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** MOD PACK ** Reynen''s Cleint / Server Ship & Equipmen
Here you can announce your own Freelancer MOD and find information about the different available packages!
BWAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!!!!!
I figured out how to make BS missions! sorta...
all ya have to do is make a faction use the bs for a certain ship level, instead of the normal ones, and they spawn BS instead of fighters! WAHAHAHA!
now to test it later....
P/-/3@R D@ D@\/\/G F00lZ
Check out what I'm doing for Reynen's Mod @ my website[!
Edited by - BobTheDog on 17-05-2003 06:21:09
I figured out how to make BS missions! sorta...
all ya have to do is make a faction use the bs for a certain ship level, instead of the normal ones, and they spawn BS instead of fighters! WAHAHAHA!
now to test it later....
P/-/3@R D@ D@\/\/G F00lZ
Check out what I'm doing for Reynen's Mod @ my website[!
Edited by - BobTheDog on 17-05-2003 06:21:09
lol if u want bob once agian i'll be more than happy to help...BTW for some reson since i have usedthat add-on "beta" i noticedthat i cant use the scramblers or the starbeams....cuz there class 1 and 5 and 6 i think. I do how ever take GREAT pride in setting up on the weap's platform and pock shoting the B.S.'s as they wander by...HOURS of fun. oh i was thinking....if you listen to the BLIX.wav under dialouge....could u use it as a gun or missle sound?...i have it set as my new mail sheme for msn...lol give's me the willy's when i hear it.
Battleship's?...ya we got that
Battleship's?...ya we got that
i was part of gameXbut as you problaly know it's dead one person said he has don great thinks but he didn't and he is just a *********.
i was working really really hard to make the cloaking work and i got so far that i can make sp cloaking change's in mp. and i really want to help you with you're reat mod , i can do some dll moding but i can't do anything more i hope to get a reply from u
i was working really really hard to make the cloaking work and i got so far that i can make sp cloaking change's in mp. and i really want to help you with you're reat mod , i can do some dll moding but i can't do anything more i hope to get a reply from u
zmirken:
open up weapon_equip.ini and find the weapon you want to edit. Tkae for example the liberty gun you start with:
every weapon has a munition header. this stuff defines what the thing that is shot out of thegun looks like, whether the gun requires ammo, and how much damage the gun does.
[Munition
nickname = li_gun01_mark01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 1500
energy_damage = 0
weapon_type = W_Laser01
one_shot_sound = fire_laser1
munition_hit_effect = li_laser_01_impact <----This is what effect is played when you hit something with the gun
const_effect = li_laser_01_proj <-------this is the projectule in space, the energy bolt
lifetime = 1
force_gun_ori = false
mass = 1
volume = 0.000100
The gun section deals with the actual weapon on your ship, what model it uses, how many hit points the gun has and what ids name and info to use, etc.
[Gun
nickname = li_gun01_mark01
ids_name = 263357
ids_info = 264357
DA_archetype = equipment\models\weapons\li_heavy_ion_blaster.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 400
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_1
damage_per_fire = 0
power_usage = 4500
refire_delay = 0.1
muzzle_velocity = 1000
use_animation = Sc_fire
toughness = 10
flash_particle_name = li_laser_01_flash <----this is the effect played for the muzzel flash of the gun
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = li_gun01_mark01_ammo <------- this references the ammo above
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 40, 80, 100
Missiles, on the other had, have two extra fields, [motor and [explosion and you'd want to change the effect line under [explosion for missiles.
now, just look in effects.ini and find an effect that sounds cool. replace any of the three effects with it and go test it.
Hope that helps!
P/-/3@R D@ D@\/\/G F00lZ
Check out what I'm doing for Reynen's Mod @ my website[!
Edited by - BobTheDog on 17-05-2003 16:55:25
open up weapon_equip.ini and find the weapon you want to edit. Tkae for example the liberty gun you start with:
every weapon has a munition header. this stuff defines what the thing that is shot out of thegun looks like, whether the gun requires ammo, and how much damage the gun does.
[Munition
nickname = li_gun01_mark01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 1500
energy_damage = 0
weapon_type = W_Laser01
one_shot_sound = fire_laser1
munition_hit_effect = li_laser_01_impact <----This is what effect is played when you hit something with the gun
const_effect = li_laser_01_proj <-------this is the projectule in space, the energy bolt
lifetime = 1
force_gun_ori = false
mass = 1
volume = 0.000100
The gun section deals with the actual weapon on your ship, what model it uses, how many hit points the gun has and what ids name and info to use, etc.
[Gun
nickname = li_gun01_mark01
ids_name = 263357
ids_info = 264357
DA_archetype = equipment\models\weapons\li_heavy_ion_blaster.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 400
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_1
damage_per_fire = 0
power_usage = 4500
refire_delay = 0.1
muzzle_velocity = 1000
use_animation = Sc_fire
toughness = 10
flash_particle_name = li_laser_01_flash <----this is the effect played for the muzzel flash of the gun
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = li_gun01_mark01_ammo <------- this references the ammo above
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 40, 80, 100
Missiles, on the other had, have two extra fields, [motor and [explosion and you'd want to change the effect line under [explosion for missiles.
now, just look in effects.ini and find an effect that sounds cool. replace any of the three effects with it and go test it.
Hope that helps!
P/-/3@R D@ D@\/\/G F00lZ
Check out what I'm doing for Reynen's Mod @ my website[!
Edited by - BobTheDog on 17-05-2003 16:55:25
Cat92:
I will work on getting some more weapons in-game. I am working on fixing some of the bugs with bob's weapons and then they will be implemented.
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Jasio:
It sounds like some of your files are not being overwritten by the mod. Make sure ALL your freelancer files are writeable and not read only. PLease see the readme for troubleshooting.
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Spawn:
I have fixed the problem with the arch mission and the shield generators. They had ALOT of hp's. Nice sig btw
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Tarrax:
I'm glad you like the new outfits, king also has a new look, though not as dramatic. Now that I have some help with the mod, things will come together much faster. I have several projects planned, but it will take some time to implement them all
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mark875:
I'm not quite sure I understand, are you saying you have a solid cloaking solution?? I have been looking for one for a long time now. If you do I will be happy to implement it with some of the new stuff I am working on.
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Starnova:
Trust me you DO NOT want to make all the astroids / debris destroyable!!! Your screen will be filled up with hundreds of stuff with a red health bar and you will not be able to see very well and you will have LOTS OF LAG!!
Remeber the computer has to keep track of EACH item with health points. Now image trying to keep track of hundreds of things at once in a small area. I would not doubt if you crash.
I tried this on my system and the thing lagged horribly. This is NOT a feasible solution and I am not going to piss people off by putting it in.
I will post a picture showing you what it looks like.....
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Darknight6770:
I have just gotten some information from some people that may make player battleships dockable, it will take some time to implement though as it will require ALOT of testing.
Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.
I will work on getting some more weapons in-game. I am working on fixing some of the bugs with bob's weapons and then they will be implemented.
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Jasio:
It sounds like some of your files are not being overwritten by the mod. Make sure ALL your freelancer files are writeable and not read only. PLease see the readme for troubleshooting.
----------------------------------------------------------------------------------------
Spawn:
I have fixed the problem with the arch mission and the shield generators. They had ALOT of hp's. Nice sig btw
----------------------------------------------------------------------------------------
Tarrax:
I'm glad you like the new outfits, king also has a new look, though not as dramatic. Now that I have some help with the mod, things will come together much faster. I have several projects planned, but it will take some time to implement them all
----------------------------------------------------------------------------------------
mark875:
I'm not quite sure I understand, are you saying you have a solid cloaking solution?? I have been looking for one for a long time now. If you do I will be happy to implement it with some of the new stuff I am working on.
----------------------------------------------------------------------------------------
Starnova:
Trust me you DO NOT want to make all the astroids / debris destroyable!!! Your screen will be filled up with hundreds of stuff with a red health bar and you will not be able to see very well and you will have LOTS OF LAG!!
Remeber the computer has to keep track of EACH item with health points. Now image trying to keep track of hundreds of things at once in a small area. I would not doubt if you crash.
I tried this on my system and the thing lagged horribly. This is NOT a feasible solution and I am not going to piss people off by putting it in.
I will post a picture showing you what it looks like.....
----------------------------------------------------------------------------------------
Darknight6770:
I have just gotten some information from some people that may make player battleships dockable, it will take some time to implement though as it will require ALOT of testing.
Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.
Ouch...
Hmm there as to be someway to get past the mines for example in zone 21 if in a ship bigger than a frieghter. Is there a way to slow down the respwan rate for lets say those mines in Zone 21?
I tried many different ways to get to the alaska gate and always gotten stuck and killed when using either gunboat, crusiers or battleship.
Thanks..
Hmm there as to be someway to get past the mines for example in zone 21 if in a ship bigger than a frieghter. Is there a way to slow down the respwan rate for lets say those mines in Zone 21?
I tried many different ways to get to the alaska gate and always gotten stuck and killed when using either gunboat, crusiers or battleship.
Thanks..
Food for thought BOB!....somehow the TIE's @ yukon are NOT there per say but u can buy them...u just get stuck...no engine...shiled...thruster....guns...and your stuck like a dead duck....rey...i was wondering is it possible to put in bases around Primus and the robot planet?..and if so would it take a lot of work too do it?
Battleship's?...ya we got that
Battleship's?...ya we got that
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