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new nebula ideas...just a thought

The general place to discuss MOD''ing Freelancer!

Post Wed Apr 11, 2007 6:05 am

new nebula ideas...just a thought

i dont even know if this is possible (but there seem to be more crazy ideas out there) but im not that good at FL modding and i wanted to know if its possible to make more nebulas.

ideas:

nebula that makes your shield rechard faster and you take less damage
nebula that dosent damage you but insted makes your shield go down (like when you jetison cargo)
nebula that makes your weapons and/or thruster stop working

it would be cool if 3 of these nebulas were put near each other. it would make for some cool battles

Post Wed Apr 11, 2007 6:45 am

thats a nifty idea man. would be good too, more realistic in some cases.

Post Wed Apr 11, 2007 8:42 am

Yeah like nebulas charged with energy (which could recharge your shield) or nebulas that would neutralize electronic parts of your ship (scanner, weapons, shield… ), indeed this would be more realistic and very fun, though I doubt it is possible to do it…

Edited by - Nono on 4/11/2007 9:48:05 AM

Post Wed Apr 11, 2007 8:43 am

so would anyone put it into their mod/make it?

Post Wed Apr 11, 2007 8:49 am

If someone was to figure how to do it, I'd throw it into my mod the second after

Post Wed Apr 11, 2007 10:00 am

same here

Post Wed Apr 11, 2007 10:58 am

There's a variable you can put into zones that will modify the Linear Drag of stuff, in this case speed, basically. There's also a way to make scanners less efficient / limited in nebulae (it's used in normal Freelancer). I do not, however, currently know of a way to inflict shield damage on a target within a nebula.

Post Wed Apr 11, 2007 11:00 am

also to change my idea a little

insted of a thruster downer (the weapon downer is a good idea i think) there would be a "flammable" type nebula..where you get damaged when you fire it up.

and if anyone cam figure out how to do this please post!!!

Edited by - sona1111 on 4/11/2007 12:00:49 PM

Post Wed Apr 11, 2007 12:40 pm

in a zone where you get a certain amount of damage..
that amount of damage can be manually edited.
simply it says:
damage = (some number)
It always affects the hull.
HOWEVER, if you add an additional entry such as this:
energy_damage = (some number)
you should see shield damage instead.

You could effectively destroy a ship instantly by setting the damage number to = -1
Conversely, perhaps you could regen certain attributes by setting the number to something else.
Now, if damage = 100, you get 100 damgage per second.
and if energy_damage = 100, you get 100 shield damage per second.

Suppose instead you change the integer to = +1
So, if energy_damage = +100, theoretically you'll get shield regen. (just a wild guess)
Since standard numbers are neither + or - , maybe this would work?


Edited by - Rankor on 4/11/2007 1:41:29 PM

Post Wed Apr 11, 2007 3:54 pm

Hmm I think that any non-signed integer is treated as a positive integer… but maybe if you put a value under -1 you could get a "negative damage", also a regen…

Let's say you put:
energy_damage = 100
you''ll get 100 damage/sec.

-1 is defined as infinite so:
energy_damage = -1 would do infinite damage/sec.

but if you put a value like:
energy_damage = -100
you're likely to obtain two types of results:
1) A beautiful crash
2) Your ships gets -100 damage/sec
==> +100 shield/sec.

This looks worth trying hehe, I'll play around with it this weekend ^^

Post Wed Apr 11, 2007 3:57 pm

hmm, if I can get my mod to work on my test server, I might add these. Can someone help? Look in my Server Crash topic.

Post Wed Apr 11, 2007 6:10 pm

Negative values for damage will instantly destroy stuff when used on things like weapons, etc.
However, negative values for damage when used in places like radiation zones simply do nothing (I once tried to make a zone that could be placed in shipyards to heal stuff)
Does the energy_damage thing for zones actually work? I've never tried that, be cool if it did. If energy_damage does work, I think it will drain power supplies as well - at least, that's what guns with added energy_damage do.

Edited by - fox Unit 01 on 4/11/2007 7:11:37 PM

Post Wed Apr 11, 2007 7:56 pm

oh yea

an energy draining nebula....that would be cool too...good idea

Post Thu Apr 12, 2007 5:06 am

it depends on if its real energy damage or just shield damage

if its shield damage it only will drain the energy if the shield does use more energy than the "generator" does output


the thing with the negative damage is as following... like in every program you set up variables and tell the program what kind of variable it is... if it is integer... bolean... vchar and so on
the integer can be set to be positive only... or negative too

in this case its positive only while other variables have integers with negative values
so basically it might be possible to hex-edit FL to make it negative
but where to find this... and what to edit ... well thats something that is still a secret to us

Post Thu Apr 12, 2007 5:43 am

Yeah you're right, if the variable is not the type it should be, the program screws up…
But that thing about nebulas draining energy would be damn good, gotta try this out.

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