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capship turrets on rhino

The general place to discuss MOD''ing Freelancer!

Post Sun Feb 04, 2007 2:19 pm

capship turrets on rhino

I'm working on a capship mod that provides capships as a restart template in FLShell. I do NOT want the ships available for sale on a base.

Everything is working fine except for one thing.

If you take a capship and sell it to buy a regular ship the capship turrets are mounted on the new ship. Imagine a rhino or patriot covered with capship turrets. Not at all what I'm looking for.

What do I need to change in order to prevent capship turrets from being mounted on regular ships?

I tried adding the line hp_gun_type = hpturret to each cap ship gun thinking that that would prevent it from being mounted as there was now a gun type but no class but that didn't do it.

Any other ideas?

Please help.

Thanks,
Robo

Post Sun Feb 04, 2007 8:44 pm

[Munition
nickname = ku_battleship_turret01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 263.500000
energy_damage = 0
one_shot_sound = fire_capship_forward_gun
munition_hit_effect = ku_capgun_01_impact
const_effect = ku_gunboat_maingun
lifetime = 0.900000
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = ku_battleship_turret01
ids_name = 263437
ids_info = 264437
DA_archetype = equipment\models\turret\ku_turret01.cmp
material_library = equipment\models\ku_turret.mat
HP_child = HPConnect
hit_pts = 23076
explosion_resistance = 1.000000
debris_type = debris_turret_huge
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
power_usage = 0
refire_delay = 0.500000
muzzle_velocity = 1222.199951
toughness = 5.300000
flash_particle_name = ku_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = ku_battleship_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false

Just add this to all capship turrets and they will not mount on Vanilla Freighters.

hp_gun_type = hp_turret_special_10

This would go

[Gun
nickname = ku_battleship_turret01
ids_name = 263437
ids_info = 264437
DA_archetype = equipment\models\turret\ku_turret01.cmp
material_library = equipment\models\ku_turret.mat
HP_child = HPConnect
hit_pts = 23076
explosion_resistance = 1.000000
debris_type = debris_turret_huge
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
hp_gun_type = hp_turret_special_10 <--/////////////////Here////////////
damage_per_fire = 0
power_usage = 0
refire_delay = 0.500000
muzzle_velocity = 1222.199951
toughness = 5.300000
flash_particle_name = ku_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = ku_battleship_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false

Now if you ever make Capships buyable you well need to go to the shiparch.ini and change all the capship turrets to class 10 also.

"When the government violates the people's rights, insurrection is, for the people and for each portion of the people, the most sacred of rights and the most indispensable of duties."



Edited by - FlyByU on 2/4/2007 8:47:23 PM

Post Mon Feb 05, 2007 4:59 pm

I'm betting that ifyou did that you'd be able to mount them on VHFs

Post Mon Feb 05, 2007 11:09 pm

There are no class 10 turrets unless you made some.
So just take off all class 10 turrets on all VHF's.

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