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shield question

The general place to discuss MOD''ing Freelancer!

Post Mon Feb 05, 2007 12:26 am

shield question

I have an Admin character on my server with uber shields and would like to find a way to add a second shield hardpoint for a normal shield.
The main thing I was wondering is, is there a way to set the uber shield's hardpint so I can press a button on the keyboeard to turn it on and off and can I just create another shield hardpoint for he normal ones or is there anything else I'd have to do to get it to work right?
Thought it might be fun to turn of the uber shield at a moments notice if someone wanted to do pvp with me.

Post Mon Feb 05, 2007 6:38 am

afaik, turning shields on and off isn't possible, maybe try setting up the package to include the shield on one of the weapon hardpoints but I have never tested this, also, I would change the shield_link entry to reflect your change of hardpoint.

But again I highly doubt that would work.

I personally would love the ability to use segmented shields, say ventral, dorsal, port and starboard shielding, so you could use strategy in-game by alternating the side facing the enemies weapons while the other side recharges.

That would be cool in battleship situations

Post Mon Feb 05, 2007 8:16 am

Sadly no, you can't switch them off mid flight. Best way to add an extra shield is to make a new shield hardpoint using hardcmp editor, call it HpShield02 then add the Shield 02 entry to your shiparch file,

shield_link = cv_fighter6_shield01, HpMount, HpShield01, HpShield02

In the loadout for the ship, also add this line,

addon = shield03_mark05_hf, HpShield01, 1
addon = shield03_mark05_hf, HpShield02, 1

Bear in mind the shield types may not match what you have but the important thing is the 02 shield entry.

Post Mon Feb 05, 2007 10:14 pm

the dual shield part I have working
just wish there was a way to deactivate one and keep it equipped, that way it wouldn't disapear if I died
would hate to have to remod a new shield back on it again

Post Tue Feb 06, 2007 3:19 pm

The only viable way I could suggest is using 2 characters, one for admin one for PVP, I'd use FLShells templating feature to shortcut things.

Post Tue Feb 06, 2007 4:02 pm

well... i have no clue but i DO know that when you jettison cargo it lowers your sheild for a few seconds.

SO SAYS TEH HAPZORZ!!!

Post Tue Feb 06, 2007 5:17 pm

It always does that when you jettison cargo, shields are disabled for the time you're jettisoning cargo

Post Wed Feb 14, 2007 2:46 am

what files are the keboard functions defined in?
I know how they map effects to a key but, would need to define the effect somewhere in order to add it

Post Wed Feb 14, 2007 2:48 am

I guess I would also need to know how to edit said file as well

Post Thu Feb 15, 2007 12:21 am

Look in the INTERFACE folder and you'll see keylist.ini, keymap.ini. As to how to edit them, apply the SDK. I'm assuming this is what you mean.

If you're still on about applying a second shield that you can switch on and off, bear in mind these are assigned to shield hardpoints. Only way i know of activating and deactivating 2 shields is to dock or land as you can't do that in space



Edited by - Gibbon on 2/15/2007 12:25:51 AM

Post Thu Feb 15, 2007 12:40 am

then I take it that editing a new kew function is not possible as of yet
means I could only swap keys or activate ones listed in the files but not activated
is there any place I can find a list of key functions that are possible but, possibly not listed in the keylist.ini and keymap.ini files?
would also need the IDSname and IDSinfo numbers to activate them

Post Thu Feb 15, 2007 1:53 am

there is the chance that there are hidden key functions somewhere in FL
it was possible to activate hidden features in the past
and the fact that FL used to have way more features during a beta release there might be the chance to find a way to reactivate some of this

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