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The content may be outdated and links may not be functional.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

adding new HP types and classes ?

The general place to discuss MOD''ing Freelancer!

Post Sat Dec 25, 2004 7:26 am

adding new HP types and classes ?

Is it possible to add more or new HP types with a class structure like for weapons and shields for example also for power plants ?
I want to use sellable and buyable power plants and seraching for a way to restrict the different ships for it. So a Starflier should not be able to buy a Titan's power plant. A solution like for the weapon or shield hp types/classes would be fine, but I think this is hardcoded. Has anybody successfully made a mod where its possible to buy new powerplants which are limited to some ships?

Post Sat Dec 25, 2004 10:51 am

That is primarily done by editing the ShipArch.ini file.
(You can use HardCMP if you want/need to add/delete hardpoints from the model.)

If you decrease any of the hardpoints, or their related classes, don't forget to edit the Loadout.in, or you'll get crashes.
(Adding things won't affect the Loadout.ini)

Watch your 6!

Post Sat Dec 25, 2004 12:46 pm

thanks warzog,

but I don't want to add new hardpoints to the ships. I want to classify equipment (power plants) like it is done with shields and guns/turrets. So that I can define a power plant as a class 5 and in shiparch.ini for example the Starflier to use only class 1 and 2. I want avoid that a power plant could be bought and used with all ships. I already attached the power plant to a HP (no longer internal) so that it is sellable already when you purchase a new ship. But I need restrictions which ships could use it.

Post Sat Dec 25, 2004 1:46 pm

Hi eisfuerst!

I asked this question some time ago and many good modders told me that this is not possible or at least very difficult (dll editing and so on)! You may want to look in my thread:
http://www.lancersreactor.com/t/forum/t ... lse&S=True

I'm affraid to say this (For me it was also hard that it is not possible), but I think it is not possible. Sorry

EDIT!!!: Forgot this. There are still some unused hardpoints, which you can use for equipment:
HPcloak
hp_freighter_shield_generator
hp_elite_shield_generator
hp_fighter_shield_generator
hp_shield_generator
hp_cloak01

Just try out, which of them you can use. But again, adding totally new hp_types seems to be impossible!

Edited by - Black Eagle on 12/25/2004 1:49:03 PM

Post Sat Dec 25, 2004 1:46 pm

i'm not sure but i think you can use the "shield_link = bw_freighter_shield01, HpMount, HpShield01" as a place to put a "engine" hardpoint. Then on the ship just set it to what ever you wanted... : taken from shiparch.ini

shield_link = cv_fighter_shield01, HpMount, HpShield01, HpEngine01
hp_type = hp_fighter_shield_special_3, HpShield01
hp_type = hp_fighter_shield_special_2, HpShield01, HpEngine01
hp_type = hp_fighter_shield_special_1, HpShield01, HpEngine01

Note: I'm not entirly sure this will work but ya never know.....

Of cource you can change the "HpEngine01" to what ever...

never mind...

Edited by - NightHound on 12/28/2004 1:57:41 AM

Post Sat Dec 25, 2004 3:39 pm

This will not work. The shield link only tells FL which shield to use (somehow referring to the animation I suppose, the first entry in that line). The hardpoints are the shield hardpoints sued for generating the shields, and the last one is usually HpMount to define its origin. For example, if you put multiple shield generators on a ship, you have to add them to the shield_link. That's what this line is solely for, it does not affect hardpoint usage.

Post Tue Dec 28, 2004 12:17 am

thx all.

mmh ...
Is it possible to attache a power plant to a specific HP? I've tried several times and it doesn't matter if the equipment is defined as HpConnect nor the ship (.ini / .cmp) has this hardpoint. I was everytime able to buy the power plant.

It seems for me, that you can always buy a power plant and thats must be hardcoded.

Post Tue Dec 28, 2004 6:03 am

What you can do... Give the Power Plant a Volume. Give a light fighter 130 cargo space, a heavy fighter 280. Let all light power plants take up 100 cargo space, the heavy ones 200. This way you could have power plants that take certain space in your ship, so a smaller ship cannot carry the larger power plants. Of course, you could build in a small PP in a heavy fighter and have 180 cargo space then, but you will miss the firepower.

Post Tue Dec 28, 2004 8:41 am

thx Mephistopheles

Thats a good idea. Because each ship need a power plant and heavy fighter would have no gain of the larger hold size using a smaller reactor (they need definitlive a larger power plant). And a smaller upgrade is possible upon a reduced cargo hold.
Only the freighter could be a problem... I think they could use also the fighters power plants and have enough cargo space?!

I figure this out. THX

Post Tue Dec 28, 2004 11:42 am

hi!

i just tried using: hp_fighter_shield_generator, hp_elite_shield_generator, hp_freighter_shield_generator
for mounting some special type of thrusters, without luck

they have been working for [ShieldGenerators but not for [Thrusters ..

had to change hp_type = hp_fighter_shield_generator, HpThruster01
back to hp_type = hp_thruster, HpThruster01 (i tried with and without hp_fighter_shield_generator added to shield_link in shiparch, with and without hp_type = hp_fighter_shield_generator added to the thruster in st_equip)

any ideas why? (something hardcoded?)

thx

Post Wed Dec 29, 2004 2:08 am

@RimShot

I think that this is hardcoded. You could not define new hardpoints and it seems not possible to attach a equipment to a strange hardpoint. I tried to attach power plants to shield HPs and weapon HPs ... without success. This should be the same thing with thrusters. You will gain a new HP for shield (maybe) but the thruster HP is missing until you define hp_thruster again. In my opion, all existing HPs and their use in the game must be hardcoded.

Return to Freelancer General Editing Forum