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Shield: Things you can do with them

The general place to discuss MOD''ing Freelancer!

Post Tue Apr 25, 2006 5:56 pm

Shield: Things you can do with them

Hello! I have been trying out diff't things with shields, and I have heard that if you make the constant_power_draw negative, then you get a power booster. I would like to know:

1: Which power does it boost, weapon energy, or thruster capacity?

2: If it gives you thruster capacity, is there a way I can make it give you weapon energy instead? (even better, give you weapon energy when you're hit?)

3: Perhaps someone could post a list of the main things in a shield generator and what the do + interesting things you can do with them. i.e. regen rate, capacity, power draw, explosion resistance, rebuild time, etc

Any help would be greatly appreciated!

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Post Tue Apr 25, 2006 11:05 pm

Here's how to work this out yourself.

Edit a shield mounted on your ship to have MASSIVE power drain instead (ie power use = 10000), load up game, and look at your energy bars. Which one is now disappearing?

This will answer your questions for you, and then simply applying a bit of logic - you can try the same with thrusters yourself to find that thrusters can (with negative values) give power back to the thruster - therefore meaning you can make thruster boosters (they've been in Evolutions for 2 years, but not available for players to use as I didn't bother solving the issue of balance, although I have an untested theory on it).



Edited by - Chips on 4/26/2006 12:06:28 AM

Post Wed Apr 26, 2006 2:49 pm

Yeah, you're right. I did this after posting and realized it was wep power, I just hadn't had the number massive enough.

I do have another question. It concrerns weapons:

What does damage_per_fire do? I tried making do massive amounts, but nothing happened.

Also, I remember something mentioned somewhere about dispersion_radius or something that can be added to weps to make them fire "shotgun style."

Edited by - Xen()morph on 4/26/2006 6:09:29 PM

Post Wed Apr 26, 2006 11:35 pm

hehe, yeah - Accushot showed me the thread regarding the dispersion radius post, and it's located here

As for damage per fire - not really sure, never really bothered to fiddle with the guns much.

Post Thu Apr 27, 2006 3:31 pm

I may be wrong..

I think damage_per_fire is the damage caused to the weapon as it fires.. , now I cant be sure of this but if I recall correctly it causes you to continally pay for repairs to the weapon at the equipment dealer

Harrier

Post Thu Apr 27, 2006 4:21 pm

Thanks guys for the input. I recently read that damage_per_fire actually doesn't do anything for some reason... Anyway, I have yet another question:

I made the gf_nomadwormhole my explosion effect for one of my guns, but the animation doesn't go away after a while. Is there a way to change this, without .ale editing?

If not, is there a good animation that I could use for a "subspace disruptor" (it is a highly damaging weapon that causes a big explosion)

Edited by - Xen()morph on 4/27/2006 6:11:33 PM

Post Thu Apr 27, 2006 11:45 pm

*shrugs* Dunno, maybe try adding a lifetime or something to the effect itself? Check the effects files for the types of lines that they recognise.

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