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Armor hardpoints

The general place to discuss MOD''ing Freelancer!

Post Wed Aug 04, 2004 12:36 pm

Armor hardpoints

Ok, I'm not asking how to make armor upgrades buyable - I've already done that. So please dont tell me to read any of those tutorials.

What I'm wondering is, now that I have done that and have those in my mod; are they actually doing anything when you buy one? Do you need to add a new hardpoint type to the shiparch.ini to let the game know that that piece of equipment is affecting the ship?

Take for example, these entries from the loadout_special.ini:

[Loadout
nickname = or_osiris
archetype = or_osiris
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_lb_engine_01
equip = sfx_rumble_battleship
equip = cloak_osiris, HpCloak01
equip = li_battleship_turret01, HpTurret_O1_01
equip = li_battleship_turret02, HpTurret_O2_01
equip = li_battleship_turret03, HpTurret_O3_01
equip = li_battleship_turret03, HpTurret_O3_02
equip = li_battleship_turret04, HpTurret_O4_01
equip = li_battleship_turret04, HpTurret_O4_02
equip = li_battleship_turret04, HpTurret_O4_03
equip = li_battleship_turret04, HpTurret_O4_04

Here we see the Osiris, with it's cloaking device. And it seems to be saying that that piece of equipment goes on a hardpoint called HpCloak01. Sounds good to me.

[Loadout
nickname = rh_battleship
archetype = rh_battleship
equip = infinite_power
equip = ge_s_scanner_02
equip = sfx_rumble_battleship
equip = rh_battleship_turret01, HpTurret_R1_01
equip = rh_battleship_turret01, HpTurret_R1_02
equip = rh_battleship_turret01, HpTurret_R1_03
equip = rh_battleship_turret01, HpTurret_R1_04
equip = rh_battleship_turret02, HpTurret_R2_01
equip = rh_battleship_turret02, HpTurret_R2_02
equip = rh_battleship_turret02, HpTurret_R2_03
equip = rh_battleship_turret02, HpTurret_R2_04
equip = rh_battleship_turret03, HpTurret_R3_01
equip = rh_battleship_turret03, HpTurret_R3_02
equip = rh_battleship_turret03, HpTurret_R3_03
equip = rh_battleship_turret03, HpTurret_R3_04
equip = rh_battleship_turret03, HpTurret_R3_05
equip = rh_battleship_turret03, HpTurret_R3_06
equip = rh_battleship_turret04, HpTurret_R4_01
equip = rh_battleship_flak_turret01, HpTurret_R4_02
equip = rh_battleship_flak_turret01, HpTurret_R4_03
equip = rh_battleship_turret04, HpTurret_R4_04
equip = rh_battleship_turret04, HpTurret_R4_05
equip = rh_battleship_turret04, HpTurret_R4_06
equip = rh_battleship_turret04, HpTurret_R4_07
equip = ge_rb_engine_01
equip = armor_scale_0
equip = SlowLargeYellow, HpRunningLight03
equip = SlowLargeYellow, HpRunningLight04
equip = SlowLargeYellow, HpRunningLight08
equip = SlowLargeYellow, HpRunningLight07
equip = SlowLargeYellow, HpRunningLight05

Here we have the Rheinland battleship, and it has an armor scale 'equipment'. But it doesnt designate a hardpoint for it (not that it's relevant in this case since the scale is 0), but you see what I mean.

So, does this mean armor upgrades dont require a hardpoint and they automatically know to apply their effect to the ship hull - I guess since they are category = equipment? Or do we need to add equip = armor_scale_0 to all ship loadouts in order for the upgrade items to work?



Edited by - Rathelon on 8/4/2004 1:37:42 PM

Post Wed Aug 04, 2004 12:41 pm

You notice there is no mountable points for:

Engine
Power plant
Scanner
Tractor


The mounts are EXTERNAL - so stuff internal doesn't need mounts. You note that you cannot see your lights mounted up at all? So the mounts does not mean that you can see the mount itself (a la weapons/thruster mounts). Think of the mounts as merely defining a point on the surface for something to go.
Some have been designated as being player usuable for playability - like teh weapons mounts - so you can swap stuff. Some are only used to place stuff in aesthetic positions - like lights. Others do not need placing - like armor, engines, power plants etc. You could make a HpPowerPlant - and have it on the outside - then mount your power plant - but since its not been defined as a player usuable mount - then you cannot swap stuff to it etc. However, stating in goods.ini file that the powerplant should be mounted there WOULD put it on the outside of the ship. Infact - you don't even need to call it Hp - call it just Powermount or P even - that will work too


Edited by - Chips on 8/4/2004 1:44:40 PM

Post Wed Aug 04, 2004 1:03 pm

Ok, so you're saying since it's 'category = equipment' in the equip.ini, that it knows to apply itself to the ship it's on?

Post Thu Aug 05, 2004 10:34 pm

Because you used

"hit_pts_scale = 1.0500000

or what ever, and the armour on your ship uses the property

- hitpoints -

to determine what strength to put the hull at, you are just modifying the already existing factor. Try making the armour upgrade have a scale of 100.000000. then test your amour first, without the upgrade, see the strength and all that. THEN buy the upgrade, put it on your ship etc and see the difference. Thats what i did to test it out.

Hope this helps

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