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different engine classes? and content.dll?

The general place to discuss MOD''ing Freelancer!

Post Tue May 25, 2004 8:14 am

Forget the Torpedoes!
I will make my mod without my encounters firing torpedoes only on capitalships!
I made my torpedoes to "hp_gun" like the missiles and tried all these different blocks for the [JobBlock of my encounters:

attack_preference = fighter, 5000, guns
attack_preference = gunboat, 5000, guns / guided / unguided
attack_preference = cruiser, 5000, guns / guided / unguided
attack_preference = capital, 5000, guns / guided / unguided
attack_preference = freighter, 5000, guns
attack_preference = transport, 5000, guns
attack_preference = weapons_platform, 5000, guns
attack_preference = solar, 5000, guns / guided / unguided
attack_preference = anything, 5000, guns

attack_preference = fighter, 5000, unguided
attack_preference = gunboat, 5000, guns / guided / unguided
attack_preference = cruiser, 5000, guns / guided / unguided
attack_preference = capital, 5000, guns / guided / unguided
attack_preference = freighter, 5000, unguided
attack_preference = transport, 5000, unguided
attack_preference = weapons_platform, 5000, unguided
attack_preference = solar, 5000, guns / guided / unguided
attack_preference = anything, 5000, unguided

attack_preference = fighter, 5000, guns / guided
attack_preference = gunboat, 5000, guns / guided / unguided
attack_preference = cruiser, 5000, guns / guided / unguided
attack_preference = capital, 5000, guns / guided / unguided
attack_preference = freighter, 5000, guns / guided
attack_preference = transport, 5000, guns / guided
attack_preference = weapons_platform, 5000, guns / guided
attack_preference = solar, 5000, guns / guided / unguided
attack_preference = anything, 5000, guns / guided

attack_preference = fighter, 5000, guided
attack_preference = gunboat, 5000, guns / guided / unguided
attack_preference = cruiser, 5000, guns / guided / unguided
attack_preference = capital, 5000, guns / guided / unguided
attack_preference = freighter, 5000, guided
attack_preference = transport, 5000, guided
attack_preference = weapons_platform, 5000, guided
attack_preference = solar, 5000, guns / guided / unguided
attack_preference = anything, 5000, guided

It was always the same. They fired their guns and torpedoes on everyone (fighters, gunboats, battleships, etc.)
I do not understand this file!!!!!!

So there are still the three other questions:

1. How to make a pilot for my Dockrings and bases, who gives permission to land?
2. How to make powerplants not transferable between ships (like shields)
3. Do I need patrols, to make my encounters land on planets or bases? If not, how to make them land?

Thanks to everyone, who helped with the torpedo thing! Too bad that it does not work!

Post Tue May 25, 2004 9:18 am

I start to wonder if these blocks are like ptough.ini... ie look useful but in fact are never referenced lol! This could be another sign of what was bodged together to finish the game when Chris & Erin Roberts left the project

Post Tue May 25, 2004 6:34 pm

it is likely that torpedos will fall under those guided part of that block...

i have made a completey new block entry for torpedos and it doesn't work... it is well fashioned as the missile block...

torpedos won't work unless we have completely broken the codes of fl...


a message from firebase...

Post Fri May 28, 2004 10:48 am

Hi!
Okay I solved the problem with someone showing up, if I land on my base or my planet. I don't know exactly what I did, but it works now.

But there are still the other two questions!

First: How to make ships land on Planets without patrols! (is it possible?)

Second: Is it possible to make powerplants show up in your equipment window (like weapons, shields, thrusters, etc.), but also make them not transferable between ships. I don't want anyone to transfer a Very Heavy Fighter powerplant from his VHF to a Light Fighter, if he is buying a new Light Fighter.

Thanks for your help!

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