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Couple of questions

The general place to discuss MOD''ing Freelancer!

Post Tue Mar 16, 2004 6:57 am

All righty...

Just how can one add a Shield to a capship...?
I made a Li_Cruiser_Shield and a Li_Battleship_Shield and put them in the loadouts and loadouts_special (on a runninglight hp).
I explicitly put the shield on Walkers Criuser and I played the mission now, but no shield....
Wheen I last tried with a HpShield01 the game chrashed...

question 2 - can you reccomend a good cityscape/palnetscape? It's for a green and not overly populated Order planet...

Post Wed Mar 17, 2004 6:24 pm

In the newbie threads theres a tutorial on making the rhienland gunboat flyable with shields. You add this to shiparch;

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

I gave my npc's gunboats shields in loadouts by equipping the shield to HpEngine01. Don't know if that would work for a battleship. If it doesn't you'll have to give it a hardpoint and reference that in the shiparch.
Best of luck

S

Post Thu Mar 18, 2004 1:53 am

Yes, methinks you forgot to put a shield link line in the shiparch.ini file. All shielded things need a shield link, and that includes things like stations (sorry, only read here). For verification, check solararch.ini line, and if you remember tekkagis arch has a sheild - well check the solar and you find this:

shield_link = space_arch_shield01, HpShield01, HpShieldGen01

There is your shield like for a base. So if your doing the same for stations etc, add in shield links

Post Fri Mar 19, 2004 5:02 am

Hmm...I tought so...thanks

Post Fri Mar 19, 2004 1:37 pm

Hmm... well...I got it working for Walker and his cruisers, alltough I haven't seen no shield on either the Harmony or the Yukon...
Strange...I gave then a HpShield01, referenced it in the shiparch and added a shield in the loadouts_special...

Meh...

Say...can one make a jumpgate-jumphole connection?

Post Fri Mar 19, 2004 2:46 pm

If the Yukon is a station (i assume it is ) then you are looking in wrong file again - get ye to the solararch.ini file and look for the lib dreadnought

[Solar
nickname = l_dreadnought
type = STATION
DA_archetype = ships\liberty\li_dreadnought\li_dreadnought.cmp
material_library = ships\liberty\li_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 600, 800, 1200, 2000, 3000, 6000, 20000
surface_hit_effects = 0, small_hull_hit
mass = 100000.000000
docking_sphere = berth, HpDockMountA, 10, Sc_open baydoor
docking_sphere = moor_medium, HpDockMountB, 5.000000
docking_sphere = moor_large, HpDockMountC, 5.000000
docking_camera = 0
solar_radius = 400
shape_name = NAV_smallstation
hit_pts = 999999961690316250000000000000000000.000000

Post Sat Mar 20, 2004 6:07 am

Thanks....that should work...

but the last question...Can one make a jumpgate-jumphole connection?

Post Mon Mar 22, 2004 2:26 am

should work without problems as the way to and back are seperate things -> independant of the models u use.

just make a gate and a jupmhole and connect them to each other.

Fjord

---------------------------------
Excelcia forever
www.excelcia.org/forum

Post Mon Mar 22, 2004 3:14 am

O.k. - one (probably last) question....

Which MOD in the making are SP ones?....
I like to help out(have allready mad tons of modifications), but I want to stay away from MP mods since they tend to mix everything in them and that's just...blah...

B.t.w. - The house unbalance is destrurbing...Since you start in Liberty, their ships and weapons are the worst...
It could have been handeled in a far better way - by adding a greater number of specific house ships/weapons and restricting them with levels, so that a Liberty elite is no worse than a Rheinland/Kusari/Bretonia elite, but you must be level 20 to purchase it. Same goes for weapons...
So each house would have at least 8 specific ships and lot's of weapons...

It would be a huge peace of work, but it's doable and would certanly put more realism in FL (along with proper system lightning form Realspace, npc shield regeneration and capship shielding).

Post Tue Mar 23, 2004 6:41 pm

Ambershee is working on a DH4 Total Conversion SP Only Mod... we are looking for good modellers for his many ships... if you want you can e-mail him at

[email protected]

tell him firebase has sent you...




a message from firebase...

Post Wed Mar 24, 2004 10:07 am

DH4???

What's that?

Single Player MOD's sound very, very interesting....Alltough I would prefer a mod that works for MP too.....

hmm....

Post Wed Mar 24, 2004 8:47 pm

just talk to ambershee


a message from firebase...

Post Thu Mar 25, 2004 8:48 am

lol, i like the way ya dont actually tell him, just pass the responsiblilty on to someone else.

dh4 is a complete conversion that should eventually have massive planets, with 1 planet per system and it will be arranged like our solar system

What was FL2 and is now ...............*suspense and drum roll* .................... FL: Fallen Universe!!!!

Post Thu Mar 25, 2004 7:08 pm

no, i'm just looking for some good modellers too, cuz i'm really kinda busy lately, as i am doing three things at the same time. Creating my ship, Creating Ambee's Ships and Working... Anyway that would be my last ship. so i can concentrate more on ambee's ships...


a message from firebase...

Post Fri Mar 26, 2004 7:29 am

1 planet per system!!!

Whoa....that sound like a pain to keep the SP working porperly (all the ship and mission code...I fiddeled a bit with it and made a few missions more interesting, but a complete re-work...BOY!!!)

b.t.w. - just 2 question:

1: When making LOD's, do they allso need all the hardpoints?
2: If I'm using the same texture for both lod's, then I don't need to export it again?

DON'T POINT ME TO SOME FRIGGIN TUTORIAL SINCE THIS QUESTION REQUIRES A SIMPLE YES/NO ANSWER.....

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