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Capital ship weapons...

The general place to discuss MOD''ing Freelancer!

Post Mon May 28, 2007 6:12 pm

Capital ship weapons...

Allrighty, next difficulty... namely, I have capital ships added in (well, some at the moment - more on the way...) but there is a wee bit of a problem with the weapons... namely, I can have a cruiser, then buy a fighter, and the weapons go over onto that... it makes for some very odd designs, albeit great admin ships...
http://i71.photobucket.com/albums/i145/ ... reen11.jpg
http://i71.photobucket.com/albums/i145/ ... creen8.jpg

I know about the guns taking up cargo space bit, but I don't want one capship's guns to be mountable on anothers... any ideas?

Edited by - Runtman on 5/28/2007 7:12:19 PM

Edited by - Runtman on 5/28/2007 7:13:01 PM

Post Mon May 28, 2007 6:20 pm

Yes... You can do it 2 ways!

1. either give them a high volume (So high they can't be mounted on your high capacity frieghters you may have)

or... The best one

2. Make capitalships the only ships able to carry lvl 10 turrets. And if you want to make it clear that these mounts is only for capship turrets, open up resource.dll with ResHack, find ResID 1740 and rename it to "Capitalship Turret Mount" or whatever you see fit!

Hope this helps! :-)

Edited by - mh-dk on 5/28/2007 7:22:50 PM

Post Mon May 28, 2007 6:29 pm

Number two is tempting, but it still scares me when I simply think of the idea - a battleship equipped with 8 or nine of the liberty cruiser's main gun... *shivers* Talk about unbalancing online play

Post Mon May 28, 2007 6:56 pm

Hehe... Well you could of course do something similar with the cruiser guns.

For example make them them lvl 1 or whatever you wish and rename the hardpoint text!

But then you will have to remove the ability from other ships in shiparch.ini to use lvl 1 guns, and make the old lvl 1 guns maybe lvl 2 and so on...

You can get around this any way you want... But using my second option takes a bit more time and consideration, but it works better... I'm using that myself! :-)

oh.. forgot to add that if you want to make the cruiser gun a specific lvl you have to change/add it in weapon_equip.ini

You must add for example: hp_gun_type = hp_gun_special_1 to the gun... Not the munition.


;Gun
nickname = li_cruiser_forward_gun01
ids_name = 263377
ids_info = 264377
DA_archetype = equipment\models\turret\li_cruiser_gun01.cmp
material_library = equipment\models\li_turret.mat
HP_child = HPConnect
hit_pts = 16860
hp_gun_type = hp_gun_special_1 - like this!
explosion_resistance = 1.000000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
power_usage = 0
refire_delay = 0.500000
muzzle_velocity = 500
toughness = 4.000000
flash_particle_name = li_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = li_cruiser_forward_gun01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = false
LODranges = 0, 10mass = 1
volume = 0.000100


And of course edit the stats in shiparch.ini as well so it can mount the gun (the cruiser)
Edited by - mh-dk on 5/28/2007 8:07:09 PM

Edited by - mh-dk on 5/28/2007 8:14:50 PM

Post Tue May 29, 2007 3:05 am

I see... that would work. Kinda nixes the idea I had of making a new hardpoint class of "capship_special_10"... that possible? It'd probably be a lot harder, wouldn't it...

Post Tue May 29, 2007 3:38 am

Yeah it would be... And it wouldn't work anyway! Tryed to do something similar myself and no succes!

So I think the best way is ti tangle with the existing ones and rename/do what you want with them! Just remember that you will have to make changes in both in weapon_equip.ini and shiparch. ini to have it all fit together...

Play with it a bit... It's not that hard and if you have been modding for a while I'm sure you will get it quick! :-)

Post Tue May 29, 2007 4:43 am

Yeah, I'll have to change the weapon equip and the listings for each ship's weapon hardpoints so they can't mount class ones. Not too tricky to do, I already redid most weapon hardpoints anyways. (I boosted them higher on nearly all ships, I hate how normally everyone uses just the same 3 ships, so I made it so that most ships can compete to a degree now) I can do that. I figured that making a new hardpoint type wouldn't work so hot, I already tried that with the shields for it... crash to desktop everytime Instead, I'm having them run class 10 freighter shields. High level freighters could still use the boosted shield, but hey, makes things funner for pirates (That, and they can only run one. I'm making the capships use 2)

Ogu

Post Tue May 29, 2007 5:58 am

Just make all Class 1 Guns, Turrets and shields mountable for capships only and delete the line for class 1 mounts from all your other ships in Shiparch. You can set your main gun as a class 1 gun and your primary, secondary (etc) turrets as Class 1 turrets.

Other than that, you can always code all of your cap ship weapons to use huge amounts of energy (15000 would be enough), since they'll probably have infinite powerplants anyway. That would mean you could make cap ship weapons of any class.

Fighters would be able to mount them, but not fire them since their powerplants aren't strong enough

Post Tue May 29, 2007 8:39 am

Good point... another thing. Anyone know what class the prison liner turrets are? I've guessed a whole bunch of things, but it keeps causing crashes whenever the game loads... I guess I could just change that, couldn't I?

Post Tue May 29, 2007 9:47 am

The prison turrets are unclassed as well as the rest of the BS, Cruiser, Gunboat etc. weps... You have to give them a class if you want it!

But no matter if you have them classed or not you shouldn't crash... You must have some error in your code m8!

Post Tue May 29, 2007 10:44 am

I think I do... it's driving me nuts I had two spare hours this morning, did a whole ton of changes, but didn't have the battery power to run Fl a bunch of times, so didn't change, test, change, test as I normally would, and just changed a bunch of things at once... grr. Now I have to go through everything in order to find out... I don't even get to the menu. It crashs immediatly after the splashscreen

Post Tue May 29, 2007 11:04 am

Ok... it would now appear that I have corrupted fl itself... even with NO mods activated, it goes crashy before it even gets to the menu...

Post Tue May 29, 2007 5:14 pm

Yippee! I fixed it! (after re-installing fl...) Turns out that in my Goods.ini file, the hull was declared as "ge_prison" while in the package it was called "li_prison". It took me 2 hours to figure that one out... Now off to fix the views!

Post Wed May 30, 2007 4:04 pm

(Man, post after post...) Next question. I noticed something in the weapon_equip file - for the turrets, there is an option auto_turret = false. Is this what I'm thinking this is? If I set that = true, will it automatically fire at enemy ships? Cause that would be REALLY handy in a capship battle...

*edit - nope. It makes the gun shoot along with your cursor. Dang. Any way to make it autofire?

Edited by - Runtman on 5/30/2007 5:11:15 PM

Ogu

Post Wed May 30, 2007 5:35 pm

I believe auto_turret is a feature that was never fully implemented when FL was released. So it shouldn't matter what it's set as since it doesn't do anything (that I've ever noticed).

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