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The content may be outdated and links may not be functional.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

External shield generators?

The general place to discuss MOD''ing Freelancer!

Post Sun Apr 24, 2005 6:45 am

External shield generators?

Hi guys, been working on a new idea and keep banging my head against the wall (so to speak).
The original idea was to give weapon platforms an external power generator so you could, if u were accurate, shut down the platform without needing to destroy it. I thought it would be a nice idea and pretty easy, but the archetype for the generator isn`t showing up as either targetable or visable. Here`s what i`ve done so far;
[Power
nickname = infinite_power_gen
ids_name = 263704 <-----It just says "Power Generator"
volume = 0.000000
mass = 10
DA_archetype = equipment\models\hardware\br_fission_generator.3db
material_library = equipment\models\hardware.mat
capacity = 50000
charge_rate = 50000
thrust_capacity = 2500
thrust_charge_rate = 500
lootable = false
hit_pts = 5000 <-------------- I`ve added these
explosion_resistance = 0.900000 <----------
Its basically the infinite_power that they come with normally with a hit_points value so u can kill it and high explosion resistance (which i may need to adjust once it starts working.
In order to see the name of the thing, i`ve added to st_goods.ini
[Good
nickname = infinite_power_gen
equipment = infinite_power_gen
ids_name = 263704
DA_archetype = equipment\models\commodities\nn_icons\mill_powerplant.3db
material_library = equipment\models\hardware.mat
category = equipment
price = 50000
item_icon = equipment\models\commodities\nn_icons\mill_powerplant.3db
Price is irrelevant, as it won`t be buyable. The st_goods file is ok, because all my other powerplants are in there. The Archetype should be ok cos i`ve looked at it in hardcmp. It could be amazingly small, but i would expect it to show up in the radar anyway.
In solar/loadouts.ini, i`ve added;
[Loadout
nickname = weapon_platform_imp_04
archetype = wplatform
equip = ge_s_scanner_02
cargo = commodity_H_fuel, 2
cargo = commodity_scrap_metal, 5
equip = SlowLargeYellow, HpRunningLight01
.. etc
equip = SlowLargeRed, HpRunningLight10
equip = br_wp_turret01_mark03, HpTurret01
equip = infinite_power_gen, HpTurret02 <----------I tried on a light first
equip = br_wp_turret01_mark03, HpTurret03
equip = br_wp_turret02_mark03, HpTurret04
equip = armor_scale_17
equip = weapon_platform_tower1
equip = weapon_platform_tower2
equip = weapon_platform_radar1
equip = weapon_platform_radar2
The loadout is ok, it is in the game and visable. I`ve deleted the autosave and the restart.fl files. So, what did I miss?

Post Sun Apr 24, 2005 9:08 am

It would seem you would have to make it destructable, and targetable, so that your laser shot hit it, and not the station/platform. Like in a game where you target subsystems.

Post Sun Apr 24, 2005 2:20 pm

I think its a good idea though, imagine having the main powerplant inside the ship as normal but being able to upgrade it by physically adding to the ship. When attacking a gunboat or transport you could target its powerplants and take its weapons offline. You could do the same with shield generators too..

Return to Freelancer General Editing Forum