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Hardwired weapons

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Post Mon Sep 05, 2005 9:34 am

Hardwired weapons

I have an idea I'd like to use in my mod, but I'm not sure if it's possible or not. Basically, I want to make a new type of torpedo launcher that can only be mounted on one ship in the game. I've had two ideas on this:

1. Make a new class of torpedo launcher that is only mountable on that ship

2. Make it so that the ship comes with the torpedo launcher, but it cannot be unmounted or looted (like the internal equipment).

I'm more leaning towards idea 2, but I haven't had much success with it yet. I tried changing the package in goods.ini so it has:

addon = torpedo01_mark02 , internal, 1 (I'm testing it with the sunslayer first)

When I do that, you can buy the torpedoes, but you cannot fire them. Any ideas?

I have become one with my computer. It is a feeling of ecstasy...the perfect blend of logic and emotion. I have reached...Nerdvana!

Post Mon Sep 05, 2005 9:42 am

In the game there are some unused hardpoints, like hp_gun, hp_turret, HpCloak01, hp_fighter_shield_generator, hp_elite_shield_generator and afaik also hp_freighter_shield_generator. I don't know if these are the exact names, but you can find a list of them in one or more topics here... try searching after hp_type or something similar via Ctrl+F.

Try using one of them for your torpedo. Good luck!

Edit: Argh, didn't think of the hp_torpedo_special_1 that is usually used for a torpedo... but maybe it works anyway.

Edited by - Flamebird on 9/5/2005 10:45:11 AM

Post Mon Sep 05, 2005 10:12 am

That's not really what I meant - I don't have a problem with the hardpoint location. I could just put it in HpTorpedo01, but the problem is that if I put it there, you can just unmount the torpedo launcher that the fighter comes with and keep it with the next fighter you purchase. I'm trying to keep that from happening.

Post Mon Sep 05, 2005 12:11 pm

I think leaving the goods entry out makes it un-unmountable(invisible inventory item),just a guess based on internal equipment though - weapons could act differently

Post Mon Sep 05, 2005 3:32 pm

I'm sorry - I don't quite follow. Which "goods entry" are you referring too? Are you talking about a block in goods.ini?

Post Mon Sep 05, 2005 4:24 pm

If you mount the weapon on to the ship and then take away the shiparch entry for that hardpoint, you can mount weapons which work fine in the game but are invisable baseside. If you were to take away the weapon_goods entry too you should be able to have a weapon which has no visable name (so you cannot mount on to another ship), but still works ok.
It works fine for things like thrusters and i'm guessing it would be fine for weapons too.

Failing that, you could call the weapon a turret class 10 and remove the class 10 entries from shiparch for the other ships. There are no other class 10 weaps that can be mounted on to a ship anyway (unless u've added them).

Post Mon Sep 05, 2005 4:51 pm

What MAC suggests would work cos I have done this with Cruiser turrets and cruiser shileds. Give your torp a hp_gun_type = hp_turret_special_10 entry and only your special ship would have a hp_type = hp_turret_special_10, HpTorpedo01 entry so restricting your weapon to that ship

Buck Rogers
Server Admin
Colours Elite UK
www.colourselite.co.uk

Post Mon Sep 05, 2005 5:00 pm

Good call Mace - your first suggestion worked. Believe it or not, I have added many class 10 turrets and guns in my mod, and they are critical to the balance of where I was going - otherwise, I would have done it that way. Oddly, the game treats the torpedoes like missiles this way, though. Here's the xml I used as a test, if anyone's interested. It adds the Sunslayer to the Hammerhead:

<data file="data\equipment\goods.ini" method="append">
<section>
[Good
nickname = bhe2_package
</section>
<source>
addon = torpedo01_mark02, HpTorpedo01
</source>
</data>

<data file="data\ships\shiparch.ini" method="sectionreplace">
<section>
[Ship
ids_name = 237003
</section>
<dest>
hp_type = hp_turret_special_1, HpTurret01
hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01
</dest>
<source>
hp_type = hp_turret_special_1, HpTurret01
</source>
</data>

Thanks again!

Post Tue Sep 06, 2005 2:09 am

Glad to hear that its working ok. But.. If you are using the Sunslayer torpedoes then they are mountable on to other ships. If you wanted Sunslayers to be available to only to that ship then you would need to remove the weapon_goods entry (or create a shadow weapon using the sunslayers stats). Otherwise, when you come to sell the ship, you will find that the Sunslayer will be mounted on to the next ship that you buy.

Post Tue Sep 06, 2005 2:27 am

I went one step further, with the next version of the Toolkit Mod. Because I've freed up all of the Weapon Levels, I gave Capship guns of various kinds Goods entries, but made them Level 9... and then made every other ships' weapons slots all Level 1.

If you don't have a Goods entry for weapons, btw, then weapons will not show up when the ship is docked, which is why I went to this extreme length to solve this problem. Kind've weird, but that's how it works, apparantly. As a side effect, it means that Capships can now "mix n' match" each others weapons, which means I'll have to have some "fun" balancing their Energy outputs and the Energy costs of firing their guns, so that players trying to build the "ultimate warship" can... um... have "fun" trying to get what they want, at the high/ridiculous level of play.

Post Tue Sep 06, 2005 4:24 am

@ Overkill
Yes, I know that. I thought that you could add an entry for one of this hardpoints only on the ship where you want the torpedo to be mounted, so that there's no hardpoint for the torp on all other ships.

Post Tue Sep 06, 2005 6:47 am

@MACE - yeah, I was just using the Sunslayer as a test. I'm actually going to be creating two entirely new types of torpedoes. Thanks for the heads up on the weapon_goods entry.

I've always been disappointed that the Hammerhead is pretty much worthless compared to other VHFs, so I'm making it a "fighter-bomber". It'll all start by massively increasing the hull strenght on gunships and giving an even larger boost to other capitol ships. The torpedoes on the Hammerhead will be designed for gunships, then (if I can get awts0c's permission), I will have the Firbolg as a bomber with torpedoes designed for capitol ships. Of course, all of this will depend on being able to add gunships, cruisers, etc. to random missions, and I'm not sure if that's possible.

Edited by - Overkill on 9/6/2005 7:48:24 AM

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