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torpedo

The general place to discuss MOD''ing Freelancer!

Post Wed Feb 21, 2007 8:43 am

torpedo

I have bin messing arouund with the torpedos and i noticed that they have running light hard points, so is there a way to mount running lights on a torpedo?

Post Wed Feb 21, 2007 9:23 am

I think you'd probably need a loadout file for it like they have for NPC ships in order to do that
I also wonder if you could make a shield hardpoint and attach a shield so it would be harder to destroy the torpedo

Post Wed Feb 21, 2007 11:06 am

Hmmm, try, it probably can be done, maybe try making light hardpoints on torpedo...
using utf and hardcmp...try...

Post Wed Feb 21, 2007 11:09 am

But giving loadout to ammo?..will it work?..

Post Wed Feb 21, 2007 3:40 pm


But giving loadout to ammo?..will it work?..
Cool! Torpedoes could fire weapons! Like some kind of drones!

If that could be done...

Edited by - magnet14 on 2/21/2007 3:41:03 PM

Post Wed Feb 21, 2007 4:36 pm

hmm....a torpedo with 100000 damege for shield and hull + a shield + weapons = total and utter chaous! there is only one problem, how do you make the torpedo use the loadout that you created for it?

Edited by - sabreman on 2/21/2007 4:44:12 PM

Post Wed Feb 21, 2007 5:59 pm

you could try setting up weapon hardpoints and allocate the weapons and shields in the goods.ini file
not sure if that'd let you fire the weapons or not but, it would probably work for the shields since they don't require a button press to use them

Post Wed Feb 21, 2007 8:51 pm

The torpedo would need a pilot to fire weaopons if I am not mistaken, but then is it truely a torp then? I would not think this would work out to well.

Requiem: A Total FL Conversion Mod .
http://mod.pff-clan.us

Post Thu Feb 22, 2007 12:24 am

you are probably right about it not working right
would be impossible to pilot 2 ships with one mouse

Post Thu Feb 22, 2007 5:44 am

He means an entry for a pilot, an npc pilot I believe, so that weapons could be fired.

Post Thu Feb 22, 2007 10:36 pm

that could work
you would have no control over who it shoots though
it would depend on the pilots faction
unless you could find a way to make it have the same faction aliances you do

Post Fri Feb 23, 2007 6:14 am

But, why have a piloted destructive ordinance?
Presently, I've modified a Sunslayer so it will track & follow it's target. (funny to watch this one) But, I also gave it 250000 damage with a 1000 radius. (It will take out an entire wing of ships including capitals as well as completely disarm a fully loaded out station. Consequentially, with the 250000 hull damage, the game engine assigned 125000 energy damage (saved me the trouble of putting it in).
I set the max angular velocity to 5.5 to give it its unique tracking ability. Also, I changed it's explosion characteristic FX to mimic that of the CSX Flash explosion with the additional FX of the destruction of a liberty dreadnaught.

Not being totally satisfied with this, I designed and built an Armageddon Torpedo that has this characteristic. It's large enough to be clearly seen from a distance and has to mount on the outside of a capital ship. In theory, a "pilot" could be placed in it provided a hardpoint is used.
Then again, I would ask why would you want a pilotable destructive ordinance?

Post Fri Feb 23, 2007 4:49 pm

Well there would be benifits. I mean you would not need a pilot but some sort of a drone wich would fly around chasing the target and shooting it. Hey... maby if we could get this to work and put a launcher on a capital ship it would look like the capital ship is launching fighters that not only can cause damege with weapons but act like BIG[b/ torpedoes

Post Fri Feb 23, 2007 6:47 pm

You could give a item insanely high mass and low hp and set it's turning in such a way so that when you ramm a object you die and inflict heavy damage.

Post Fri Feb 23, 2007 8:04 pm

hmmmmmmmmm...........interesting thought there. I think that is worth checking out.

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