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Musketeer

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1

Tuesday, February 1st 2005, 10:42pm

I believe it´s possible if you edit the shiparch file and the weapon_equip file.
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Chips

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2

Tuesday, February 1st 2005, 11:36pm

No, fraid its not possible afaik <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>

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3

Wednesday, February 2nd 2005, 12:53am

I´ve tried it with the inis and the system just doesn´t recognise them.
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max_x_fire

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4

Wednesday, February 2nd 2005, 2:02am

damn it! I was afraid that would be the case! I take it the &quot;Max_class&quot; or something is hardcoded then... booo! How long till the source code is released? lol Oh well, back to the drawing board! Thanks guys Max_X_fire
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max_x_fire

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5

Wednesday, February 2nd 2005, 2:44am

While my brain is ticking, got another question! What about the oposite direction, class 0 weapons. Could they be equipped to a player ship? class 0 is used by npc´s so I´m guessing it would be ok. We are trying to create new ships some of which have unique weapons and sheilds but we dont want people putting them on other ships so would making a class 0 weapon mean it couldnt be mounted on ANY ship or can ANY ship mount class 0? again, thanks for any replies Max_X_Fire
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6

Wednesday, February 2nd 2005, 5:24am

One way is to give the ship the guns through goods.ini. The ship will be equipped with the guns when you buy it, then if you go into shiparch and delete the lines hp_gun_special_6, HpWeapon 01.....etc (all of them) the mounts will be invisible and you wont be able to take the guns off

max_x_fire

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7

Wednesday, February 2nd 2005, 6:51am

Parabolix! Your a genious! tried everything but that, nice one! Have u tested this or is it just an idea? sounds like exactly what we want though, so we´ll give it a shot! EDIT- On second thoughts not too great! <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle> This is needed for a server side mod so that players can buy this ship with unique weapons and not be able to transfer them to say the eagle... Cheers for the post anyway! Max_X_fire Edited by - Max_X_Fire on 2/2/2005 7:51:09 AM
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8

Wednesday, February 2nd 2005, 7:19am

I looked in the common.dll Hex, and I saw the list of each class, from 1 to 10. I am sure there´s a way to add some, but I am not real good at Hex editing.

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9

Wednesday, February 2nd 2005, 8:05am

Had a look in the common.dll, I think you might be on to something! however I´m pretty useless at hex editing too, so I´ll need to get the others to have a look at it! could do with a tool to unhex it into a language i understand!! if we find anything useful, I´ll post it up! this could change freelancer modding quite a bit if we can pull it off! Thanks everyone Max_X_Fire
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10

Wednesday, February 2nd 2005, 9:57am

You could just do away with all of the class 1 weapon entries and rename them as class 2. Just keep all the stats the same, there aren`t any ships that can only mount class 1`s anyway. Then in shiparch, delete every reference to the class 1`s, like, hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 Now the ships can only mount class 2 and above weapons. The class 1`s are only for your specialist weaps.. The only problem with this is how many of these ships will u be using? If a player buys specialship1 then buys specialship2, they will be able to transfer between the two. Not the end of the world but there u go. I think u can edit the actual text for gun/missile class 1. There is an entry in resources.dll at 946 saying ,&quot;gun-class 1&quot;. If u edit it it should work ok.
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11

Thursday, February 3rd 2005, 10:38am

Just had another thought about this, if u didn`t add the class 1 weapons onto even the special ships they wouldn`t be able to transfer ther different special weapons between the two. Shiparch allows u to mount weapons onto the ship of an allowed class, but goods.ini can force ships to mount a weapon onto a hardpoint without even looking in shiparch. You just need to delete any reference to the hpmounts that u are going to use. So if the special guns are mounted onto HpWeapon01 and HpWeapon02, just remove them from the shiparch.
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12

Thursday, February 3rd 2005, 12:31pm

You won´t be able to add more gun etc types by hex editing i´m afraid because you´ll foul up the way fubctions in the dll reference their data (by offset). There is one way i know of adding another gun type (it comes up with no class &lt;n&gt; bit) which is to use hp_gun, hp_turret. If you than code a gun to mount on these you can have an extra type of guns for capships or whatever. I´m using them for fighters, with the leveled guns for transports, gunboats etc to prevent cheat gun mounting... +++ out of cheese error - redo from start +++

RMSe17

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13

Thursday, February 3rd 2005, 11:10pm

I believe there are two ways of referencing data in dll´s though, one is by reference, and one is by command function names if the offset way(the fast way) fails... thats why a lot of programs can be optimized by relinking the dll´s properly so the offset referencing actually works, because often times companies will update them and break the offset stuff, so dll loading becomes slower... correct me if I am wrong
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14

Friday, February 4th 2005, 1:29am

In terms of a program calling a function you are quite right. However the string data concerned is accessed by offset in compiled code. The strings hp_gun_special1 etc are string constants so you can change it to be the same length, or shorter (terminating with a 0 byte), because the program will still be able to find it in the right place. Making the name longer or adding new ones will break the dll and therefore freelancer as we cannot recompile anything. This is the basis of my common.dll hack that allows The Order, Nomads and other hidden factions to be displayed on the rep board (can be found in the download section) by zeroing out the faction name filters. Anton´s brief code class dismissed <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>

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15

Friday, February 4th 2005, 5:51am

there is a simple solution to this that require simple editing. It will have limits, but it will work. Taking the weapon hardpoints as example: Choose a class of gun out of 10 that you would like to use. Say you decide to use 10. Go into the shiparch.ini. Search for that weapon level using the find option. Delete them all. This will prevent any existing ship from using that weapon type. Now, in order to make the old weapon 10 guns available, go to weapon_equip.ini and locate all guns that are level 10. Change them to Level 9. After you change them to level 9, than insert the new entries for the new ship and new weapons. Make the new weapons for that ship level 10. If you want the ship to only be able to use the new weapons, than in Shiparch.ini, only keep the line for level 10 weapons, and not 1-9. You can do this several time and for different types of equipment, but don´t forget that eventually old guns like the Cerberus or Nomad Guns could end up being level 2 guns or something.
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max_x_fire

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16

Friday, February 4th 2005, 8:51am

Wow! didnt expect this many replies! Thanks to everyone who gave up some ideas! We have tried a few of these ideas (except re-classing), some worked to a certain degree, I think there are really only a few choices though: 1. Re-class the weapons as mentioned above - Time consuming and would allow a lower class of ship to use better weapons, which in turn means increasing power to these lower level ship so they can fire them! <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> 2. Change the common.dll to add a new class level - we tried everything with this one, but nothing worked! Unless someone know how to edit the common.dll and recompile it so that freelancer doesnt get all stroppy over it! 3. Use the HP_gun - this does work for weapons but not for shields... so far 4. BEG for the source code! - tried bill@microsoft.... didnt get a reply! lol 5. Allow people to be able to use these new weapons on other ships... - The game is supposed to be about FREEdom of choice!! We are gonna go for option number 5 as its quickest! but we havent given up on the other´s! <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> we´ll keep hammering away at it and will post any success that we get! If anyone has any more ideas we will appreciate it and give them a go! we should be completing our mod in the next week so will post asap. (unofficial name: Pirates and Freighter Captains mod - on evilro.org Uk) Thanks again to everyone that posted! Max_X_Fire Edited by - max_x_fire on 2/4/2005 1:05:03 PM
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17

Friday, February 4th 2005, 11:16am

If I were you... I´d rather shift all Class 10s down to 9s. Let´s face it- once you´re past Class 7, there aren´t a lot´ve things that aren´t VHFs that can mount those guns anyway... so you´re not really unbalancing things all that much, and you can accomplish most´ve what you´re after with price per unit. And switching weapon classes is a easy find-and-replace with Notepad, as opposed to deleting lots´ve references in Shiparch.ini or constructing custom Goods or whatnot. Or you could do like I did, and drastically reduce the number of weapons in your mod, period... that makes game-tuning things much easier, and leads to a whole bunch of opportunities to balance your mod for MP better than DA did. Let´s face it- they didn´t do a very good job of making their game for MP PvP... a low-skill twerp in an Eagle is more than a match for a CPL-caliber rockstar in a Starflier... which is just stupid, imho, and defeats the purpose of PvP entirely- what´s the point of having so many interesting ship designs if so many of them are entirely useless for PvP, or even combat against the AI at higher levels...
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