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Speed Mods (Engine Kill)

The general place to discuss MOD''ing Freelancer!

Post Thu May 11, 2006 4:19 am

Speed Mods (Engine Kill)

Hey guys,

A while ago I was using a speed mod and it used engine kill to leap to very high speeds.

Having seen the speed mods that alter cruise, and afterburner speed, I wish to know what code or line changes this to be engine kill that sets off the speed?

The reason I ask is because I would like to build a new speed mod, one with choice of whether speed is activated by cruise, thruster, or engine kill.

The engine kill is in my opinion the better solution as it doesn't really effect AI, so they don't go crashing into planets or zoom away when they activate their afterburners, but we can still go at high speeds.

Any help would be appreciated.

Post Thu May 11, 2006 6:01 am

mount more than one engine in the ships loadout, buy said ship - and suddenly engine kill results in max speed flying.

Post Thu May 11, 2006 6:55 am

You mean on the same hardpoint? Or just basically add an additional equip line with an engine in it ...

I'm guessing for a complete mod I would need to do the same to every other playable ship correct?

Post Fri May 12, 2006 10:39 am

No, the "addon = " line in goods.ini - just add another engine line in the ship block:

[Good
nickname = gf1_package
category = ship
hull = gf1_hull
addon = ge_gf1_engine_01, internal, 1
addon = ge_gf1_engine_01, internal, 1
addon = ge_fighter_power01, internal, 1

The engines are on internal "mounts" anyway so there is no hardpoint for the engine itself.

The engine hardpoints in the model (the .cmp file) are used only to place the exhaust nozzles, which are specified in the shiparch.ini file (e.g. num_exhaust_nozzles = 6).

The "equip = " line you thought of is in the loadouts files, you could use this for NPC ships but I'm not at all sure they will "know" how to activate them, I don't think they know how to use engine kill? Maybe someone here would take up that challenge to program AI behaviour to see if it works?

Anyway if you want to do that as well, then in loadouts.ini (or loadouts_special.ini, or loadouts_utility.ini depending on which ships you are modding) just add the second engine line: -

[Loadout
nickname = bw_fr_loadout
archetype = bw_freighter
equip = ge_bwfr_engine_01
equip = ge_bwfr_engine_01
equip = shield01_mark05_fr, HpShield01

You only need two engines to get this effect by the way. And if you don't put it into several ships then your players will of course all buy the same ship and wear the same uniform (and probably sing the same songs too!)

Unless you decide to make it an admin-only ship.

Roleplay: - the art of self-deceipt!

Edited by - StarTrader on 5/12/2006 11:52:55 AM

Post Fri May 12, 2006 4:32 pm

I do belive AI ships do use engine kill, if play the campaign, you will see when fighting AI ships they go in a straightline from far away its hard to tell wether or not they are just going in a straight line, but if you are close, you will notice they turn around in a straigth line.

I think this is AI using engine kill or they maybe simulating movements or mimicing a certain button combination from the keyboard to do the desired movement.

Cheese on toast:
Like the name
Beware the player

Post Sat May 13, 2006 2:55 pm

Thanks for that ...

Mainly the reason I wanted to know is because in SP I haven't seen a lot of AI use it, therefore no crashing into planets, no afterburning into planets, and least no engine killing into planets hehe.

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