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The content may be outdated and links may not be functional.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

Weapon List Numbering changes

The general place to discuss MOD''ing Freelancer!

Post Sun Aug 07, 2005 6:58 pm

Weapon List Numbering changes

Is it possible to change what order(and, consequentially, what number fires the weapon) in the weapon list?

Im making an Upgrade mod for the Ragnarok Gunship, and it involves adding some torpedo hardpoints. Unfortunately, they are numbers 14-15, and cant be fired from a number hotkey.

So, is it possible to change that numbering?

Post Sun Aug 07, 2005 7:48 pm

1. Anything with that many guns makes me laugh.
2. Torps are always listed lower than guns.
3. You could make torps use gun slots instead of torp slots and solve that problem while causing others

Post Sun Aug 07, 2005 11:41 pm

The number of guns being humorous or not, the torpedos or disruptors can be fired by a mouse key as well. If you have a recent mouse like a Logitech or a Microsoft that has extra buttons on it, you can assign those to fire missiles, torps, or disruptors through the "options" menu instead of using a key command. Most mice have a depressable scroll wheel which can serve such a purpose as well. Other than that, there is no way I know of to link those things to a "key" beyond the ones listed for the game. There are others here however, who have added extra keys to the game and they may be able to help you.

Post Mon Aug 08, 2005 7:03 am

@Argh
Youve never tried the Ragnarok? That thing has a skin that puts you to shame.(Really.)

Post Mon Aug 08, 2005 8:01 am

Just use the mouse to deselect all the weapons you don't want to fire.

Post Mon Aug 08, 2005 11:20 am

No kidding.

But ive solved this problem, and uploaded my mod to TLR.

The solution:*cue drumroll*

Hit SHIFT-Q

Post Mon Aug 08, 2005 11:30 am

Argh - swing by Hals2003evo server some time and i'll give you 15 things to laugh about with my Bretonia Battleship

Post Tue Aug 09, 2005 1:20 am

Personally, I think the Ragnorak's a vastly over-rated model, and it doesn't remotely fit the FL style, but whatever- at the time it was released, it was given much applause, oohs and ahhs, and so obviously a lot've people like it- I'm a small minority here. It's an aesthetic judgement- I like anime, but I don't care for the whole Gundam "let's add greebles that make zero sense whatsoever" approach to art, and I think that the entire design is really ridiculously impractical looking. But that's just me.

And the reason why I find up-gunning ships like that laughable is:

How you can have a ship that's balanced, fair, and non-laggy for MP that sports that many weapons is a bit mysterious to me. Having seen Versoth's stats, I'm still chuckling... that thing's not remotely balanced with anything else in FL. And no, making things expensive DOES NOT MATTER, insofar as MP is concerned- clanners can and will pool funds, or rotate characters... or whatever... until they have the money. I keep telling people this, but this blatantly obvious fact doesn't seem to register- nubs keep making ships whose stats make zero sense. To make this ship "fair" would require that it handle like a two-ton brick on ice, or have some other critical flaw. Ah well.

Edited by - Argh on 8/9/2005 2:25:07 AM

Post Tue Aug 09, 2005 7:26 am

Hmmm.... balance......

Well, lets start with the fact that you have four guns facing forward(not including that big long gun, but that does jacksquat to fighters anyways)
Because you dont usually sit still and use turret view in that thing, your usually using just those four guns. And the gauss(big fat gun) for really big things.

Another side effect of adding the exta thrusters(besides looking cool) is that(for balance(sort of)) you have a half second of thruster power. Sure, thats a half second of about 600-800, but it dosent really get you anywhere

And, Argh, if you really, really want "practical" your talking about boxes with boxes attached. And a gun or two.

Post Tue Aug 09, 2005 8:18 am

Reading directly from your script:

1. It has 12500 hitpoints.

2. It mounts 4 Thrusters (which, among other things, allows you to use the multi-thruster exploit, because you didn't code it right, and gives you more than "half a second" of time on thrusters- please do the math, and you'll see what I mean here).

3. It mounts Class 10 guns and turrets, and produces 1050 energy/sec, which means it can fire them for quite awhile...

4. It carries 360 cargo.

5. It has a higher base speed and strafe speed than default Freelancer fighters, let alone things like Gunships.

6. The way you've mounted the turrets will allow most of them to fire at targets in the forward arcs. Apparantly you didn't playtest this, and aren't very good at actually playing this game. FL guns do NOT shoot where the barrels point, unless you've specifically told that gun (not the mounts, not the hardpoints, but the gun's script) to only fire on the vector formed by the gun's Hpfire and HpConnect. IOW, you're just plain wrong- this will be able to fire at least 8 or more Class 10 guns on most facings. And with 4 Thrusters and a default speed of 115... I can just use Engine Kill, tap the Thrusters, and use Turret Mode all I want.

It costs less than $35K. In fact, it costs zero- the only things that cost any money are the Equipment mounted on the Hull, which has a cost of zero- so I could just drop the Class 6 Shield and basically buy this for free o_0

Please... take your idea of "balanced" and set it on fire

Return to Freelancer General Editing Forum