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capships with large armour problem

The general place to discuss MOD''ing Freelancer!

Post Sun Feb 20, 2005 2:35 pm

capships with large armour problem

Hi
I'm workin on a mod that allows plyrs to buy capships, specifically the kusari gunboat.
The mod is optional meaning that ppl without it can still access the server and see and fight other plyrs who are flying their gunships without crashing.

This all works ok .

The problem I have is that the capships armour is set to 500,000 right now. When its selected as a target by another plyr and shot at however, the amrour bar depicted on the shooters screen expands out in a huge red line (presumably to the 500000, If i set it to 5000 armour, there is no problem)

I know this must be something faced by other modders before who have capships with large hull strenghts.

can anyone offer any advice?

*edit chips ur evo ships have similar hull strenghts did u ever come accross this when testing the evo md?
thks



Edited by - bane42 on 2/20/2005 3:22:35 PM

Post Sun Feb 20, 2005 3:50 pm

Hmm - never found this problem out at all personally, however, we have had some reports of strange goings on in the repairing part - with negative values and other strangeness. Unfort without actually experiencing it myself, and being unable to recreate it, I simply don't know what can cause it at all

Post Sun Feb 20, 2005 6:46 pm

I was in the proccess of experimenting with attaching armor in the loadouts and packages and leaving the hit_point value from the shiparch file at normal levels.

It did remove that extra long red hull heath bar you are talking about but it also had some slight issues where the first 75% of the ships hit points and the last 25% took about the same amount of fire to reduce. I never went any further with the experiments.

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