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Weapon Ammo

The general place to discuss MOD''ing Freelancer!

Post Mon Jan 23, 2006 9:13 pm

Weapon Ammo

Atm i've made a turrent that has Ammo, and everything is working the way it should (touch wood), but atm my turrent can only hold 50 units of ammo.

This is not good for me, since my turrent is a big machine gun and the 50 rounds of ammo are gone in like 3 seconds, Does anyone know what the line of code is to specify how much ammo u can carry?

I really need it.

5i1

Post Mon Jan 23, 2006 9:23 pm

Ok open up constants.ini and put this below [Constants:

MAX_PLAYER_AMMO = 10000

So it looks like this:

[Constants
COLLISION_DAMAGE_FACTOR = 0.500000
MUSIC_CROSS_FADE_DELAY = 10.000000
MUZZLE_CONE_ANGLE = 40
PLAYER_COLLISION_GROUP_HIT_PTS_SCALE = 3
PLAYER_ATTACHED_EQUIP_HIT_PTS_SCALE = 5
MAX_PLAYER_AMMO = 10000

and you can now carry tons of ammo


WARNING : Though it effects EVERYTHING that uses ammo

Post Tue Jan 24, 2006 3:29 am

which is why ammo should take proportional cargo space to its game impact as well as armor(although most mods just leave armor as this uber upgrade with no tradeoffs for getting more of it)

Post Tue Jan 24, 2006 4:50 am

Cargo space in the game, is not effected by a lot of things. Even when I had a full cargo hold, I could still tracto in weps that I blew off ships. So ammo and armor should have no effect, as they are not "Stored" in the hold.

Post Tue Jan 24, 2006 11:16 am

volume works when applied to anything! ALL you need to DO is set its volume to something greater than zero (pshaw)

let me clarify:its a matter of semantics
when i say Should,i mean realistically,it should and besides that,the game allows for it

when you say "in the game",you mean that FL's unmodded ini's are coded so that weapons and ammo and armor and power and engine and well...everything BUT commodities takes 0 space(which is a major Problem when people collect so many unique *unstackable* items that their characters begin corrupting other accounts)

so, here's my stand:
ANYTHING you put inside a real physical ship must occupy space,imo this is the "Cargo" - equipment, people, commodities, etc - therefore FL's ini files are just plain *wrong* in not assigning it.It's an especially difficult problem,because it adds one more variable to balance that can affect everything,but imo it is worth the work of finding a workable formula based system of proportioned armor/volume ammo/volume equipment/volume.besides that there is the account corruption issue - which just assigning a miniscule volume to every weapon would solve for the majority of accounts

Edited by - Cold_Void on 1/24/2006 11:18:15 AM

Post Tue Jan 24, 2006 12:40 pm

But that's what makes it a GAME.It's not suppose to be "real" , but fun.


QuEsTiOn AsKeR
Last Hope MOD

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