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Lights, let''s figure them out.

The general place to discuss MOD''ing Freelancer!

Post Sun Sep 11, 2005 4:31 am

Lights, let''s figure them out.

I've been following Argh's posts lately on adding the ability to rearange/buy/sell lights, such as:

"I'm not totally sure... but I'm pretty sure that you could set up a Package that just had lights in it, without a Hull.

And I don't see any reason (at least no real logical one) why it might not be possible to code up Lights as Goods that you could simply buy in whatever configuration you wanted. After all... they're all mounted, just like any other equipment..."

and

"You could do this pretty easily by using the code I built for the XML Toolkit Mod for Power Upgrades. Simply create "Power Upgrades" (with no stat boosts, etc.- just the necessary entries and nothing else) use an invisible CMP (an easy job- just list a standard Shield CMP without listing a MAT) that had a given Light attached to a Hardpoint on that CMP via its Good entry. That'd allow you to buy/sell/rearrange lights however you wanted."

well, i have it *sorta* working. What I have doesn't necessarly add the lights themselvs. currently I have it appearing as shield objects instead to see if it would place them in the right hardpoints, which it did.

i'll paste what i have done below, and hopefully we can figure lights once and for all..


*st_equip

[ShieldGenerator
nickname = SlowSmallGreen1
ids_name = 263746
ids_info = 263746
color = 128, 255, 128
min_color = 32, 64, 32
bulb_size = 0.100000
glow_size = 0.750000
flare_cone = 110, 40
avg_delay = 2
blink_duration = 3
DA_archetype = equipment\models\st\ku_displacement_shield.3db
material_library = equipment\models\li_equip.mat
HP_child = HpConnect
hit_pts = 1000
explosion_resistance = 0.500000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
hp_type = hp_fighter_shield_special_1
power_usage = 0
lootable = false
separation_explosion = sever_debris
LODranges = 0, 20


*misc_good

[Good
nickname = SlowSmallGreen1
equipment = SlowSmallGreen1
category = equipment
price = 500
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_thruster.3db
combinable = false
ids_name = 263746
ids_info = 263746
shop_archetype = equipment\models\st\ku_displacement_shield.3db
;material_library = equipment\models\li_equip.mat



shiparch:

hp_type = hp_fighter_shield_special_1, HpRunningLight01, HpRunningLight02, HpRunningLight03, HpRunningLight04, HpRunningLight05, HpRunningLight06, HpRunningLight07, HpRunningLight08, HpRunningLight09, HpRunningLight10

Post Sun Sep 11, 2005 11:45 pm

I haven't gotten around to testing it, but I strongly suspect that you can use the "addon = " commands to attach whatever you want ... to whatever you want. So you could build custom light sets of various kinds by having various customized CMPs with points in various places... then use addon commands to attach lights to these fake Shields... and then players could buy them, or whatever. I even know how you could limit those fake Shields to certain ships- basically, you'd just need to use the method of attaching Cargo Pods that I'm introducing in XML Toolkit Mod 1.3, where I've limited them to a very narrow band of ships.

That would cover custom light "sets". But if you wanted fully-customizable Lights, then you'd just need to make a generic type, use addon = to put a Light on the invisible CMP (you could just use anything with the proper Hardpoints I think) and then players could just buy whatever they wanted to. I'll take a look at this issue... if it all works out, it should be pretty easy to add this to the Toolkit Mod and make it possible for players to have any lights they want... from a list as long as mod developers feel like making

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