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Adding turrets

The general place to discuss MOD''ing Freelancer!

Post Tue Aug 23, 2005 11:31 am

just use the search function in notepad to find it, those names refer to {Simple} nicknames,the {simple} entries themselves contain the filepaths

Post Tue Aug 23, 2005 3:03 pm

I didn't see any {simple} entries for the Eagle, so I had to add them myself. Do all ships have these entries?

Post Tue Aug 23, 2005 4:26 pm

well no,not if the eagle doesn't have any - i think some simples are used for several ships of the same house

Post Wed Aug 24, 2005 6:35 am

Just two more questions...

What do the entries "dmg_obj = ku_dragon_dmg_port_wing_cap" and "obj = port_wing_lod1" do?

Also, is there a file which determines where the fire and sparks come out from when a ship is heavily damaged, or do they come out from any area which is heavily damaged?

Edited by - Denier-of-Soup on 8/24/2005 7:36:42 AM

Post Wed Aug 24, 2005 9:17 am

the dmg_obj is the model that will replace the subgroup from the .cmp file named port_wing_lod1 when it is destroyed.obj = port_wing_lod1 tells the game that this collision group is for the .cmp subgroup named port_wing_lod1.
smoke and fire etc is usually set by a fuse entry in the ship's main arch entry like so:

fuse = intermed_damage_smallship01, 0.000000, 400
fuse = intermed_damage_smallship02, 0.000000, 200
fuse = intermed_damage_smallship03, 0.000000, 133

the fuses are stored in the FX folder,however you don't need to make your own just use some from the other ships.fuses have some very interesting applications, like making shot off parts become debris or linking the destruction of one collisiongroup to another - collisiongroups can have their own fuses

Post Wed Aug 24, 2005 3:43 pm

yes,freelancer.ini in the EXE folder lists all of the fuse files

Post Thu Aug 25, 2005 2:57 am

What I meant was where the sparks, smoke or fire comes out of on the ship.

Edited by - Denier-of-Soup on 8/25/2005 1:07:54 PM

Post Thu Aug 25, 2005 12:19 pm

the fuse

Post Thu Aug 25, 2005 12:40 pm

Right. Can we edit where the fuses are located on the ship hull?

Post Thu Aug 25, 2005 1:24 pm

i think you're under the misapprehension that the fuse IS the effect - its not, it simply controls them - where the effects occur is all defined in the fuse.

fuse functions:
destroy groups
initiate effects on specific hardpoints(your question i believe)at specific times
ignite other fuses
destroy root(ship)
destroy hardpoint attachments,determining whether they are loot or debris,or disappear

fuses are triggered by the destruction of a group or if a 0.00000, 450 etc is attached to its link in the shiparch by that # of hit points damage,initiating the fuse at the time specified(usually 0.00000)

so to edit where the effects appear,edit the fuse(make a new one - no reason to mess up other ships fuses)

Post Thu Aug 25, 2005 3:11 pm

One last question, if you don't mind. Does the fuse or its fx have anything at all to do with the {Ship} data in the shiparch?

Edited by - Denier-of-Soup on 8/25/2005 4:30:26 PM

Post Thu Aug 25, 2005 3:30 pm

of course i don't mind,forgive me if i'm a little impatient sometimes =) the fuses are not specific to the INI entries - in fact several are used repeatedly for fighters, however things in them like destroy_group or destroy_hp_attachment are specific to the ship model especially in the case of capital-ships -

all of the hardpoints the effects attach to are specified in the fuse, so a fuse trying to start an effect or destroy an attachment on a non-existant hardpoint could cause errors.

Post Thu Aug 25, 2005 3:32 pm

Edited my above post. I wasn't specific enough, sorry.

"Does the fuse or its fx have anything at all to do with the {Ship} data in the shiparch?"

Post Thu Aug 25, 2005 4:23 pm

well then no,except the timing & hitpoints numbers in the fuse = line

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