Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

New hp_type possible?

The general place to discuss MOD''ing Freelancer!

Post Tue Sep 14, 2004 10:50 am

New hp_type possible?

Hi!

I'm working on the next version of my mod (The Monkeys 1.2) and I got a problem.

I made some new upgrades (shield upgrade, power upgrade, etc.) and want to make special hardpoints for them. I only need internal hardpoints that are fixed. I already added some new hardpoints to the .cmp file of all ships and I was able to mount the upgrades on it.

What I'm asking for is, if it is possible to make new hp_types. Every equipment got a special hp_type, where it is mounted. For example a shield:

[ShieldGenerator
nickname = order_shield
ids_name = 263879
ids_info = 264879
DA_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat
HP_child = HpConnect
hit_pts = 2423
explosion_resistance = 0.500000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
regeneration_rate = 82
max_capacity = 3644
toughness = 36
hp_type = hp_elite_shield_special_6 <-- I want to change this line!!!!!!
offline_rebuild_time = 12
offline_threshold = 0.150000
constant_power_draw = 0
rebuild_power_draw = 10
shield_type = S_Graviton01
shield_collapse_sound = shield_offline
shield_rebuilt_sound = shield_rebuilt
shield_hit_effects = 0, gf_ku_shield01
shield_hit_effects = 100, gf_ku_shield02
shield_hit_effects = 500, gf_ku_shield03
separation_explosion = sever_debris
LODranges = 0, 20
lootable = true

I now want new hp_types for my upgrades. For example:
hp_type = shield_upgrade_special_10
hp_type = shield_upgrade_special_9
etc.

I did not find anything about this in any of the inis, but I found something in the common.dll. There is a block, where all the different hp_types are listed and there are also some unused hp_types (hp_fighter_shield_generator, hp_elite_shield_generator, hp_freighter_shield_generator). But I need more and tried to add new ones to the common.dll.
If I add them under the other hp_types Freelancer does not start, maybe because it searches for something in the common.dll and this thing is now not on the old position.
I also added them at the end of the file and FL started. But in the game I could not see any new hardpoints, and I could also not mount my new upgrades on any ship (I changed the shiparch.ini and the ini with the equipment to the right hp_type)

So, my question again: Is it possible to make new hp_types and how do I do this.
As I couldn't found anything in the forums I think that maybe noone really looked into this. I will try to solve the problem, but it would be nice if you could help me with this!

Thanks to all of you!

Post Tue Sep 14, 2004 7:53 pm

what i have done with my upgrades is just put them on the unused hardpoints. For instance every ship i looked at has a cloak hardpoint. This is where i have put my shield upgrade as...its not being used by anything else.

Post Wed Sep 15, 2004 7:43 am

i don`t know ..

but phoenix you have missed the point .. on a ship, names of hardpoints can be anything ..

but the gun_specialxx, xxx_shieldxx etc .. is there to interprete the hardpoint as it should ..

hardpoint is just a hardpoint ..



i just wanted to make this clear cause i myself am getting misunderstood (many times) as well

if it`s because of the spelling or the reader not reading .. don`t know, but anyways ..


it`s pretty much likely that what you want -blackeagle- is not possible ..

but maybe ì`m wrong (which would be great lol)


oh, EDIT: no offense Phoenix_IRA

greetz

Edited by - RimShot on 9/15/2004 8:47:27 AM

Post Wed Sep 15, 2004 8:58 am

Thanks for your answers!

Phoenix_IRA: As I wrote in the first post, I now that there are some unused hardpoints. I now four different ones that are unused:

- cloak01
- hp_fighter_shield_generator
- hp_elite_shield_generator
- hp_freighter_shield_generator

But I need more new hardpoints! So I searched for an entry in a file, which is there to interprete the hardpoint (As RimShot said).

I found all the different hp_types in one block in the common.dll, but as I added my new ones they did not show up in the game.
So it may be needed one more entry in another file.

RimShot: Thanks! I hope it is possible to make new hp_types. Okay, there were some threads asking for more weaponclasses (like: class 11, class 12, etc.).
I think that this would also be possible, if you could make hp_types, but in these threads everyone said that it is impossible to do.

But in my opinion noone ever really tried to make new ones. So please if you can look into this problem and post anything you find, even if you cannot solve it completely.
Maybe we will be able to crack this together.

Many thanks again!

Post Wed Sep 15, 2004 11:36 am

Hi again!

I just looked through the common.dll once more (I needed nearly two hours! I hope I did not waste my time) and found many other entries for the different equipment and the different hp_types. There are around 20 entries for each equipment.

I will now try to add these for my new hp_types and I'll see if it works.

I think at the end of this week I can tell you more about this!

If anyone knows something, please post it here anyway! Thanks

Post Wed Sep 15, 2004 12:08 pm

hey i hope you`ll make it !!

problem is .. i can`t get together with the hex codes, i use xv32 or something ..
some things you may be able to read with it, but some are still code .. and everytime i changed anything freelancer just crashed ..

there is some kind of barrier between me and the hex code now lol
i have no clue about decrypting stuff

good luck again

Post Wed Sep 15, 2004 11:40 pm

Hp_type's are hardcoded and cannot be added to or changed. Even if you did hex the unused ones they would not work unless there is code for them. You will have to experiment to find which ones still function.

Post Thu Sep 16, 2004 11:06 am

Here is a hint: get a dll decompiler and a C++ editor. That is how I made new gun classes for my mods. It might work for this problem. Just make sure you know C++.

Post Tue Sep 21, 2004 8:58 am

Okay, Hi again!

I had not so much time the last days, but I tried many things and never got it to work. So Louva-Deus seems to be right and it is not possible to make new hp_types with just editing common.dll. To bad.

Battlefleet: You made new gun classes? I do not know anything about C++, but if you already made new hp_types than it would be great if you can told me about this. Please help us. I think that many modders would be very thankful, if you could explain how to make new ones!

If someone else knows something please post it here. For now I'm only using the unused hardpoints, but it would be great to have some new ones.

Thanks to all of you anyway!

Post Tue Sep 21, 2004 11:52 am

Have a look at the ini coding for Evolutions 1.28 by Chips and Accushot - this will give you the closest to what you are asking for

Post Tue Sep 21, 2004 1:30 pm

ay... u can use any hardpoint and class for anyhting, as long as u keep urself to the existing ones. u can use unused shield HPs for engines, powerplants, thrusters, ... and so on...

Fjord

---------------------------------
Excelcia Mod Leading Developer

Post Wed Sep 22, 2004 8:27 am

Thanks guys!

I know that I can use every unused hardpoint and this is also what Evolution 1.28 does. It only uses some of the unused hardpoints.
But In my opinion it would be great to have new hp_types. As this seems to be impossible I'll stick to the unused ones.

Thanks anyway!

Return to Freelancer General Editing Forum