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Hardpoints

The general place to discuss MOD''ing Freelancer!

RaK

Post Sat Mar 08, 2003 10:24 pm

Hardpoints

anybody know of a resource that lists all the hardpoints for each ship?

just wondering, would make life alot easier

------------------
You just washed up here or something?

Post Sat Mar 08, 2003 10:53 pm

I would like to know that too.
So far, I found out that hardpoints are hardcoded into the mesh file (at least I think it's a mesh file).

For instance (as I posted in some other thread), I noticed that Sabre has 2 HPs which are not being used. shiparch.ini has this:

hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
etc


In other words, it goes only till HpWeapon06 so where are the other two. I open mesh file (?) for Sabre which is bw_vheavy_fighter.cmp in Notepad and noticed that it mentions HpWeapon07 and HpWeapon08. Changed that line above into:

hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08

and got me two extra weapon's slots.



Edited by - XLancer on 08-03-2003 22:54:51

RaK

Post Sat Mar 08, 2003 10:56 pm

ah nice 1.... i knew they would be coded into some part of the model/mesh

just didnt know which bit it was still... it might be worth making a resource out of it all in one place

Post Sat Mar 08, 2003 11:24 pm

How does that affect the energy usage of the ship?

I would imagine with 8 guns that sucker sucks down energy like mad .

Post Sat Mar 08, 2003 11:35 pm

not with nomad weapons it doesn't

Post Sun Mar 09, 2003 4:45 am

Hey Xlancer, did you ever try making those extra hardpoints into turrets?

Since turrets seem to be more powerful than guns, that might be interesting. Not to mention, if you had a lot of turrets you could shoot in all directions then you could have some fun from turret mode.

Post Sun Mar 09, 2003 5:49 am

Well... it seems that it doesn't matter for the game what you mount on hardpoint! I have succesfully mounted a gun on a turret's hardpoint (I don't really like turrets) so I am pretty sure you can also mount a turret on gun's hardpoint. The QUESTION is: how it will look and behave in game?



Edited by - XLancer on 09-03-2003 05:59:27

Post Sun Mar 09, 2003 7:15 am

Xlancer, since you also seem to be a big fan of the Sabre, I figure I should ask you.

My Sabre thrusters only seem to produce "thrust" from the left side. There is nothing mounted on the right side of the down pointing "fin".

The mount point I am talking about is the "empty" one that is opposite your thruster.

Are Sabre's always like that, or is this the result of adding in weapons 7 and 8 (per your method).

Btw, you say you don't like turrets... Why not? They generally have better stats and are more energy efficient than guns, and they can fire in all directions. Btw, how do you turn a turret mount into a gun mount? Do you just do something like this?

hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08, HpTurret01

I wouldn't mind turning my mine dropper into something else. I always hated mines .

Any idea if one can mount another thruster somewhere?

Post Sun Mar 09, 2003 7:16 am

Oh, one more thing Xlancer.

The Sabre seems to also have 2 mount points UNDER its wings.

Have you figured out how to enable those?

I am hesitant to add more guns there, as the damage would get OBSCENE, but it might be fun to add extra torpedo launchers or something just for looks.

Post Sun Mar 09, 2003 7:43 am

I was able to mount 13 level 10 lguns on my anubis. Its pure wickedness, wish i could get a screenshot. It looks amazing. For anyone who wants to give it a try, here's the info you need to have an anubis with 13 level 10 guns:

[Ship
ids_name = 237041
ids_info = 66581
ids_info1 = 66582
ids_info2 = 66608
ids_info3 = 66583
ship_class = 1
nickname = or_elite
LODranges = 0, 75, 150, 1000
msg_id_prefix = gcs_refer_shiparch_Ordhf
mission_property = can_use_berths
type = FIGHTER
DA_archetype = ships\order\or_elite\or_elite.cmp
material_library = Ships\order\or_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\or_elite.ini
pilot_mesh = generic_pilot
nanobot_limit = 500
shield_battery_limit = 500
mass = 150.000000
hold_size = 1000
linear_drag = 1.000000
fuse = intermed_damage_smallship01, 0.000000, 1050
fuse = intermed_damage_smallship02, 0.000000, 525
fuse = intermed_damage_smallship03, 0.000000, 350
max_bank_angle = 35
camera_offset = 12, 46
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 17
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 25
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 420000
explosion_arch = explosion_li_elite
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 24000.000000, 24000.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 3
shield_link = or_elite_shield01, HpMount, HpShield01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon08
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon08
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon08
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon08
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon08
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon08
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon08
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon08
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon08
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon08
hp_type = hp_elite_shield_special_10, HpShield01
hp_type = hp_elite_shield_special_9, HpShield01
hp_type = hp_elite_shield_special_8, HpShield01
hp_type = hp_elite_shield_special_7, HpShield01
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_gun_special_10, HpMine01
hp_type = hp_gun_special_10, HpCM01
hp_type = hp_gun_special_10, HpTurret01
hp_type = hp_gun_special_9, HpTurret01
hp_type = hp_gun_special_8, HpTurret01
hp_type = hp_gun_special_7, HpTurret01
hp_type = hp_gun_special_6, HpTurret01
hp_type = hp_gun_special_5, HpTurret01
hp_type = hp_gun_special_4, HpTurret01
hp_type = hp_gun_special_3, HpTurret01
hp_type = hp_gun_special_2, HpTurret01
hp_type = hp_gun_special_1, HpTurret01
hp_type = hp_gun_special_10, HpTorpedo01, HpTorpedo02, HpTorpedo03
hp_type = hp_gun_special_10, HpTorpedo01, HpTorpedo02, HpTorpedo03


Edited by - ReVeNaNt on 09-03-2003 07:43:51

Post Sun Mar 09, 2003 5:46 pm

Hey guys, I am a little confused about hardpoints... Lets say for example I want to change the Patriot (I like the sleek design of that ship) to be able to use up to level 6 guns instead of up to level 4. What exactly do I change/add?

Post Sun Mar 09, 2003 5:54 pm


The Sabre seems to also have 2 mount points UNDER its wings.


These are (were) the two unused HpWeapon HPs I were talking about. You are right that it also has some unused hardpoint below...although I haven't yet found out what it's called.

Post Sun Mar 09, 2003 5:59 pm


Btw, how do you turn a turret mount into a gun mount? Do you just do something like this?

hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08, HpTurret01


Yes, like you stated!

Its basically this formula:

hp_type = <item>, <hardpoint>, <hardpoint>,...<hardpoint>

I dunno why I am not a turret man. Just a pesonal thing I guess.

Post Sun Mar 09, 2003 6:14 pm


Hey guys, I am a little confused about hardpoints... Lets say for example I want to change the Patriot (I like the sleek design of that ship) to be able to use up to level 6 guns instead of up to level 4. What exactly do I change/add?


When you open shiparch.ini and find your patriot (don't remember its nick) you'll probably see these lines:

hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02,..
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02,..
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02,..
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02,..

the trick is to add more guns like this:


hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02,..
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02,..

hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02,..
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02,..
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02,..
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02,..

now it will be able to mount up to lvl 6 guns.

Post Sun Mar 09, 2003 7:47 pm

I've understand how you can place higer level guns but i dont know how to mount extra hardpoints i am using the demo and a liberty defender and on the rear wing aside the turret there hardpoints i can't use. my cuestion is how to use those hardpoints

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