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The content may be outdated and links may not be functional.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

Doable mods?

The general place to discuss MOD''ing Freelancer!

Post Fri Apr 01, 2005 7:02 am

Doable mods?

I want to get me feet wet with modding and came up with a couple of ideas. The first deals with the fact if I want a new ship I have to sell the old one. Hey, when I want to go kick b**t I want to be in my Sabre or when I want to shopping I'll climb in my freighter and then when I finished shopping climb back into the Sabre. Well, in the mod someone tells you about an abandoned base. In the base there are three old ships that are only good enough to get you to local ship dealership. You can claim the base as your own. Therefore you can own four ships at one time. You can also store weapons that you don't want to cart around but still want to hang on to.

The second mod deals with autopilot. Right now when a course is set, after reaching a waypoint, you have to target the new waypoint and hit "goto". Is it possible to get the system to automatically target the next waypoint and hit goto? You would still experience danger proximities such as attacks.

As a newbie, am I trying to tackle too much. If so can I help someone else do these or can someone give me some pointers on how do these? Thanks.

Post Fri Apr 01, 2005 10:43 am

The base : do-able in SP game by putting special versions of the ships there with v low sale price. However you could not swap or put other ships there without changing ini & restarting. This is not feasable in MP unless everyone can use the base. The auto pilot thing is not possible.

@Admins - how about a sticky thread telling newbies the obvious impossible things?

Post Fri Apr 01, 2005 12:28 pm

Thanks. I'm going to see what I can do.

Return to Freelancer General Editing Forum