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** MOD PACK ** Reynen''s Cleint / Server Ship & Equipmen

Here you can announce your own Freelancer MOD and find information about the different available packages!

Post Tue Apr 22, 2003 3:26 am

I was horsing around in my Kusari BS today an, since i couldnt kill the Rogues i had on my ass, or run any trade routes, it got me thinking, if cruise engines use ALL the energy generated by the fusion drives on ships (the reason they cant fire in cruise), Nad since BS generate MASSSSSSIVVE amounts of energy, wouldnt they have a kick ass cruise speed? They might not travel fast at impulse nad the Cruise Engines wont charge that fast, but once they get going they should really GO. I know this sounds rambling but im typing this and sketches ideas for ships for the FLSDK mod.

Post Tue Apr 22, 2003 6:58 am

Bob:

Thanks for that info I'll taek a look in that file. Wasn't sure which fine controlled percentages on that stuff.

Spawn:

Not sure how to give different ships different cruise speeds, if I did it would be very feasble....I could use the thruster to simulate increase cruise but...

Just finished all the cruisers they look mighty nice. I might just get everything in by tommorow since my schedule is clean.

Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.

Post Tue Apr 22, 2003 11:20 am

We Love you Reynen, cant thank you enough for this work your putting in, will we be seeing capital ship specific weapons in beta 4??

Post Tue Apr 22, 2003 2:30 pm

Glad I could help. I'd also like to see some baddies with beam weapons. I've only seen those on friendly ships so far, but I haven't explored much yet.

I didn't know ya could make it where ships could use both guns and turrets on the same hardpoint. cool.

I STILL need help with adding stations, if anybody knows how.

Thanks.

STEAM:
If ya mean the big turrets on the capships, then yes, they will be in.

Edited by - BobTheDog on 22-04-2003 17:34:17

Post Tue Apr 22, 2003 7:09 pm

I'm freaking out here! In the weapon_equip.ini there is a line for each gun:

auto_turret = false

Maybe this refers to the turret controlling itself? Perhaps the devs were gonna make turrets auto target or something? Is it useable? I may look into this if I get time.

ALSO:

I've figured out how to make weapons require ammo. I've got the eliminators needing ammo right now, it's just that the limit of only 80 ammo is not good, except maybe for some kind of massive damage weapon. It's ccol, tho, because the energy bolts can still home in on targes and they still use the normal effects! Except that they have an explosion when the hit stuff, and they can't be fired by holding the button down, but they can be fired as fast as normal by clicking the button. Also, I'll need someone to hack the nameresources.dll or something, because it thinks it uses Javelin missiles, lol.

Edited by - BobTheDog on 22-04-2003 20:47:40

Post Tue Apr 22, 2003 7:43 pm

Whoa Bob. If that is true then it would solve all our turret woes!!! But then it would be too good to be true ...

"To know the light, you must see the dark."

Post Tue Apr 22, 2003 8:28 pm

Unfortunately, the auto turret thing doesn't work, but maybe it could. It might not be working because the player has control of all weapons at all times, i.e. you can aim them, etc. But, this is enabled on cruisers and stuff, so perhaps if we can turn off the ability to aim them, then they can aim themselves?

AHA!

What if in the loadout.ini a weapon is added to a running light hardpoint, but that harpoint is not listed in the shiparch.ini as a place the player can put weapons. If that doesn't crash the game, then we maybe can add weapons that the player has no control over! If the hp isn't listed in the shiparch.ini, then the player probably won't be able to select the weapon at all, therefore, the player can't fire it.

I shall try this!

Post Tue Apr 22, 2003 8:42 pm

Well, it doesn't work.

the player can control the weapons, but can't replace them.

Still, tho, this opens upsibility of adding more weapons to NPC ships than the player can. Hehehehehe.....
and it *might* be a workaround for the weapon limit, i dunno.

Edited by - BobTheDog on 23-04-2003 01:54:22

Edited by - BobTheDog on 23-04-2003 02:33:58

Post Tue Apr 22, 2003 9:28 pm

Sorry Rey takes me forever to reply now busy busy bee..ok
I wanted you to see what the problem was with the moddel could me a .ini file the ship is invisible to me all I see is the guns and engine and thruster (hardpoints)

Post Wed Apr 23, 2003 1:40 am

So, any new ETA on beta 4? im dying to get my hands on it.

Post Wed Apr 23, 2003 1:46 am

Not long now, I need to get the gunboats in, make sure I got all the values right for the weapons, update the infocards and finish some testing. Want to try and make this fairly stable with as little bugs as possible. I've also been very busy in RL also so I have not had time to work on it much

Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.

Post Wed Apr 23, 2003 2:02 am

GAAAAAAHH!! NOT RL! AAAAAAAAAUUUUUGGGHHHH!!!!!!!!!!
....
....
....
....

Bummer man, but that's Life(c) I guess...

Post Wed Apr 23, 2003 3:53 am

Reynen... are you going to do a story line? Like a campaign mission thing later on?

Post Wed Apr 23, 2003 3:59 am

I dont think this is possible at this stage, until we get an SDK.

Post Wed Apr 23, 2003 5:07 am

BOB:

I figured out how to add ship dealers to stations..rather simple really.

If you look at the station INI's. All you need to do is add these two parts in the appropriate places in the ini and you will be good to go.

Example newark station.

Open Li01_08_deck.ini

You will see the following parts

[Hotspot
name = IDS_HOTSPOT_EQUIPMENTDEALER_ROOM
behavior = VirtualRoom
room_switch = Equipment

and down at the bottom.

[Hotspot
name = IDS_EQUIPMENT_ROOM_RIGHT
behavior = MoveRight
state_read = 2
state_send = 1
virtual_room = Equipment

Simply put this below both the above mention parts repsectively and you will be good to go. Make sure to populate market_ships.ini

[Hotspot
name = IDS_HOTSPOT_SHIPDEALER_ROOM
behavior = VirtualRoom
room_switch = ShipDealer

and

[Hotspot
name = IDS_HOTSPOT_SHIPDEALER
behavior = StartShipDealer
state_read = 2
state_send = 1
virtual_room = ShipDealer

And that as we say..is that.

-----------------------------------------

Imax:

You are correct I can't add storyline at this point in time, I don't have the resources to do that

Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.

Edited by - Reynen on 23-04-2003 06:07:41

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