Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

*** Newbie Questions? Look no further! ***

The general place to discuss MOD''ing Freelancer!

Post Tue Jul 29, 2003 7:46 pm

Caid - your stability problem...
think that accushots post on page 8 is about as good as you will get for that!
But you might try the surface hit effects? No idea what they are really though - never bothered looking into that aspect....lol
Chips

Post Tue Jul 29, 2003 9:48 pm

Chips, thanks for the reply. As far as the wrecks go, waht I meant was 'how do I make them visible from the start?'. Is it just a case of changing that visit = 16 to visit = 1?

And about the weapons being specific to certain classes, in the same way as sheilds. Well, shields come in 4 varieties - light-fighter, heavy-fighter, elite (i.e. v. heavy-fighter) and frieghter. Is there a way of making weapons only available to, say, freighters and capitol ships, but not fighters?

Post Tue Jul 29, 2003 10:52 pm

Okay - about the wrecks being visible from the start - i am a ships man, sorry - am useless at that stuff - had a peek at the knowledgemap.ini in interface - but i have NO idea!! lol
Bout the guns for different ships, i know what you mean, and the answer is - not that i can think of! Unless it was possible to (here comes the complicated drivel whilst i think up something)
Change the mount ratings for each of the weapon mounts on each of the ships - ie - so fighters only had from:
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
and not hp_gun_special_5 and below....
change the class of some guns that you want to match these classes - then do the same for the frieghters, but cut the class off at 5 say. Mod the gun classes of your choice to 5 as well..... HOWEVER - i haven't tried this, and am not sure in the slightest to it! if you cannot then mount class 1 guns on here once you have changed it to class 6 and above - then all is good...but like i said - it is an idea that i haven't checked out!
p.s - if it did work - it would take you AGES to do all the ships this way...lol
also - make sure you back your files up because, as i said - i haven't tried this - it could a) not work - simple, b) crash your game?, c) work!
Will give it a go when i have some spare time and post the result tomorrow for ya if you don't fancy having a crack!
LOL - no idea if this helps yet
Chips

by the way - slightly mad with my ideas - so really - i don't even know if this is a viable option - never done the class changing thing before - in theory it should work, in practice - nothing ever works......lol


Edited by - chips on 29-07-2003 23:54:33

Post Thu Jul 31, 2003 9:53 am

Rob

To change the amount you start with in SP search m01a.ini for this line:

Act_SetShipAndLoadout = ge_fighter, msn_playerloadout

underneath it add:

Act_AdjAcct = 10000; <----- Change depending on how rich you want to be

Post Thu Jul 31, 2003 10:04 am

Good idea Chips, Ive got a couple of ideas too.

Idea 1:

By adjusting the ''mass = '' value for weapons to ridiculously high numbers for capital ships and small numbers for fighters, then adjusting the cargo hold sizes if needed, you could stop fighters using guns from capital ships etc.

Problem - Youd need to give commodities a mass of something around 0.00001 to allow you to still trade, because the cargo hold would be full of weapons.

Idea 2:

Change the weapon class of all freighter weapons to hp_torpedo, and the fighter guns to hp_gun etc., and then only allow these types of weapon to be mounted on the respective ships.

Post Thu Jul 31, 2003 10:08 am

Caid


...but this would eliminate the threat of torpedos


Not if you make the torpedos deal energy damage as well.

Post Thu Jul 31, 2003 12:09 pm

How do I increase the cruse speed in the SP game?

Post Fri Aug 01, 2003 2:27 am

very easy open up constants.ini under Engineequipconstas add
CRUISING_SPEED = your number that u want here

keep in mind if its over 990 you need to add this line under physysconsts
ANOM_LIMITS_MAX_VELOCITY = same as your cruise speed

and thats it have fun also, if you rae going really fast throughminefiels and keep hitting everything, remove the .sur filesfrom the asteroids folder

Mess With the Best Die lIke the Rest

Xar

Post Fri Aug 01, 2003 12:12 pm

hya Accushot

im quite new to modding i wold just like to know two things.

1. can you edit the texture on a planet?

2. can you change the look of the bar, landing area, equipment dealer etc? by this i mean not one of the pre-made backgrounds that are in the ini. files.

p.s. Great thread, not quite sure i would or could be bothered to answer so many questions!


Xar

Post Fri Aug 01, 2003 12:30 pm

please where can I find the full video of the FULL STORYLINE!!!!!!! (NOT THE ONE IN THE GAME)

Post Fri Aug 01, 2003 12:31 pm

Me again, is the 'afterburner' speed as easy to change?

Post Fri Aug 01, 2003 5:42 pm

Eagle - to change the thrustes - open up the st_equip.ini file.
The top four listed things are the thrusters
[Thruster
nickname = ge_s_thruster_01 <--- thruster
nickname = ge_s_thruster_02 <-- deluxe
nickname = ge_s_thruster_03 <---heavy
nickname = ge_s_thruster_04 <---advanced
Scroll down to the one you want - then find.....
max_force = 72000 <--this is the amount of force provided by the thrusters
U wanna go faster- need more force
if max_force = 144000 you go approximately 320m/s under thrust
make it 300000 and you go about 600 or so,
IF you make it something like 50000000 (5 mil) you will go in excess of about 4000m/s - but to do this you will need to add the a line in the constants.ini in the data folder -
at the bottom of the [PhySysConsts section add the line
ANOM_LIMITS_MAX_VELOCITY = 100000 <-- this value is the speed you can go up too - so if approx 2000, make it 2000! - mine is set this high so i can fiddle without having to worry too much is all....
Finally - the other problem is that you still get energy drainage - so to overcome that - back in the st_equip.ini change
power_usage = 165 (or whatever value it is)
to
power_usage = 0
Then save and reload your game - you are off - quick stile!
Enjoy!
Chips
p.s - mind the asteroids!

Post Sat Aug 02, 2003 7:33 pm

Quick question, how do i change the shield a ship comes with?

Post Sat Aug 02, 2003 7:38 pm

Quick answer, open data/equipment/goods.ini, search for package of your ship and change addon=shield0x statement.


Für Rheinland!

Post Sat Aug 02, 2003 7:54 pm

Follow up question. Whats the code for the Adv. Brigandine Shield?

Return to Freelancer General Editing Forum