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**Tutorial** - Creating New Hardpoints

Here you find the different tutorials on editing and MODing Freelancer

Post Mon Jul 28, 2003 4:58 pm

That all helped alot, thx.

I have some questions for you if you do not mind.

1. in the max min section, you said that 2*pi each side would cover everything -

- could you explain this more to me please (i understand the whole pi thing)

2. i have a hardpoint orientated to max and min go up and down, how do i stop the weapon rotating left or right?

Thx for you help it was invaluable


Gtea

CW

Post Tue Jul 29, 2003 6:57 am


Did somebody ever put an npc-ship buyable, and succesfully added a shield and thruster hardpoint to it? With "succesful" I mean that the shield and thruster should actually work, not just hardpoints on which a shield and thruster can be mounted without the player being able to use them.


Never encountered this problem before, but I suspect the problem is somewhere within the ini and not your ship's cmp file. May be you have a syntax error somewhere.


How u do a "mammoth killer canon" as u say?


Just another gun that doesn't rotate much and uses that cruiser gunshot effect.


1. in the max min section, you said that 2*pi each side would cover everything -

- could you explain this more to me please (i understand the whole pi thing)


2*pi radians =360 degrees. Turning 360 degrees to the left or right and you will end up where you started. It is just how the game works, put in 2*pi and you get rid of the rotation stops. Take it as a hard fact and don't stress out about it.


2. i have a hardpoint orientated to max and min go up and down, how do i stop the weapon rotating left or right?


Not exactly sure that I understand what you mean here, but try putting in zeros for both max and min and see what happens.

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The fact is, only the winner gets to decide what's war crime.

Edited by - CW on 29-07-2003 07:59:53

Post Fri Aug 08, 2003 12:16 am

ok i know how to make lights into hardpoints, why, becaue they have a position on the ship. How do i know the coords of the diff places on the ship because i want to mount more on my eagle

Mess With the Best Die lIke the Rest

CW

Post Fri Aug 08, 2003 5:43 pm

You have to guess, test, then come back for more guesses.

By the way, the number crunching method for the orientation matrix is due for a major update. I know a more robust algorithm that won't give an "undefined" answer when you point the gun straight up.

------------------------------------------------------------------------
Only the winner gets to decide what's war crime.

Post Sat Nov 01, 2003 10:18 pm

I tried your tutorial but when I start the game nothing is different. What I mean is... there is no more hard points then there was to begin with, e.g. when I go to try and mount (A torpedo) on the new hard point I (supposedly) made well... there Is not any more hard points. Why?

I don't care to belong to a club that accepts people like me as members.

Post Thu Dec 25, 2003 6:46 pm

Hey CW I believe the problem hans olo is having is not a syntax issue at all.
I am having the same problem and have triple checked my syntax.
I am working on fixing the hardpoints on some of the ships for the rebalance mod.
To remove the mounts which are sticking out of the sabres engines I have added new HP's these HP's are moved out of sight so they can take the extra equipment the mod uses.

Unfortunately these HP's do not work, they function in the equipment dealer but vanish completely in flight.

I suspect it has something to do either with the ship class or with some kind of max limit the game places on HP quantity.

Crymson

Post Sat Apr 17, 2004 4:48 am


I added (fixed) hardpoints for a shield, a thruster and a mine to an Armored Transport. I looked at the positions of existing hp's to decide the positions of these new hp's. They work fine at the equip dealer: I can mount a shield and a thruster. But in space the shield and thruster don't work (actually, the computer seems to think the ship has no thruster or shield).

Does anybody know how to fix this, or where to start searching for a solution?

I meet the same problem too.
I just modify CSV to move HpThruster01 to the position where HpTurret01 have, and create a new Hardpoint named "HpMine01" in the place which HpThruster01 has been. I'm sure that the cmp & ini file has been edited correctly.
It looks very good on the planet, MineDropper can be equiped,and can be seen on the rightplace. But when lunched to space, everything return. Thruster still on the ordinary place, and MineDropper can not be seen nor be used.

Anybody can help me?

Edited by - lingyer on 4/17/2004 5:49:22 AM

Post Mon Jun 14, 2004 12:23 pm

If you are having problems with the shields, try adding the shield_link line. That may fix the problem.

Post Tue Jul 27, 2004 7:13 am

Hi all,

I've completed an Excel version of the hardpoint orientation formula. Basically you just specify in degrees your x,y,z deviation from center and it does all the calculation and gives you the values ready to paste into UTF.

Pook's Hardpoint Orientation Calculator



Edited by - Pook on 7/27/2004 6:25:38 PM

Post Sat Aug 07, 2004 7:41 am

CW: whoa, mega cool tutorial

pook: great tool !

How about lights on weaponry ?
Let's say torpedo (DATA\EQUIPMENT\MODELS\TORPEDOES\ge_torpedo.3db) which has
3 running lights.
You can get lights on if ship doesn't have any. If there are lights on ship, no way.
Or is there ?
What to do, if you have 2 same torpedoes ?

Puting
equip = SlowSmallRed, HpRunningLight01
equip = SlowSmallRed, HpRunningLight02
equip = SlowSmallRed, HpRunningLight03
in DATA\EQUIPMENT\weapon_equip.ini doesn't help ...


About nonworking equipment:
Recheck orientation ! if it's wrong, things don't work.


Edited by - FrankZ on 8/13/2004 4:18:09 AM

Post Thu Dec 23, 2004 9:06 am

You need an entry in the shiparch.ini
For example an class 7 weapon Hardpoint
hp_type = hp_gun_special7, HpWeaponxx
hp_type = hp_gun_special6, HpWeaponxx
hp_type = hp_gun_special5, HpWeaponxx
hp_type = hp_gun_special4, HpWeaponxx
hp_type = hp_gun_special3, HpWeaponxx
hp_type = hp_gun_special2, HpWeaponxx
hp_type = hp_gun_special1, HpWeaponxx

for an thruster you need:
hp_type = hp_thruster, HpThrusterxx

for a mine dropper:
hp_type = hp_mine_dropper, hpMinexx

for a torpedo_launcher:
hp_type = hp_torpedo_special1, HpTorpedoxx
hp_type = hp_torpedo_special2, HpTorpedoxx

and for a disruptor the same as for a torpedo launcher but without the secon line.

(the xx is for the hardpoint number

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