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Hyperdrive Data Compling...time to make a Hyperdrive...

The general place to discuss MOD''ing Freelancer!

Post Sun Sep 05, 2004 4:16 pm

thats the thing Zack,

i have found a way to make wingmen, using the code for SP missions.
basically, you lad at a base, you see a guy in the bar, who you talk to.

blah blah blah, and he ends up flying to your waypoint and helps you with your mission, at which the end of a certain amount of $$$ is taken from your "bank" and the guy flys off.

it still needs a lot of perfecting BUT i think that i can do a similar thing with the hyperdrive

but the limitations would be that it is only SP. not MP
oh well

Post Sun Sep 05, 2004 4:31 pm

Interesting...

--------------------------------
Leader of the Republic Mod Team.
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency

Post Sun Sep 05, 2004 8:44 pm

By reading through all the mission inis you can get a good idea of all the mission triggers and conditions. To see them all you can open up content.dll, but the inis actually give you an idea of how they are used.
And yes you can do that in SP story mission, you can do almost anything in an SP story mission if you can figure out how to lay out all the triggers. I tried a few months ago and finally gave up. It's a major, major headache trying to lay out a new story mission. Good luck.

Post Sun Sep 05, 2004 11:18 pm

Tell me about it

There's trigger action you could use to "teleport".

Act_ForceLand takes the player to a specified base. It's used in the first mission to get you to Manhattan. Bear in mind that this only works for bases. Each drive could be configured to jump to one base, but you could buy different ones - "Manhattan Hyperdrive", "Freeport 4 Hyperdrive" etc

RMK

Post Mon Sep 06, 2004 7:06 am

i dont know much about modding but heres an idea

why dont u guys make it to where u would enter jump coordinates in the System message box : ie (goto = Texas) a file would translate the message to- goto =Li04, Li04_to_Ship
then have one end of a jumphole appear 50m or so infront of your ship and the other end appear in the same grid pos in another system

Post Mon Sep 06, 2004 7:33 am

Ok: I have an idea I'm going to attempt with one or two members of the team. It's similiar to the way we created a cloaking device for our Server Police. I beleive that by changing one or two things in certain ini files, we can have a JumpWeapon. I will keep you up to date.
By the way, just for the record, can a trigger be put into, say, a weapon effect?
And which trigger causes you to jump? Rep_inst ? I found that on several dock triggers

--------------------------------
Leader of the Republic Mod Team.
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency



Edited by - Zack Lyons on 9/6/2004 9:01:49 AM

RMK

Post Mon Sep 06, 2004 10:41 am

I would advise starting from the ground up

Post Mon Sep 06, 2004 10:58 am

In the story, all the jumps that happen (that you see) are done simply because the game tells you to. The ones that you don't see (like the Osiris going Hamburg -> Texas and NY -> Omicron Minor) are simply player relocations.

The only trigger I've found that makes a change of system automatically is ForceLand.

Zack, Rep inst is the game name for highlighting something as a mission objective.

Post Mon Sep 06, 2004 11:45 am

Well what's the trigger for docking?

--------------------------------
Leader of the Republic Mod Team.
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency

Post Mon Sep 06, 2004 11:53 am

ForceLand, like I said. It docks with a specified base, no matter where you are at the time. I don't know how you'd get it on a gun though

Post Mon Sep 06, 2004 2:38 pm

hey Zack you might want to try the spawn_ship trigger.

With that you can spawn any ship to any location. There might even be one to make the player spawn at a location...i dont know.

good luck with it anyway

Post Mon Sep 06, 2004 2:41 pm

If only we could get people to put effort into things like SUR files - which would open the realm of modding up 10 fold instead........

Post Mon Sep 06, 2004 4:35 pm

I guess I might as well tell you my "Big idea". It was probably mentioned already. We create a missile launcher, and the ammo is the trigger. You buy certain ammo for certain systems, launch the missile, and the trigger takes you there.
ALTERNATIVELY: We use a gun that has a docking trigger. When you have a jumpgate or jumphole selected, activate the weapon, and it forces a dock. Think either could work?

--------------------------------
Leader of the Republic Mod Team.
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency

Post Mon Sep 06, 2004 6:31 pm

Chips, what exactly do sur files do?

Post Mon Sep 06, 2004 10:46 pm

SUR files are litterally surface files. If there were none in the game, once shields were gone you wouldn't die - as you cannot hit parts of the ship! You would be able to fly through stations, cruise through asteroid fields, fly through other ships etc......

Its what makes custom ships difficult to hit or destroy sometimes -certainly not what they should be. Custom capships are the same too - difficult to hit/shoot etc - and can fly through stuff. Its the reason why custom stations aren't made - no sur files. The reason why custom battleships are pointless unless made to match existing ones - sur files.

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