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More weapons!

The general place to discuss MOD''ing Freelancer!

Post Sat Oct 16, 2004 5:29 pm

More weapons!

I have noticed over the past few months that most of the ships have only 8 gun hardpoints and 2 torpedo tubes. I was think that maybe someone could make a ship that handled like a light fighter and is as fast as one but had the cargo space of a frighter and had 25 gun hardpoints and 25 torpedo tubes and looked good doing it. If anyone is willing to try and make this dream come true than please post your andswer in this post.

P.S This ship is made to be Overkill so don't hold back on the weapons and if you would like to add more hardpoints then go ahead just make sure that power and ammo are unlimited. Thank You

"Overkill is better than being killed." Master Hybris the Warsmith

Post Sat Oct 16, 2004 6:02 pm

With the exception of adding more hard points, you can already do that to any ship in the game. I have a preset handeling aspect that I can add to any ship I choose, with a 7000 cargo hold, and all type 10 guns, thruster 5 times as fast as a normal one. Example - This is a modified Starflier

If you want a powerfull ship, thts easy to do.

[Ship
ids_name = 237015
ids_info = 66527
ids_info1 = 66528
ids_info2 = 66608
ids_info3 = 66529
ship_class = 0
nickname = ge_fighter
LODranges = 0, 60, 120, 250, 500, 1000
msg_id_prefix = gcs_refer_shiparch_starflier
mission_property = can_use_berths
type = FIGHTER
DA_archetype = ships\civilian\cv_starflier\cv_starflier.cmp
material_library = ships\civilian\cv_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\civilian\civilian.ini
pilot_mesh = generic_pilot
nanobot_limit = 150
shield_battery_limit = 150

mass = 100.000000
linear_drag = 1.000000
fuse = drop_cargo_fuse, 0.000000, 1
hold_size = 6000
fuse = intermed_damage_smallship02, 0.000000, 275
fuse = intermed_damage_smallship03, 0.000000, 138
max_bank_angle = 35
camera_offset = 13, 42
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 1100
explosion_arch = explosion_cv_fighter
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 18000.000000, 18000.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000
for quick turns
nudge_force = 30000.000000
strafe_force = 60000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
shield_link = cv_fighter_shield01, HpMount, HpShield01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03

hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_fighter_shield_special_10, HpShield01
hp_type = hp_fighter_shield_special_9, HpShield01
hp_type = hp_fighter_shield_special_8, HpShield01
hp_type = hp_fighter_shield_special_7, HpShield01
hp_type = hp_fighter_shield_special_6, HpShield01
hp_type = hp_fighter_shield_special_5, HpShield01
hp_type = hp_fighter_shield_special_4, HpShield01
hp_type = hp_fighter_shield_special_3, HpShield01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01

[CollisionGroup
obj = port_wing_lod1
separable = true
parent_impulse = 120.000000
child_impulse = 60.000000
debris_type = debris_small_ship
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
dmg_hp = DpPort_Wing
dmg_obj = cv_dmg_port_wing01_cap
type = Port_Wing
hit_pts = 138
root_health_proxy = true

[CollisionGroup
obj = star_wing_lod1
separable = true
parent_impulse = 120.000000
child_impulse = 60.000000
debris_type = debris_small_ship
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
dmg_hp = DpStarboard_Wing
dmg_obj = cv_dmg_starboard_wing01_cap
type = Starboard_Wing
hit_pts = 138
root_health_proxy = true




Edited by - Finalday on 10/16/2004 7:04:59 PM

Dev

Post Sat Oct 16, 2004 9:36 pm

Just be warned that attempting to fire too many weapons simultaneously will crash the game (it always dies for me at 32, presumably it's the same for other people). Anyway, if you want more hardpoints on your ships, the best way is probably to do it yourself; pick up a copy of the very excellent HardCMP utility and go to war.

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