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Is there a way to stop the Single Player Timers?

The general place to discuss MOD''ing Freelancer!

Post Thu Mar 24, 2005 12:04 pm

Is there a way to stop the Single Player Timers?

An Example of what I mean is, when you run into a fleet that the game makes you run from, is there a way to stop the timers so you can destroy the ships before you have to head to the waypoint? Like in Bretonia when you run into the Reinland Fleet, the game makes you run instead of fight. I know normally you should, but with all the great mods out there that gives you a super powered ship so you can fight them and live. It sucks to have to run so the game doesn't automatically fail your mission. Any mods out there that stop those timers?

The Way of the Paladin
To Seek, To Learn, To Do

Post Thu Mar 24, 2005 1:21 pm

Yes, which mission are you in, and we will help you out If in doubt, just let us know what system - and how long the timer usually gives you. Should be enough to go on

Post Thu Mar 24, 2005 1:35 pm

yeah, quite easy. for this example....(opens up dusty SDK folder) (btw, TOTALLY unrelated, is there a newer than 1.3 sdk?)

bah, can't find it. all you must do (sounds easy..) is find the trigger for the waypoint formation (when it makes a waypoint for you to run to), which msot likely is the same entry as some chatter/rep settings, and extend the delay value. (seconds)

yeah, very unclear, but at least someone who has the file may figure out what i'm saying and explian it better...

Post Thu Mar 24, 2005 7:59 pm

Post Fri Apr 08, 2005 1:48 am

Well, the 3 main missions I really want to stop the timer in is. The 4th mission, when you escape Van Pelt's station, and those 3 Crusiers destroy the station. I think Juni had a good idea and they need to pay for it. So I try to take them out, but when Juni says to run, she tells you to go faster about 4 or 5 times before the game automatically fails the mission.

Same thing with the mission when you are running from Leeds with Sinclair and Quintain in tow, and the huge Reinland fleet de-cloaks right in front of you. Tobias's men get shot down, and Tobias says to run for the Methane field I think, either that or head for the jump gate/hole. Again, Tobias says to run about 4 or 5 times before they fail the mission.

Then, when you leave Chugoku and are flying with Lord Hakkera and his men, in that huge field with the ruins of all those old fighters. Its the place where the level 10 guns are. I'd rather get them all then instead of having to fly back at the end of the game.

Then of course, are all those Nomad missions at the end, Especially the Prison break, you aren't allowed to fight the Nomads, you are forced to run away.

Any help would be appreciated, and sorry it took so long to get back, I thought it was supposed to email me when a reply was posted. Thanks.

The Way of the Paladin
To Seek, To Learn, To Do

Post Fri Apr 08, 2005 2:38 am

The three cuisers in the van pelt one, if I remember right, 2 of them can not be destroyed.

Post Fri Apr 08, 2005 3:00 am

best way is to get a piece of paper and a pencil and graph the whole thing out in a flowchart of sorts. Trigger to Trigger, helps you keep track of it.

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