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New "Easy as Pie" mod

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Post Sat May 24, 2003 6:08 am

New "Easy as Pie" mod

hey all you FL Modders, I am working on a new mod, its not much but its only my second mod [its big but not too complex, i should say. The basic idea is to give people, especially noobs, a chance to explore some more and have some fun, even for veterans who have beaten the game [though they probably wont need this. The mod starts out by giving the user 6,000,000 credits from selling their Justice MK I's right at the beginning of the game. It leaves the game with a difficulty rating of ZERO though. As it changes ALL shields to have a HP Rating and Regen Rating of 100000. It makes your thruster [afterburner usage endless[as to say that your thruster power never drains. It changes the Justice MK III to a lethal beam cannon that has a refire rate of 1000 and does 500hull damage per shot at a range of 1500m's. Lets See...... Oh Yeah.... It makes the Stalker Missile Launcher and Seeker Mine Dropper require no ammo to use. The stalkers new stats are Seeker Range of 5000 m's, 5000 hull damage, 2500 shield damage, VERY FAST*, they fire at the rate of an unmodded Justice [25 times each 3 seconds 8.33. Seeker mines do 4000 hull damage and 2000 shield damage, they have a top speed of 320, and a seeker range of 500 m's. Now the basic Countermeasures also use no ammo to fire, and have a diversion percentage of 100%, meaning that missiles will never hit you if you drop a CM. And I forgot to mention that the shields mod doesnt effect the NPC's shields. Ummmm.... more will be there...... I promise. So anyway, I was wondering if there is anyone out here in ModVille that would be able to help me out with anything, from weapon FX to maybe even New Ships..... All help and volunteering would be deeply appreciated and helpers would receive Kudos in the mod description and would eternally be in my BOOK OF COOL PEOPLE[which is VERY selective... VERY

"some people say im stupid but thats just cuz there brains smell like bacon"

Post Wed May 28, 2003 1:01 am

....can you shorten that? i cant read essays online, it defeats the whole purpose of relazing.

Heretic

Post Wed May 28, 2003 2:18 am

OK, I'm just looking for people to work with me on my new mod, right now i'm actually starting it over, it's basic purpose is top edit equipment in the game, I'm thinking of adding new ships, but I'm no ship designer so I'm really looking for ship designers

Post Wed May 28, 2003 3:05 am

If you do make Starcraft ships. Then i will praise you as my king. Well you and ship designer guy.

Heretic

Post Fri May 30, 2003 12:04 pm

i doubt that its a good idea... you'll get bored in a couple of days, i think the fun of the game is that it takes some time to get a good ship. And why dont u just make ppl start with 99999999999 instead of making guns sell at 600000. maybe it is a good idea for real noobs though....

ps. completing the game is not for vetrans, its easy and can be compelted in like 10 hours

Post Fri May 30, 2003 10:10 pm

I wasn't sure which file made the player start with more cash....think i may know it now though

Post Fri May 30, 2003 10:12 pm

which would it be...i want to try out the ships in the hostile universe mod without the 10 hour time making money...

Heretic

Post Sat May 31, 2003 10:53 am

one of the few things i know to mod is that ^^, check data/characters/new character.ini.

[Pilot
nickname = trent
body = trent
comm = trent
voice = trent_voice
body.anim = Sc_MLBODY_STND_000LV_A_31
thumb = interface\intro\objects\MULTI_blackdragonmale.3db
comm.anim = Sc_comm_body_unfold_female, Sc_headCOM

[Package
nickname = ge_fighter
strid_name = 11051
strid_desc = 11551
ship = ge_fighter
loadout = MP_ge_fighter
money = 20000 <<<<<< change that

[Faction
nickname = new_player
rep_group = co_ic_grp
base = Li01_01_Base
Package = ge_fighter
Pilot = trent

Post Sat May 31, 2003 5:15 pm

cool deadflip, nice info...Still looking for modders if anyone is interested

Post Sun Jun 01, 2003 10:09 am

as you may have noticed i can do basic things i can figure out small things. i donno if i can write my own weapon/ship scripts yet though. if you got msn add me and we'll talk

Post Sat Jun 07, 2003 4:46 am

effects are simple, yet complex:

all weapons reverence their effect in the ammo header in weapon_equip.ini.... although missiles reference some thinf in their explosion header.

lets say you wanted to create an effect called BEAM_O_DOOM, you'd need to do the following:

in weapon_equip.ini:

[Munition
nickname = li_gun01_mark01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 16.299999 <-- hull damage (lol)
energy_damage = 0 <--shield damage (multiplied by something.. so this is not actually 0 shield damage)
weapon_type = W_Laser01
one_shot_sound = fire_laser1
munition_hit_effect = li_laser_01_impact <-- the effect used when the projectile hits something
const_effect = BEAM_O_DOOM <--the beam
lifetime = 0.800000
force_gun_ori = false
mass = 1
volume = 0.000100

[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 = 5.090000 <-- how much power each shot uses
refire_delay = 0.120000 <-- how long before you can shoot again... 1.0 is long and 0.01 is real short
muzzle_velocity = 750 <-- how fast the projectile goes
use_animation = Sc_fire
toughness = 1.300000
flash_particle_name = li_laser_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = li_gun01_mark01_ammo <-- references above [munition section
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 40, 80, 100


ok, now edit those to whatever, these are the defaults for the Liberty Mark One cannon.

all the effects are listed in effects.ini, so in there, you need to make a listing:

[Effect
nickname = BEAM_O_DOOM
effect_type = EFT_WEAPON_PROJ
vis_beam = BEAM_O_DOOM <-- This references the listing in beam_effects.ini


now go to beam_effects.ini and make a new listing:


[BeamSpear <--can be [BeamBolt or [BeamSpear
nickname = BEAM_O_DOOM
tip_length = 5
tail_length = 60
head_width = 3
core_width = 2
tip_color = 0, 64, 128
core_color = 20, 85, 150
outter_color = 0, 64, 128
tail_color = 255, 255, 255
head_brightness = 1
trail_brightness = 1
head_texture = ball <-- can be BALL or STAR
trail_texture = thin <-- can be THIN or WIDE
flash_size = 3

all these things are pretty self-explanatory, but the colors are in RGB values: R, G, B

to easily get an RGB value, use Microsoft Paint, and go to the custom color editor.


anyhoo, for a beam weapon, you want low energy use, long beam, fast refire, low damage.

just play around with the settings.

also:

for fun ya can use any effect listed in effects.ini for the following in weapon_equip.ini:

flash_particle_name =
const_effect =
projectile_hit_effect =

just be careful... some effects loop indefinitely, and if ya use one for a flash, it's stuck to your ship untill ya die, or dock with something.

P/-/3@R D@ D@\/\/G F00lZ

Check out what I'm doing for Reynen's Mod @ my website!


Edited by - BobTheDog on 07-06-2003 05:46:27

Edited by - BobTheDog on 07-06-2003 05:48:52

Post Sat Jun 07, 2003 7:27 pm

my mod actually makes stuff harder, longer fights, recharging NPC shields.. and you can use the 2500 kph cruise to get anywhere you want very very fast.. i hope to be taking out the actual trade lanes and have it true 'trekkie' style zipping direct to your destination..

Post Sat Jun 07, 2003 9:04 pm

Is it possible to make black weapons, I've tried so many things, I've set all the numbers to 0, I've set brightness to 0, I dont know if its possible....

Post Sun Jun 08, 2003 1:07 pm

Haha, this i'll be great for my mod!!

The ones who have havn't...
The ones who don't do...

Post Sun Jun 08, 2003 1:10 pm

Oh yeah. Anyone looking for a person for systems??

The ones who have havn't...
The ones who don't do...

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