mine.. so I need to check something before I do anything in that area.
Harrier.
Retreat[![! ---- I'm too badly messed up now[![!
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Making New Guns(and Model)?
The general place to discuss MOD''ing Freelancer!
22 posts
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Ambershee,
I think it is not possible unless. you strip all level and every ship has a unique level per weapon so you can only buy and mount only that weapon
hardpoint = hpgunspeacial6, HpWeapon01, HpWeapon02 <--- no other entries for this two hardpoint....
the above example, will use Class 6 gun/missile type only for those two hardpoints and nothing else.
I think it is not possible unless. you strip all level and every ship has a unique level per weapon so you can only buy and mount only that weapon
hardpoint = hpgunspeacial6, HpWeapon01, HpWeapon02 <--- no other entries for this two hardpoint....
the above example, will use Class 6 gun/missile type only for those two hardpoints and nothing else.
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Ah, thanks Darkstone and Firebase. I'll look into both alternatives. Noone said I couldn't have individual special classes for every hardpoint now did they ?
Alternatively, do u reckon it's possible to rack up a new set of ship classes and therefore include the specialist craft kit as requiring said class?
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Alternatively, do u reckon it's possible to rack up a new set of ship classes and therefore include the specialist craft kit as requiring said class?
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Ambershee...
e-mail me for i am texturing my latest ship, and i will show it up to you using my forum the FireBase Ship Pack Forum.
I'm currently texturing the engine... its very hard painting your own texture...
e-mail me for i am texturing my latest ship, and i will show it up to you using my forum the FireBase Ship Pack Forum.
I'm currently texturing the engine... its very hard painting your own texture...
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I think I'm making progress here...
I belive the following to be true:
HpMount - controls left-right rotation
HpConnect - controls up-down otation
The thing that puzzles me is that (judging by the file Harrier sent me) the turntable (on which the HpMount is located) doesn't move, but the part of the gun attached to it moves....
So, for a normal, 2 part gun, it would look like this:
The Barreled turrets do confuse me, since they have no apparent turntable. If they do, then the only problem is the location of the Hp connect....(I think on the other end of the barrels)
The thing is, I'm not sure if this is right. Harrier?
Edited by - Firewing on 3/10/2004 2:41:32 AM
I belive the following to be true:
HpMount - controls left-right rotation
HpConnect - controls up-down otation
The thing that puzzles me is that (judging by the file Harrier sent me) the turntable (on which the HpMount is located) doesn't move, but the part of the gun attached to it moves....
So, for a normal, 2 part gun, it would look like this:
The Barreled turrets do confuse me, since they have no apparent turntable. If they do, then the only problem is the location of the Hp connect....(I think on the other end of the barrels)
The thing is, I'm not sure if this is right. Harrier?
Edited by - Firewing on 3/10/2004 2:41:32 AM
22 posts
• Page 2 of 2 • 1, 2
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