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Sheilds

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 Sun Oct 10, 2004 12:37 am

Sheilds

hello everyone

This might be a really tough question for all you guys, but i think it is something to think about. Is it possible to create new shield types.

I noticed that in the WeaponModDB.ini there are 9 shield references and 3 types of shields. eg

shield_mod = S_Graviton01, 0.800000
shield_mod = S_Graviton02, 0.800000
shield_mod = S_Graviton03, 0.800000
shield_mod = S_Molecular01, 1.000000
shield_mod = S_Molecular02, 1.000000
shield_mod = S_Molecular03, 1.000000
shield_mod = S_Positron01, 1.200000
shield_mod = S_Positron02, 1.200000
shield_mod = S_Positron03, 1.200000

and in the st_equip.ini the shield generators reference the shield type it is. eg

shield_type = S_Positron01

or

shield_type = S_Graviton03

Where is the game getting these shields from. Where are they defined? where are the shield effects located for these 3 types of shields?

If we can work that out, then surely we can make a new type of shield....

any help would be invaluable...thanks in advance

Post Sun Oct 10, 2004 8:50 pm

You can define as many custom shield and weapon types as you like. the type is not connected to the FX effect at all.
if i remember right then the FX is defined in shiparch.ini (shield_link...).

Fjord

---------------------------------
Infinity TC Mod Leading Developer
byebye Excelcia

Post Sun Oct 10, 2004 10:55 pm

Well WHERE do i define the shields then...in the weaponmodDB.ini file......im not sure where im supposed to do it, or where anything is supposed to go? help!

Post Mon Oct 11, 2004 12:32 am

shields are defined in st_equip.ini
they are pretty selfexplaining
here's an example:

[ShieldGenerator
nickname = shield01_mark01_hf
ids_name = 263799
ids_info = 264799
DA_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat
HP_child = HpConnect
hit_pts = 400
explosion_resistance = 0.500000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
regeneration_rate = 14.500000
max_capacity = 654
toughness = 6.500000
hp_type = hp_elite_shield_special_1
offline_rebuild_time = 12
offline_threshold = 0.150000
constant_power_draw = 0
rebuild_power_draw = 10
shield_type = S_Graviton01
shield_collapse_sound = shield_offline
shield_rebuilt_sound = shield_rebuilt
shield_hit_effects = 0, gf_li_shield01
shield_hit_effects = 100, gf_li_shield02
shield_hit_effects = 500, gf_li_shield03
separation_explosion = sever_debris
LODranges = 0, 20
lootable = true

i was a bit wrong with the shiparch and the FX (im getting old) - its defined in the shield_hit_effects lines right here.

in st_goods you set them up for sale

[Good
nickname = shield01_mark01_hf
equipment = shield01_mark01_hf
category = equipment
price = 1080
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_shieldgen.3db
combinable = false
ids_name = 263799
ids_info = 264799
shop_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat

let me know if something isnt clear.

Fjord

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

Post Mon Oct 11, 2004 6:01 am

Thanks for your reply Fjord.

BUT i already have lots of custom shields in my mod. Prehaps i wasnt clear in my question. I want more shield types

[ShieldGenerator
nickname = shield01_mark01_hf
ids_name = 263799
ids_info = 264799
DA_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat
HP_child = HpConnect
hit_pts = 400
explosion_resistance = 0.500000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
regeneration_rate = 14.500000
max_capacity = 654
toughness = 6.500000
hp_type = hp_elite_shield_special_1
offline_rebuild_time = 12
offline_threshold = 0.150000
constant_power_draw = 0
rebuild_power_draw = 10
shield_type = S_CUSTOMSHIELDTYPE <------ HERE!!! can i make my own ones here? and define them in weaponmodDB.ini for the damage, and in FX for the effects??????????????????????
shield_collapse_sound = shield_offline
shield_rebuilt_sound = shield_rebuilt
shield_hit_effects = 0, gf_li_shield01
shield_hit_effects = 100, gf_li_shield02
shield_hit_effects = 500, gf_li_shield03
separation_explosion = sever_debris
LODranges = 0, 20
lootable = true

I want my own shield type. I want at least 5 differnet ones for my mod. I would like to know if anyone has done it before. Sorry if i wasnt clear before.


Edited by - Phoenix_IRA on 10/11/2004 7:02:13 AM

Post Mon Oct 11, 2004 6:38 am

ok, got it now
the shield type is completely independant from FX.

you can add custom shield types to weaponmoddb.ini


[WeaponType
nickname = W_Laser01
shield_mod = S_Graviton01, 0.800000
shield_mod = S_Graviton02, 0.800000
shield_mod = S_Graviton03, 0.800000
shield_mod = S_Molecular01, 1.000000
shield_mod = S_Molecular02, 1.000000
shield_mod = S_Molecular03, 1.000000
shield_mod = S_Positron01, 1.200000
shield_mod = S_Positron02, 1.200000
shield_mod = S_Positron03, 1.200000
shield_mod = MyShieldType, 0.1 ; <----- custom shield type, highlay resistant to lasers...

its pretty easy, just make sure to add it to all weapon types. i havent tested it if you leave one away.
In excelcia we had a weapon type for each house (and criminals), worked very well.

Fjord

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

Post Mon Oct 11, 2004 3:28 pm

Thanks

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