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How to give equipment a lifespan

Do you want to start editing Freelancer, but have no clue where to begin? This is the place for you to find things and talk about getting started on Freelancer Modding

Post Sat Oct 02, 2004 8:50 am

How to give equipment a lifespan

Hi all,

Here's one for you, i'm trying to give my new powerplants a lifespan, the idea being they breakdown after a while and you have to go and buy another one. I have them defined, i have icons, you can swap them between ships but i want them to breakdown lol. Also, can i make other items also have a lifespan like weapons, scanners etc?

Gibbons power comes from bananas

Post Sat Oct 02, 2004 9:23 am

The line in the commodity files that makes things like Alien Organisms die is

decay_per_second = x

Try putting that in various equipment entries. Take into account the hit points of the particular piece of equipment so you can time your breakdown accurately. That's assuming it works at all

Post Sat Oct 02, 2004 10:04 am

@Darkstone

Tried that but doesn't seem to affect powerplants, i've defined the powerplants in the misc_equip.ini file and added the line as you suggested but no joy. Will try it on other equipment to see if it works

Gibbons power comes from bananas

Post Tue Oct 12, 2004 9:32 am

Do you still need help?

--------------------------------
Leader of the Republic Mod Team.
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency

Post Wed Oct 13, 2004 5:35 am

Yeah, still stuck on this one Zack. I've tried numerous permutations but still no joy, any help would be appreciated. I've sulked off to build systems now till i get this sorted lol

Gibbons power comes from bananas

Post Wed Oct 13, 2004 5:43 am

self-damaging equipment wont work.
there might be some other ways to simulate a similar effect, but those are usually difficult tasks and they are not completely the same what you wanted, just similar things.

you want to lose equipment?
it is possible to destroy mounted things with the fuses of the ships. That would work this way:
ship gets enough damage to trigger the fuse (hitpoints drop below given fuse value) -> fuse triggers, destroys whatever hardpoint you want to.

it would always destroy the same mounts though, so you would automatically lose your scanner (or whatever you prefer) if your ship's hull drops to a given hitpoint value.

Just ask if u need more info on this. fuses.ini and the Destroy_Hp_Attachment entries there would be the place to start.

Fjord

---------------------------------
Infinity TC Mod Leading Developer

Post Wed Oct 13, 2004 9:53 am

Ah, now were getting somewhere. I don't mind if it loses the same bit of equipment as long as it loses sumthin lol. Good place to start, thx Fjord. I'm off to play with fuses now...

Gibbons power comes from bananas

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