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Lancerthing - Wrecks

If you are stuck in a mission and do not know how to continue, this is the place to ask for help. Missing that elusive Level 10 Shield? Don''t know where to find the lost Ohtori ship? This is the only place where spoilers are allowed!

Post Thu May 01, 2003 5:16 pm

Lancerthing - Wrecks

I just downloaded Lancerthing v1.05 by MadPommie here.
A little awkward to install, read the readme. Requires vbrun60

A nice prog, but I noticed something. On his wreck page ('surprise') he
mentions: "Sometimes totally destroying wrecks gets you MORE goodies."

Anybody ever see this? I did totally destroy a few wrecks, but nothing.
Later wrecks were 'hot' so I didn't stick around to do this.

"Got anything for me?" - Trent, A.K.A. 'Mr. Eloquent'

Post Thu May 01, 2003 6:01 pm

I can second what MadPommie wrote. In fact, I suspect that the entire wrecks thing may be slightly bugged.

I'm currently writing a complete tutorial on how to create wrecks from scratch. Also, I've written a complete list of wreck. As a result, I have shot up every wreck in the game now at least twice, and in many cases much more often than two times.

Sometimes, if you shoot once, then tractor then loot in, then shoot the wreck again, you get a bit more. This has only happened to me on Armoured Transport wrecks, though.

(Warning: this rest of this post gets a bit technical!)

What happens with armoured transport wrecks is that they usually carry 9 turrets. But thanks to the behaviour defined in fuse_solar_suprise.ini, the wreck will only drop 6 of its turrets, since the drop loot behaviour is only defined for turret hardpoints 1-6 (HpTurret01 to HpTurret06). This makes the behaviour of the other 3 turrets to be undefined (HpTurret07, HpTurret08, and HpTurret09).

The vast majority of the time you shoot up the armoured transport wreck again, nothing happens. However, once in a very rare while, the 3 remaning turrets turrets pop out on your second shot! I've tried to reproduce this effect, but without much success, which suggests to me that it's a timing issue.

On a related note, according to fuse_suprise_solar.ini, all wrecks are supposed to be indestructible (a flag is set to on in the file). However, there have been the rare occasions where the wreck does blow up when I totally reduce its health bar! Even more intriguging, any time I get more loot on my second shot, the wreck ends invariably being destructible. The interesting thing about this is that the wrecks are initially defined as destroyable in solararch.ini, but this behaviour is overridden by fuse_suprise_solar.ini's flag. This further suggests to me that there is a race issue in the code.

Only conclusion I can draw right now is that wrecks have some minor bug issues to deal with.

-- The Haen.

Post Thu May 01, 2003 6:34 pm

Thanks, Haen. I seem to recall now getting more loot off a large ship once.
Sorry I don't remember if transport or frieghter, turrets or goods, or if
I had to totally destroy it or just shoot 2nd time. Only happened once.

I have a habit of shooting a wreck again after initial loot, just to be sure.
Never had anything fall off a fighter, that's for certain. With muli-wreck
sites, I try to destroy or at least seriously damage ships so I know they're
done. Sometimes they blow, sometimes they're indestructable.

Good to know I haven't been leaving goodies all over the place...

"Got anything for me?" - Trent, A.K.A. 'Mr. Eloquent'

Post Fri Jun 06, 2003 5:35 pm

Seen this last night. I was sitting by the Rebel over in Omicron Theta, topping off my
Artifacts. Knew I already salvaged Rebel, sure enough I heard that 'empty' klunk sound.
Just for fun, I blasted Rebel before I left & it blew up, dumping 10 Paralyser missiles.

"Got anything for me?" - Trent, A.K.A. 'Mr. Eloquent'

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