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weapon modding question

The general place to discuss MOD''ing Freelancer!

Post Sat Feb 24, 2007 9:24 am

FLMM is "unknow" software? well frankly i don't care to meet the FL player that doesn't know what this great app is..........as mary antoinete might say, let them fly eagles

Post Sun Feb 25, 2007 1:11 am

every time I try to mod weapons like the class 7 nomad prototype that isn't in the game I have troube with client side crashes
unless part of te data is hard coded into a dll or exe file I can't seem to think of a reason why that would happen

Post Sun Feb 25, 2007 6:11 pm

well, what are you trying to do with the class 7 nomad prototype and where are you running into problems with it?

Post Sun Feb 25, 2007 7:35 pm

I've been trying to make a weapon that has a cruise disruptor type explosion and does only shield damage, also wanted it to seek like cruise missles do
since there are no other cruise disruptor type weapons I had to turn it into one
is there a file somewhere that isn't an .ini file and tells the game what each type of weapon should be?
I've changed all the data about the weapon that I found in the ini files and nothing seemed to help
I also left all the external file references the same as the cruise disruptor info so it wouldn't need new files for that and would do cruise disruptor type attack
I also changed the ID numbers to reference data from other in game weapons so I woudn't need to make any new dll files

Post Mon Feb 26, 2007 6:06 am

you mean, instead of a missle...something like "intelligent Ammo" ?

I don't know if this would work,
but have you tried moving (copying) the "SEEKING" properties of the nomad cruise disruptor over to the ammo properties of the gun you're trying to convert?
Then, change hull damage to 0 and up the figure on energy damage to say...1000 something.

That NCD or (any cruise disruptor for that matter) is facinating really.
How it manages to be the only item that can drop a ship out of cruise where other missles can't.

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