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Shield/armor Upgrades: Need help

The general place to discuss MOD''ing Freelancer!

Post Wed Jun 21, 2006 9:41 pm

Shield/armor Upgrades: Need help

Hi, since I didn't find it in a post within 60 days and had got tired of looking through the search function results I thought I should make a new post.

I would like to know how to make the following ship upgrades:

Shield Capacity Upgrade: Increase shield hitpoints
Shield Regen Upgrade: Increase shield regen rate
Armor Upgrade: Increase hull hitpoints/resistance to attacks

I had seen them in TNG and other mods, but what I would like is to use these separately without using the extra features the said mods offer.

But unlike in TNG, I would like these upgrades to be mounted not in the CD/T/CM slots but in other slots (i.e., they don't appear in the Weapons equipment list but in others, like together with thrusters and shields).

Many thanks in advance.

Raycrasher

Once a freelancer, always a freelancer...

Post Thu Jun 22, 2006 6:16 am

Maybe if I get people helping me with FL-XML then things like this would be easier ...

Check the Stripped Freelancer thread...

Post Thu Jun 22, 2006 7:44 am

Well, the armour is an easy one. You just need to give the armour in select_equip a name and put it into the a goods file (ST_good.ini for me). You might want to make up your own entries to get exactly what scale you want.
Mounting armour is just automatic, you don't need to add hardpoints or play around with equipment classes.
When it comes to the power/shield upgrades, they are just shield generators with modified abilities. If you give a shield gen a negative power drain it will give power instead. You can play around with different settings to get the equipment how you want it.
For mounting custom equipment, you need to add the hardpoint to the shield_link in shiparch and add an entry for the shield to be mounted. Like this:
shield_link = l_fighter_shield01, HpMount, HpShield01, Hpcloak01
..
hp_type = hp_fighter_shield_special_6, HpCloak01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01
..
Above i'm using HpCloak as a mountable hardpoint for shields and to allow equipment to be added. I've gone through the existing shields and changed each of the shield classes from 1-10 to 1-5 instead , so each new class is two old classes. Then with the spare shield classes, i have assigned them as different classes for upgrades. Give this bit some thought, and plan it out, you should have 15 spare shield classes to play around with.
Once happy open up resources.dll with reshacker.exe and click on view>find text from the top menu and search for:
Fighter Shield-Class 6. Then, modify the text for each type. Do, compile script and save.
The modified resources do not show up the change in modified date so remember to copy the file into your mod directory.

Post Thu Jun 22, 2006 9:17 am

Wow, I didn't know FL recognized armor as equipment... I thought you had to 'trick' it, like with the shields.

Post Thu Jun 22, 2006 6:00 pm

Thanks a lot, mace. Sorry to ask this, but can you make a sample each for armor/power/shield upgrade? I'm quite new to modding, and my modding skills are kinda limited to weapons editing. Also, in what Hp do you mount the armor? I've seen one armor mod that mounts it in HpConnect.

I'm also thinking of a Thruster upgrade for ships with multiple thruster hardpoints. Well, its a modified thruster with negative power drain, therefore extending thrust duration. Any tips, please?

Once again thanks a lot. This really helps.

Raycrasher

Post Thu Jun 22, 2006 8:41 pm

Here D/L these mods look at the code and this may help you.

Power Plants
http://www.lancersreactor.com/t/Downloa ... sp?ID=1974

Armor
http://www.lancersreactor.com/t/Downloa ... sp?ID=1981

"It doesn’t matter what universe you’re from. That’s got to hurt!"

Post Thu Jun 22, 2006 9:04 pm

Thanks. Is there any for shields?

Post Fri Jun 23, 2006 1:07 am

Yeah, no problem:
[Armor<--
nickname = armor_scale_civ3
hit_pts_scale = 1.6
ids_name = 263925
You could add info too, i just use a name with the abilities listed
In st_goods.ini
[Good<--
nickname = armor_scale_civ3
equipment = armor_scale_civ3
ids_name = 263925
category = equipment
price = 80000
combinable = false
item_icon = equipment\models\commodities\nn_icons\armour.3db<--A custom one i made

[ShieldGenerator
nickname = SHIELDcell_mark01
ids_name = 264859
ids_info = 264941
DA_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat
HP_child = HpConnect
hit_pts = 3500
explosion_resistance = 0.500000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 1.000000
mass = 10
regeneration_rate = 50<--Notice its regenration only
max_capacity = 0<--It dosen't add to the capacity of the shield, for shield capacitors
toughness = 6.000000
hp_type = hp_fighter_shield_special_6<--The custom class listed above in the thread. This is the most basic.
offline_rebuild_time = 0
offline_threshold = 0.150000
constant_power_draw = 0<-- A power capacitor would have this instead
rebuild_power_draw = 0<-- A power cell would have this instead
..
Then in st_goods.ini
[Good<--
nickname = SHIELDcell_mark01
equipment = SHIELDcell_mark01
category = equipment
price = 20000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_shieldgen.3db
combinable = false
ids_name = 264859
ids_info = 264941
For mine i made it so that players have a set ship upgrade slot and each class of upgrade can be mounted depending on the ships abilities. You could either do that or make unique classes depending on the type of equipment instead.
For some ships like the VHF's i copied the ships into a custom folder (and refered them across in shiparch/solararch), then added an additional HpCloak mount so that they can mount two upgrades instead. I just added them inside the ship using Hardcmp.
(edit)
And.. the thruster can be given modified power by looking in st_equip:
[Thruster
nickname = ge_s_thruster_01
ids_name = 263737
ids_info = 264737
DA_archetype = equipment\models\st\ku_thruster.3db
material_library = equipment\models\ku_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
mass = 10
max_force = 72000
particles = gf_ge_s_thruster_01
hp_particles = hpthrust
power_usage = 165<-- Just change to be a negative (not tested that one)
lootable = true
separation_explosion = sever_debris
LODranges = 0, 20

The armour being HpConnect means that they are using archetype to mount onto the ship. HpConnect is the hardpoint on the object that is used to connect.

Edited by - Mace_166 on 6/23/2006 4:42:13 AM

Post Sun Jun 25, 2006 5:19 pm

Wow, thanks a lot! This really helps!

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