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Nomad Fighter needs a shíeld

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Post Sun May 11, 2003 12:02 am

Nomad Fighter needs a shíeld

Hello everyone!
I installed FLmm and activated the nomad fighter. The ship is great, but it definitely needs a shield. I don´t know wheter it´s caused by my lack of experience with modding or my english skills but I can´t get the shield to work though I read every single article on this page. I´d be really pleased if someone could tell me which data to edit and especially where. PLEASE HELP!!!!

Post Sun May 11, 2003 2:20 am

I'll See what I can do

Post Sun May 11, 2003 7:21 pm

to get a shield u need to edit shiparch.ini

hit find: no_fighter
add

shield_link = l_freighter_shield01, HpMount, HpEngine01
shield_link = l_freighter_shield02, HpMount, HpEngine01
shield_link = l_freighter_shield03, HpMount, HpEngine01
hp_type = hp_freighter_shield_special_10, HpEngine01
hp_type = hp_freighter_shield_special_9, HpEngine01
hp_type = hp_freighter_shield_special_8, HpEngine01
hp_type = hp_freighter_shield_special_7, HpEngine01
hp_type = hp_freighter_shield_special_6, HpEngine01
hp_type = hp_freighter_shield_special_5, HpEngine01
hp_type = hp_freighter_shield_special_4, HpEngine01
hp_type = hp_freighter_shield_special_3, HpEngine01
hp_type = hp_freighter_shield_special_2, HpEngine01
hp_type = hp_freighter_shield_special_1, HpEngine01

Post Sun May 11, 2003 11:12 pm

Thank you very much for your help, but solving this step immediately led to another problem: my shield is now mounted and shows up in the inventory (with fighter_shield_special_x , not "freighter", but it doesn´t work. There is no blue shield bar in the game and every hit I get still directly hits the hull. Any ideas?

Post Tue May 13, 2003 12:58 am

show me what you did and tell me what shield you used for the nomad fighter

Post Tue May 13, 2003 6:09 am

<data file="data\ships\shiparch.ini" method="sectionappend">
<section>
[Ship
ids_name = 237039
</section>
<source>
camera_offset = 10, 25
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
nanobot_limit = 99
shield_battery_limit = 99
mission_property = can_use_berths
shield_link = fighter_shield_special_3, HpMount, HpEngine01
hp_type = hp_fighter_shield_special_10, HpEngine01
hp_type = hp_fighter_shield_special_9, HpEngine01
hp_type = hp_fighter_shield_special_8, HpEngine01
hp_type = hp_fighter_shield_special_7, HpEngine01
hp_type = hp_fighter_shield_special_6, HpEngine01
hp_type = hp_fighter_shield_special_5, HpEngine01
hp_type = hp_fighter_shield_special_4, HpEngine01
hp_type = hp_fighter_shield_special_3, HpEngine01
hp_type = hp_fighter_shield_special_2, HpEngine01
hp_type = hp_fighter_shield_special_1, HpEngine01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpCloak01
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpCloak01
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpCloak01
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpCloak01
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpCloak01
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpCloak01
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpCloak01
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpCloak01
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpCloak01
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpCloak01
hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01
hp_type = hp_thruster, HpThruster01
</source>
</data>

<data file="DATA\EQUIPMENT\goods.ini" method="append">
<source>
[Good
nickname = nf_hull
category = shiphull
ship = no_fighter
price = 100
ids_name = 12009
item_icon = Equipment\models\commodities\nn_icons\br_elite.3db

[Good
nickname = nf_package
category = ship
hull = nf_hull
addon = ge_nf_engine_01, internal, 1
addon = br_elite_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = nomad_gun01_mark03, HpWeapon01, 1
addon = nomad_gun01_mark03, HpWeapon02, 1
addon = nomad_gun01_mark03, HpWeapon03, 1
addon = nomad_gun01_mark03, HpCloak01, 1
addon = nomad_torpedo01_rtc, HpTorpedo01, 1
</source>
</data>

I tried to connect the shield also to other hardpoints, but they wouldn´t work either. Probably it would be an easier and more realistic approach to add some kind off "hull regeneration rate"? But understand me right: I´d still love to have running shields!

Post Tue May 13, 2003 11:15 am

shiparch.ini
There needs to be a hardpoint for the shield.

hp_type = hp_fighter_shield_special_6, HpShield01 up to class 6 shield can
hp_type = hp_fighter_shield_special_5, HpShield01 be used in this example add
hp_type = hp_fighter_shield_special_4, HpShield01 more if you want to have
hp_type = hp_fighter_shield_special_3, HpShield01 higher class shield.
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01 starts at class 1

If you notice in the package there is no shield
If you want a shield to come with the ship when purchased you would add a shield to the package. example
addon = shield01_mark05_lf, HpShield01, 1

nickname = nf_package -nomad fighter
category = ship
hull = nf_hull -package name
addon = ge_nf_engine_01, internal, 1 -engine
addon = br_elite_power01, internal, 1 -powerplant
addon = ge_s_scanner_01, internal, 1 -scanner
addon = ge_s_tractor_01, internal, 1 -tractor beam
addon = nomad_gun01_mark03, HpWeapon01, 1 -weapon hardpoint
addon = nomad_gun01_mark03, HpWeapon02, 1 -weapon
addon = nomad_gun01_mark03, HpWeapon03, 1 -weapon
addon = nomad_gun01_mark03, HpCloak01, 1 -weapon
addon = nomad_torpedo01_rtc, HpTorpedo01 -torpedo/disrupter

Post Tue May 13, 2003 2:21 pm

Thanks Keith. Did you read the question?

Post Tue May 13, 2003 2:25 pm

I suppose the problem could be related to three causes:

1. i think every fighter except for this one has a shield3db.cmd file, probably this needs to be created, but how?

2. all other ships have under their nicknames and id the "idsinfo1, idsinfo..." have no idea what that means..

2. adding of a new hardpoint "HpShield01" with the right position and orientation could be neccessary. Figuring those parameters out is very unlikely to me. Are you that kind of a programmer?

Post Tue May 13, 2003 5:12 pm

Sorry, my fault.... works in Sp but not in Mp. Can I change that?

Post Tue May 13, 2003 5:50 pm

stealth37
Sorry I missed the question I dont see as well as I used to
hull regeneration rate, are you that kind of a programmer?
that would taking modding over the limits of changing or adding objects in the information files. Its possible but thats all I'll say

all other ships have under their nicknames and id the "idsinfo1, idsinfo..." have no idea what that means.. Thank Reynen for this he did the work
This one is easy to answer Reynen made on excellent compulation of all the id#s and some other tasty info look at this and make your day
http://www.lancersreactor.com/t/forum/t ... ng&M=False

i think every fighter except for this one has a shield3db.cmd file, probably this needs to be created, but how?
for hardpoints
http://www.lancersreactor.com/t/forum/t ... ng&M=False

http://www.lancersreactor.com/t/forum/t ... ng&M=False

adding of a new hardpoint "HpShield01" with the right position and orientation could be neccessary. Figuring those parameters out is very unlikely to me. Are you that kind of a programmer?
Me yes if you are not sorry you have to learn and of coarse that is going to involve more reading, then trying to apply what you just read. I takes a while to understand how modify games but its worth it.
There are utilities in the Editing - utility section - access from the home page.

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