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Shield Regenerators

The general place to discuss MOD''ing Freelancer!

Post Fri Jul 13, 2007 9:21 pm

Shield Regenerators

I'm a relatively new modder and I've only worked on FL so I know a bit about what I'm doing...but there is one thing that I just cannot figure out. I hear other people talking about shield capacitors, regenerators and such, and so I decided to try to make my own.

I made a mod with 15 shield regenerators with regeneration rates ranging from 14.5 to 986, edited the existing shields into capacitors and set all power usages to 0. In game, the conventional shields don't regenerate successfully, the regenerators are buyable and mountable on a seperate shield hard point successfully, absolutely everything works except the shields don't recharge when a regenerator is equipped. I have tested with and without other mods activated, so it can't be a disruption from other mods. I can't figure out why it's not working, unless I have the entire concept of how shield capacitors and regenerators work completely wrong.

Just so you know exactly what I'm doing, here is an example of the edited info for the Adv. Champion Shield and my Class 15 Shield Regenerator, as well as the edited hard point information for the Eagle, all of which is mainly what I used while testing. I also tested all the other shield regenerators and flying all three kinds of ships (LF, HF and FR), but they didn't work either.


<center>============================ Changes in st_equip.ini for Class 15 Shield Regenerator and Adv. Champion Shield, respectively ============================</center>

[ShieldGenerator
nickname = shield_regen_15
ids_name = 258475
ids_info = 258465
DA_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat
HP_child = HpConnect
hit_pts = 6752
explosion_resistance = 0.500000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
regeneration_rate = 986.458612
max_capacity = 0
toughness = 110.400002
hp_type = hp_fighter_shield_generator <== this is the shield Hp all NPC's use, normal shields can't mount on it but a shield with this Hp type can mount on all shield Hp's
offline_rebuild_time = 12
offline_threshold = 0.150000
constant_power_draw = 0
rebuild_power_draw = 0
shield_type = S_Graviton01
shield_collapse_sound = shield_offline
shield_rebuilt_sound = shield_rebuilt
shield_hit_effects = 0, gf_pi_shield01
shield_hit_effects = 100, gf_pi_shield02
shield_hit_effects = 500, gf_pi_shield03
separation_explosion = sever_debris
LODranges = 0, 20
lootable = true

[ShieldGenerator
nickname = shield01_mark10_hf
ids_name = 263808
ids_info = 264808
DA_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat
HP_child = HpConnect
hit_pts = 6752
explosion_resistance = 0.500000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
regeneration_rate = 0 <=================== changed from original value of 245.300003
max_capacity = 11038.429688
toughness = 110.400002
hp_type = hp_elite_shield_special_10
offline_rebuild_time = 12
offline_threshold = 0.150000
constant_power_draw = 0
rebuild_power_draw = 0 <================= changed from original value of 10
shield_type = S_Graviton01
shield_collapse_sound = shield_offline
shield_rebuilt_sound = shield_rebuilt
shield_hit_effects = 0, gf_pi_shield01
shield_hit_effects = 100, gf_pi_shield02
shield_hit_effects = 500, gf_pi_shield03
separation_explosion = sever_debris
LODranges = 0, 20
lootable = true

<center>========================================= Changes in st_good.ini for Class 15 Shield Regenerator =========================================</center>

[Good
nickname = shield_regen_15
equipment = shield_regen_15
category = equipment
price = 1216700
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_shieldgen.3db
combinable = false
ids_name = 258475
ids_info = 258465
shop_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat

<center>========================================= Changes in shiparch.ini for the Eagle's hard points =========================================</center>

shield_link = cv_fighter6_shield01, HpMount, HpShield01
shield_link = l_fighter_shield02, HpMount, HpCloak01 <========================================= added line
hp_type = hp_fighter_shield_generator, HpCloak01 <=========================================== added line
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpHpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
...
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_elite_shield_special_10, HpShield01
hp_type = hp_elite_shield_special_9, HpShield01
...
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_turret_special_10, HpTurret01
hp_type = hp_turret_special_9, HpTurret01
...
hp_type = hp_turret_special_1, HpTurret01
hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01

If you want a full copy of my mod (once it works ), just post here and I'll email it to you. I use FLMM v1.3 for all my mods.

Edited by - 0blivion on 7/14/2007 4:18:35 PM

F!R

Post Fri Jul 13, 2007 11:24 pm

... maybe have a look at Kight79´s ship Component Mod v1.0

I suppose u didn´t set this Hp correct in the shield_link
Looks like the original HPShield s missing.


Edited by - F!R on 7/14/2007 12:31:43 AM

Post Sat Jul 14, 2007 2:43 pm

I'm taking a look at his mod now, thanks for the reference.

I guess I wasn't clear when I mentioned that I didn't replace the shield_link line with my own, I added an entirely new one, so when you open up FL and check your ship's shields there are two seperate hard points. I changed my first post to show what it really looks like, sorry for the size of it.


Edited by - 0blivion on 7/14/2007 4:14:13 PM

Post Sat Jul 14, 2007 3:51 pm

After looking at how knight79 did his shield regenerators, I realized that you have to trick the computer by making it think the shield regenerator is part of the shield capacitor. This is done by assigning two hard points to one shield link, one for the capacitor and the other for the regenerator, and then assigning different hard point types to the two hard points. The successful hard point code looks like this:

shield_link = cv_fighter6_shield01, HpMount, HpShield01, HpCloak01
hp_type = hp_fighter_shield_generator, HpCloak01

hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpHpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
...
everything else is unchanged.

with the bold text being the only difference from the original. Many thanks to F!R and knight79 for their help!!

F!R

Post Mon Jul 16, 2007 10:38 pm

a small addition:
1. I suppose the last entry in the shield_link "picks up" the shield modifier.
(we didn´t finaly test that)
2. You can add the engine to the shield_link and the energy bar (power)
will go down, if the shield is down
3. the stuff on the shield_link effects the offline time of the "shield system"

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