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** TUTORIAL ** Adding Buyable Upgrades

The general place to discuss MOD''ing Freelancer!

Post Thu Mar 13, 2003 12:20 am

Ok i think i found out why things at more than 2.5k don't appear on the scanner.

The game engine only renders most of the stuff like 1k-3k away from you so having scanners that see farther would mean you'd have to render MUCH more stuff and the performance would be reduced. A lot . Also i always fly with the show-all clicked on the scanner so i noticed that the scanner actually shows only stuff that is either stationary or rendered by the game graphix (eg. Manhattan and Newark station shown as more than 100k away(far) but still on the scanner or the transports that do exist more than 10k away if they go into trade lane and show up on the scanner the moment their models get rendered(tried it on mp)).

This is most probably because DA wanted to make the game not-so-high-end to get more $$$ .

hello
we is experts

Post Thu Mar 13, 2003 1:08 am

if this makes any sense at all...I got scanners to rork to a distance of 10k by changing the scanner to from 5 to 10 but...when you first see a ship, you detect it at 2.5 but after it has been spotted at 2.5 you can see it all the way to 10. Kinda useless for what we really want scanners for thow.

Post Thu Mar 13, 2003 3:56 am

Interesting progress on figuring out how the scanners work.

While it is a bit disappointing, it makes sense from a graphics engine point of view.

It isn't totally useless that a better scanner only means you can click on planets and such from further away or can still scan a ship as it is fleeing from you. It just isn't as cool as we hoped .

Post Thu Mar 13, 2003 4:16 am

Have you tried this with multiplayer yet? You might be able to detect other players at your 10k range, it's just that the AI is spawned 2.5k from players.

There's probably a variable somewhere that allows the spawning of AI at greater distances...

Post Thu Mar 13, 2003 7:11 am

Yes, limited range but progress.

What about the idea I did was to make the regular scanner you get is only grey for all factions, like in original Privateer.

The Deep scanner then goes to Color-Coded to show Freindly, neutral, or Hostile ships?

Maybe work within the system AI graphix, beginner scanner is grey only and with no "Lead" target reciticule to show where to hit the ship?

Reduce the range for a lower level scanner from 2.5k to 1.5k all grey.

Think about working backwards.

My 'default' scanner in my personal SP Open No Story universe I made all ship start with nothing at all, the cheapest scanner is actually a pile of dung with REDUCED range of 1.5K and Grey color (no friend or foe) and no targeting recepticle, and No Cargo Scan (including enemy guns or shields, etc) to look at.

You can mod the colors and recepticles off.?

That way the 'BEST' Scanner would actualy be the one you already have in the game...think backwards on this one. You want 2.5k ranger, Color FoF, and Target Lead, Cargo Scan, Name and Type of Ship, 10k flee contact lock; you will pay ALOT for it.

Also, if playing a pirate...can I increase the Cargo Scan Distance from 2.0k to 2.5k? That would be an improvement also. Call that Rouge Scanner.

Another is it says FoF, but not he name or type of ship; you must remember what ship looks like what.

Another "upgrade" is the Cargo Scanner at any range. Must buy the Scanner that has the ability to also has ability to even scan for cargo or Shiled and Gun types caried by the enemy. This would be important for pirates/ and if you are woried what is that ship carrying for shields and guns?

I say think backwards and strip off the scanner goodies and make what we have as default the BEST scanner!

I also use the Random Rumor/Bribes pop-ups to trigger sales of 'Special Illegal Equipment' offers. This allows for the exotic black market items that you want to control the sales of. So carry a milion credits when you never know someone may ask you if you want to buy a "Alien Cloak" device! K-Mart Blue Light Special, Hurry!

Edited by - Xerx on 13-03-2003 07:46:14

Post Thu Mar 13, 2003 1:14 pm

Dunno if anyone has mentioned this yet, but the "advanced scanner" is included in nearly all of the NPC ship loadouts (didn't verify each and every one).

I would assume that it was never intended to be used by the player, which may explain why the contact list seems to be forced to a 2.5k limit (no visuals needed for NPC's). A longer range scanner equipped on a mission NPC fighter would help the AI achieve and stay on target.. I can't help but wonder if there's a var that can modify the contact lists's ID range via the scanner upgrade..

Post Thu Mar 13, 2003 5:22 pm

i dont know how, but couldnt you increase the level of detail? when stuff pops up? to make the scanner pick it up?

Post Thu Mar 20, 2003 1:56 am

btw....the tractor range while listed in the file...is hard coded....doesnt change

Post Thu Mar 20, 2003 6:32 am

a little off topic, but here we go anyways:

so now that we know the scanners only pick objects that are being rendered by the game engine under 2.5 klicks from the player, is all random traffic generated on-the-fly, or does traffic exist outside of the 2.5 klick range? Does a freighter really land in Leeds afrer it has made a run from New London or is it simply randomly created in reaction to the player?

Post Thu Mar 20, 2003 3:36 pm

That's a question we'll never be able to answer unless we get our hands on the source code which is VERY unlikely.

Post Thu Mar 20, 2003 5:05 pm

*g*

Asking what might actually be happening beyond the magical 2.5k sphere around you is just like trying to find out if the light in the fridge really _does_ go out after you shut the door.

Sorry, for intruding with a useless contribution, but I just couldn't help commenting... ^_^*

D_R

Post Thu May 08, 2003 6:53 am

Well here i am sniviling and complaining that i cant get my scan range over 4.5k when you gys havnt broke 2.5k yet? and yes you can see other players upto amd probably further than 10k, ive seen it done first hand.... at the end of a nomad laser lol

Post Thu May 08, 2003 8:43 am

To make armor upgrades buyable, add to goods.ini

[Good
nickname = armor_upgrade1
equipment = armor_upgrade1
category = equipment
price = 7000
item_icon = equipment\models\commodities\nn_icons\COMMOD_metals.3db
combinable = false
ids_name = 1263748 ;<= insert your own id here
shop_archetype = equipment\models\hardware\br_protective_armor.3db
material_library = equipment\models\hardware.mat

add to your misc_equip.ini

[Armor
nickname = armor_upgrade1
ids_name = 1263748 ;<= use same id as above
hit_pts_scale = 1.0500000 ;<= this is the factor by which your hitpoints increase
volume = 5.000000 ;<= the cargo space the upgrade uses
mass = 10; <= the mass the upgrade adds to the ship

add to your market_misc.ini below base = Li01_01_base

MarketGood = armor_upgrade1, 0, -1, 10, 10, 0, 1

Now you made an armor upgrade which increases your ships hiptpoints by 5% available for sale on Planet Manhattan for 7000$. My armor_upgrade uses cargo space and increases the mass, because I think more hitpoints should cost more than money

Craith

PS: Sorry for my bad English

Post Sat May 10, 2003 10:08 am

I have followed your buyable armor instruction to a T, yet whenever I attempt to leave manhattan after adding this to my ini, the game crashes (without the armor even being bought) any clue?

Post Tue May 13, 2003 4:34 pm

Sorry bub buddy is right your mod dosn't work

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