Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

Um, somethings wrong here.

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 Dec 19, 2004 4:43 am

Um, somethings wrong here.

Help!

I have tried to combine several mods into a new OpenSP by
using files from Chips OpenSP (originally by Xerx) Battleship encounters by ultra_64 and the engine trail mod (author unknown)

its kinda well working, but i cant get the AI to regenerate shields
deplete thruster and use nanos and batteries

Take a Pick!

Post Sun Dec 19, 2004 10:30 am

To regenerate shields/armor, add:
cargo = ge_s_battery_01, 10
cargo = ge_s_repair_01, 10
to the NPC's ship loadout in the Data\Ships\Loadouts.ini file.
(The "10" is the quantity you want them to have.)
(There are several hundred loadouts, so it's time-consuming.)

Watch your 6!

Post Tue Dec 21, 2004 3:41 pm

Warzog - erm, I don't have an installation - but I thought you needed to change an entry in pilots population ini file, to enable them all to use it......as they have repair never or something, instead of repair both?

Will install game again tomorrow (had to reformat - damned comp problems!)

Post Wed Dec 22, 2004 9:33 am

chips is right, unmodified pilots would not use the healers .. (except some of the storyline maybe)

Post Wed Dec 22, 2004 12:01 pm

Well, SOME(how do i make bold text?) of them do use the nanobots, but i havent seen a single shield regenerate or heal and it is also pretty damn hard to determine whether they have infinite thruster or not

oh chips, i skipped ultra_64's battleship encounters, too unrealistically many of them, so i used yours(the nephilim guy's), only, i had to use your script too to make it work, (i think, whatever, selecting my starting ship and base is nice anyway )

Take a Pick!

Post Wed Dec 22, 2004 12:16 pm

well, first
to have regenerating npc shields goto Data\Equipment\st_equip.ini
look for every "npc_shieldxxx", regeneration_rate = 1 <-- change that

second

it is also pretty damn hard to determine whether they have infinite thruster or not


goto Data\Ships\loadouts.ini and look for "equip = infinite_power", change that if you want ..

Post Thu Dec 23, 2004 5:07 am

Rimshot:
Chips:
Sorry...
I keep forgetting you folks still use NPC Shields.
Switch the loadouts to standard shields, and add the shieldbatts and nanobots, and it works!


Watch your 6!

Post Thu Dec 23, 2004 7:38 am

hey no problem warzog, but what makes you think i use npc_shields

tho BmB23 may use them ..

Post Thu Dec 23, 2004 10:59 am

Do not forget to change the AIö. All normal AI pilots us ethe repair ID "Repair_never". Make a new one that tells them to repair, make some for different difficulties etc. and put those into the pilots. This is all in pilots_polulation.ini, btw.

Post Thu Dec 23, 2004 11:14 am

ARGH!! im being drowned in replies!! (dosnt matter, keep em comin')

Return to Freelancer Modding for Beginners Forum