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**PROJECT** Putting a forward turret on the Eagle

The general place to discuss MOD''ing Freelancer!

Post Wed Mar 12, 2003 6:20 pm

**PROJECT** Putting a forward turret on the Eagle

Hi all,

In the shiparc.ini file, I noticed a difference between the forward turreted Sabre, and the backward-only firing Eagle Turret.

bw_vheavy_fighter:

hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01
hp_type = hp_turret_special_10, HpTurret01; Can use up to Class 10 Turret
hp_type = hp_turret_special_9, HpTurret01
hp_type = hp_turret_special_8, HpTurret01
hp_type = hp_turret_special_7, HpTurret01
hp_type = hp_turret_special_6, HpTurret01
hp_type = hp_turret_special_5, HpTurret01
hp_type = hp_turret_special_4, HpTurret01
hp_type = hp_turret_special_3, HpTurret01
hp_type = hp_turret_special_2, HpTurret01
hp_type = hp_turret_special_1, HpTurret01

v_vheavy_fighter:

hp_type = hp_turret_special_10, HpTurret01; Can use up to Class 10 Turret
hp_type = hp_turret_special_9, HpTurret01
hp_type = hp_turret_special_8, HpTurret01
hp_type = hp_turret_special_7, HpTurret01
hp_type = hp_turret_special_6, HpTurret01
hp_type = hp_turret_special_5, HpTurret01
hp_type = hp_turret_special_4, HpTurret01
hp_type = hp_turret_special_3, HpTurret01
hp_type = hp_turret_special_2, HpTurret01
hp_type = hp_turret_special_1, HpTurret0
hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01

Now if you notice for the Sabre. the hardpoint for Torpedo comes first, while in the Eagle it came last. But alas, I tried switching them around and nothing happened.

Post Wed Mar 12, 2003 6:28 pm

I believe the hardpoints for the ships are hardcoded to the model for the ship.

Jahana


If at first you don't succeed, cheat. Cheat until caught, then lie.

Post Wed Mar 12, 2003 6:45 pm

No, I'm sure there is a way to swap the Cruise Disruptor with the Turret, or replace the cruise disruptor with another turret. Draeden mentioned doing soemthing very similar to this on a previous thread.

Post Wed Mar 12, 2003 7:04 pm

The hardpoints defined for ships are actually the "HpTorpedo01" and "HpTurret01" key references. Most ships use the HpTorpedo01 mount just below the main coc-kpit of the ship, forward facing. If you've got a HpTurret01 slot that's backward facing only... and you don't use Torpedo's... reverse 'em !

hp_type = hp_turret_special_10, HpTorpedo01
hp_type = hp_turret_special_9, HpTorpedo01
hp_type = hp_turret_special_8, HpTorpedo01
hp_type = hp_turret_special_7, HpTorpedo01
hp_type = hp_turret_special_6, HpTorpedo01
hp_type = hp_turret_special_5, HpTorpedo01
hp_type = hp_turret_special_4, HpTorpedo01
hp_type = hp_turret_special_3, HpTorpedo01
hp_type = hp_turret_special_2, HpTorpedo01
hp_type = hp_turret_special_1, HpTorpedo01
hp_type = hp_torpedo_special_1, HpTurret01
hp_type = hp_torpedo_special_2, HpTurret01

That could be slipped in over it's old version in the Shiparchs.ini of the Eagle. I honestly think that it makes sense that they let you modify things like this .. that way you'll be able to have your own slightly customized ship on whatever Multiplayer server you fly on (aside from all the cheating implications, heh).

Thinking 'in character' about this, any pilot in his right mind would customize and trick out his ship so that it performs the way they like. I personally don't see anything wrong with shuffling weapon mounts at all.

For example:

The Rheinland Banshee, really nice light fighter... but for some reason they put the two weapon mounts back underneath the spoiler-fin , in addition to the normal 4 forward facing slots. All this while the standard Minedropper and CM slots are on TOP of the spoiler in possibly usefull turret positions.

Solution? Just shuffle the CM and Minedropper slots down to the two back rearfacing weapon slots.. and you can put two turret mounts on TOP of the Spoiler-Fin assembly so you've got 2 Class 3 / 4 range turrets that have 360-Degree firing arcs. Makes them forward firing just over the coc-kpit (looks real neat too with Hornvipers in them) and you can use them both rear-facing also.


If you look at most ship types you'll see a fair amount of "Equipment Mounts" that are totally unused. Liberty Defenders have 1 or 2 that I can recall, as well as a fair amount of other Heavy Fighter class ships. Heck there are even several types of Light Fighters that have a pair of unused weapon mounts , much less various other "badly placed" mounts. (I'm sorry but backward facing ONLY turrets are just not appealing to me.)

My personal crusade right now is trying to add variations of other existing ships... like Light Freighters (I think these have MP possiblities), and other things.

NOTE: If Enough people are interested I'll be more than happy to make a Tutorial document for download. Once you get all the information at your finger tips and things start lining up for understanding the INI layouts.. it's actually frightening what you can shuffle and change around. Engine Flame Effect / Trail, Weapon / Turret Mount locations, Countermeasures / Minedroppers locations, Weapon beam effects / types, etc.

Edited by - Draede on 12-03-2003 19:20:18

Edited by - Draede on 12-03-2003 19:23:33

Post Wed Mar 12, 2003 7:16 pm

Hot dang! Nice find Draede. I never thought of doing what you did. Guess that is why the programming field just wasn't for me

Post Wed Mar 12, 2003 7:17 pm

This will make for some nicely tricked ships based on peoples personalitys

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