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What is the Shield_Link please?

The general place to discuss MOD''ing Freelancer!

Post Thu Sep 20, 2007 1:31 am

What is the Shield_Link please?

Can anyone please enlighten me on what is the precise function of the shield_link line in shiparch.ini, how does it use the listed components, what are CORRECT components to list, and how to make a correct one for each ship type (fighter, gunboat, freighter, battleship)?

I'm very confused, in the mods I've looked at, these lines and components are all over the place, many big ships have fighter shield links with only one component listed and seem to work, whereas others have several components listed including engines! And I think I've seen an HpThruster and HpTorpedo listed too!

Duhhh....

Roleplay: - the art of self-deceipt!

F!R

Post Fri Sep 21, 2007 12:53 am

Let's have a look on a shield link:

shield_link = l_fighter_shield01, HpMount, Hpxx01, Hpxx02, HpThruster02, HpShield01

0. every shield mounted on your ship, which should have an "shield effect" (capacity, regeneration) has to be in the link. If it's not, it does nothing (besides using / providing energy).
1. "l_fighter_shield01" is defining the size of the shield bubble - possibly together with the SUR of the ship
2. HpMount - not sure what it does
3. "Hpxx01, Hpxx02, HpThruster02, HpShield01" these are pssobile shield HPs
The HpThruster02 in that case is a little special - you could mount a thruster or a shield upgrade in that one (as in the Hpxx01, Hpxx02). Other mods do that with weapon HPs
4. HpShield01 - the last in the row, which effects the shield - weapon modifier AFAIK
5. if you add the HPEngine in the row, your energy will be taken away by energy_damage, when your shield is down and you are under fire
6. and you can have 2 shield_links as some found out (as to see here

Post Fri Sep 21, 2007 2:52 am

Thanks for that bud, I'm struggling with the concept still though...

So what is happening then is that the hardpoints listed in the Shield_link line are defining the shield bubble size, then the hardpoints to which shields can be attached?

So when I have seen several hardpoints listed in a shiparch entry, does this mean that ship can have for example 5 shields mounted to it, one on each hardpoint? Wow! That's crazy!

OK, does it also mean that those hardpoints will no longer attach what they are supposed to attach? Like the HpThruster, will it still be able to attach a thruster as well as a shield, or a shield only?

Thanks if you can clarify more for me, I'm really not quite with it still.

Post Fri Sep 21, 2007 6:37 pm

If I understand correctly, (please correct if I am in error) a shield can only be mounted on a HPSheild01 02 etc... and not on a HPThruster Hardpoint. FL server apps would have kittens and complaining of errors b4 finally crashing.

TPP

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Post Fri Sep 21, 2007 8:24 pm

You can mount anything to anywhere.

F!R

Post Sat Sep 22, 2007 5:50 am


You can mount anything to anywhere.




You need
- a HP in your ship model
- a entry in shiparch.ini 4 your ship including your HP

And you can create HPs, which mount different stuff (thruster or shield, gun or torpedo or shield ....). The only 2 care about is the class system of FL.
(And if you want a shielding effect the shield_link.)

So if you have 5 HPs to mount shields and all are proper defined and in the shield_link,
you will have a ship with (the power of) "5" working shields.


Edited by - F!R on 9/22/2007 6:52:29 AM

Post Sun Sep 23, 2007 11:44 am

Thanks F!R.

So I will be removing the additional hardpoint entries in my shiparch.ini, all I want is shields on HpShield hardpoints.

So - please confrim:

All I need is shield_link = (shield_name), HpShield01 (,HpShield02, HpShield03 if they exist)??

Is this correct please or am I missing something still?

Thanks pals.

F!R

Post Mon Sep 24, 2007 1:00 am

yes
- and don't forget the "HpMount" (might be necessary 4 whatever)

Post Mon Sep 24, 2007 6:44 am

You don't want to do this to a "common player flyable ship" .

This must occur only on ships with their OWN:
custom folder,
ids numbers,
shiparch entry,
goods entry
and market ships entry.
(Ship Scripter is ideal for doing this task)

You will need to have One HpShield0# mount for Each shield you wish to mount. This must be declared in the shiparch.ini. It must also MATCH the cmp file for that ship.
Using the CMP Editor:
Create new "FIXED" HpShield02, 03, 04, etc (locating the new shield mounts where you want them and then save the file as a <span style="text-decoration: underline">NEW</span> ship)
BE CAREFUL!!!!!!!!!!

This is much easier than messing around with other designated hardpoints used for other purposes which can possibly really screw things up.

Post Mon Sep 24, 2007 7:12 am

OK, got it...

So the correct entry is as follows:-

shield_link = (shield_type), HpMount, HpShield01 (, HpShield02 (,HpShield03, ...HpShield0n))

... where HpShield0n is the last HpShield Hardpoint in the model's .cmp file.

And yes I am a strong believer in using designated hardpoints for their intended purposes.

Thanks very much guys.

Post Wed Sep 26, 2007 2:57 am

One more thing to add which may be of use to some...

Interesting that HpMount is included in the shield_link. In the ship's .sur file, the ship's outer shield bubble is exported and named as HpMount, UTF ID = F00FB9DE.

Interesting.

But I'm not sure why!

Any clues anyone?

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