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The content may be outdated and links may not be functional.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 Sun Apr 25, 2004 7:50 am

Hi everybody...................newbie question to follow:...................

I'm a bit of a late starter to freelancer but the game is really good! Way reminds of Privateer and the whole modding thing is great.

I've always been a big fan of staying with the light fighters but the cargo holds don't nearly pay for all the shooting I do.

So....I was wondering if there was a mod around or if it was at all possible to add extra hold capacity as a component mounted to iether one of the internal slots or as a "Drop Tank" type thing that could be mounted on and external hardpoint.

The idea is, that you would purchase the cargo pods (and carry them around with you like surplus weapons/internals), and if you came upon a sweet trade deal you go to the equipment dealer and have them mounted/fitted. After your finished filling up the piggy bank you go and have the pods removed again and re-mount the "business equipment".

I don't know much about the workings of freelancer yet. So this may sound dumb, but my idea is that that pods would "append" the ships hold capacity while fitted and return it back to normal when they were removed.

If anyone knows of anyway of doing this or knows that its just not possible..................."could use a little help"

Post Sun Apr 25, 2004 7:56 am

There was a topic on this about a month ago. The guy doing it found out that it's impossible to make those cargo pods buyable or mountable. He tried flying a transport, with its cargo pods on by default, but one got damaged, and he was forever unable to repair it for whatever reason. And apparently, even if you do get to buy cargo pods and mount them, they don't change your cargo capacity. So the answer's no, I think.

"There are 10 kinds of people in this world: those who understand binary and those who don't"

Post Sun Apr 25, 2004 8:17 am

@NebulaeWolf, very cool idea. I suppose you could make it happen if you made a new weapon type. You could give the weapon a set amount of a specific commodity by changing its price. You wouldn't be able to "fill" it with any commodity you wanted. You would need to make a seperate weapon for each commodity you wanted to be able to do this for. And you would have to sell them at the equipment dealer instead of the Trader. Something like this:
[Good
nickname = commodity1
equipment = commodity1
shop_archetype = something appropriate
material_library = something appropriate
category = equipment
price = 25
item_icon = commodity's icon
combinable = true

[Good
nickname = commodit1_container
equipmen = commodity1_container
category = equipment
price = 2000
item_icon = cargo container icon
combinable = false
free_ammo = commodity1, 10 //or however much you figure should fit
ids_name = 123456
ids_info = 234567
shop_archetype = something appropriate

Of course it would take more than that and you'd have to keep a decent limit on the amount of ammo a ship can hold. But you could do it. You'd have to make entries in the weapon_equip.ini that kept the thing from firing and ensure that it doesn't swivel around. (very low turn rate?) You'd also have to test out different .cmp to see what looks realistic on a ship's weapon hardpoint.

Post Sun Apr 25, 2004 8:40 am

Thanx Darkstone, I'll try and track down that topic.

Thanx kaegogi, I'll try working along those lines............me thinks could create a whole secondary trade avenue..........specializing in "service department" type commodities, lazer barrels, engine components, fuel cores, ship parts etc, etc

Post Sun Apr 25, 2004 9:19 am

@NebulaeWolf, the more I think about your idea the more I like it and think it would be doable. If you decide you want any help on this shoot me an email. If you don't mind I'm going to work on it on my own as well. I'll keep it for my private use unless you decide not to release anything.

Post Sun Apr 25, 2004 6:17 pm

I've looked through this newbie thread and through a few others but have not been able to figure out what the "know = #1, #2, #3, #4" line in the [GF_NPC section of mbases.ini indicates.

I am most interested in #1, and #2 as I know that #3 is the amount it costs.

here's an example out of manhattan.

[GF_NPC
nickname = li0101_ageira_001_f
body = sc_female1_body
head = br_karina_head_gen
lefthand = benchmark_female_hand_left
righthand = benchmark_female_hand_right
individual_name = 220001
affiliation = co_vr_grp
voice = rvp501
room = bar
bribe = li_p_grp, 10000, 16100
bribe = co_hsp_grp, 10000, 16100
bribe = co_me_grp, 10000, 16100
bribe = co_ss_grp, 10000, 16100
bribe = co_vr_grp, 10000, 16101
rumor = base_0_rank, mission_end, 1, 131196
rumor = base_0_rank, mission_end, 1, 131197
rumor = base_0_rank, mission_end, 1, 131198
rumor_type2 = mission_01a_loaded, mission_01a_accepted, 1, 393427
rumor_type2 = mission_01a_loaded, mission_01a_accepted, 1, 393428
rumor_type2 = mission_01a_loaded, mission_01b_loaded, 1, 393429
rumor_type2 = mission_01a_loaded, mission_01a_accepted, 1, 393430
rumor_type2 = mission_01a_loaded, mission_01a_accepted, 1, 393431
rumor_type2 = mission_01a_loaded, freetime_02_03, 1, 393432
rumor_type2 = mission_01a_loaded, freetime_01_02, 1, 393433
rumor_type2 = mission_01a_loaded, mission_04_accepted, 1, 393434
rumor_type2 = mission_01a_accepted, mission_01b_loaded, 1, 393436
rumor_type2 = mission_01b_loaded, freetime_01_02, 1, 393439
rumor_type2 = freetime_01_02, mission_02_loaded, 1, 393440
rumor_type2 = freetime_01_02, mission_02_loaded, 1, 393441
rumor_type2 = freetime_01_02, mission_02_accepted, 1, 393573
rumor_type2 = mission_02_loaded, mission_02_accepted, 1, 393574
rumor_type2 = mission_02_loaded, mission_02_loaded, 1, 393576
rumor_type2 = mission_02_loaded, mission_02_accepted, 1, 393577
rumor_type2 = mission_02_loaded, mission_02_accepted, 1, 393579
rumor_type2 = mission_02_loaded, mission_02_accepted, 1, 393580
rumor_type2 = mission_02_loaded, freetime_02_03, 1, 393582
rumor_type2 = mission_02_loaded, freetime_02_03, 1, 393584
rumor_type2 = mission_02_accepted, freetime_02_03, 1, 393586
rumor_type2 = freetime_02_03, mission_03_loaded, 1, 393587
rumor_type2 = freetime_02_03, mission_03_loaded, 1, 393588
rumor_type2 = mission_03_loaded, mission_03_loaded, 1, 393589
rumor_type2 = mission_03_loaded, mission_03_loaded, 1, 393590
rumor_type2 = mission_03_loaded, mission_04_accepted, 1, 393591
rumor_type2 = freetime_03_04, mission_04_loaded, 1, 393594
rumor_type2 = freetime_03_04, mission_04_accepted, 1, 393600
rumor_type2 = mission_04_loaded, mission_04_accepted, 1, 393603
rumor_type2 = mission_04_loaded, mission_04_accepted, 1, 393604
rumor_type2 = mission_04_loaded, mission_04_accepted, 1, 393605
rumor_type2 = mission_03_loaded, mission_04_accepted, 1, 393606
rumor_type2 = freetime_03_04, mission_04_accepted, 1, 393607
rumor_type2 = mission_04_loaded, mission_04_accepted, 1, 393609
know = 251760, 253608, 300, 1 <-------------------- this is the line i'm wondering about
knowdb = li01_10

thanx,
dragofly

Post Sun Apr 25, 2004 6:33 pm

@Dragofly:
251760 is the IDS Name # for a neural net upload. In this case Detroit Munitions.
253608 is the Knowledge map # for Detroit Munitions. This is written to your save game as being visited so that you get all the info on your Nav Map.
You can find the KnowledgeMap.ini in your DATA/INTERFACE folder.

Post Sun Apr 25, 2004 9:26 pm

thanks for the info.

however, that brings up another question.

Map = 253608, li01_10, 31 <--- what does the 31 here mean?

Post Sun Apr 25, 2004 9:37 pm

You're welcome.
As to that value, I thought at one time that it was the distance you had to be inside for that feature to be revealed on your nav map. I was wrong. I never bothered to go back and find out what it actually is. In other words: Dunno. If you ever figure it out please post that knowledge somewhere.

Post Sun Apr 25, 2004 10:10 pm

will do kaegogi.

By the way, does anyone know how the single player and multiplayer universes are seperated?

Post Sun Apr 25, 2004 10:25 pm

I don't play multiplayer at all so I'm not aware of the differences. What, exactly, do you mean by "seperated"?

Edit = You know what? Stupid of me to ask when I clearly have no idea. Your best bet would probably be to take that question to the FL Multiplayer Forum. It's about 3 forums up from this one.

Edited by - kaegogi on 4/25/2004 11:33:13 PM

Post Mon Apr 26, 2004 7:01 am

Thanx kaegogi

Please feel free to give the idea ago and if you get it work - HEY - IT'S YOURS.. :-) .......do with it as you want.......but I wouldn't mined a copy.

I'm going to start by just tinkering with one of the stock weapons and see if I can get it to do anything like what you suggest. I'll let you know how I go.

Post Mon Apr 26, 2004 9:04 am

dragofly: Im pretty sure that is the 'visit' value.

0 means that it doesnt show up on your navmap to start with
1 means that it does
i think 2 or something means you only have the info
and 31 may mean that it never shows up

im not entirely sure about this though

Post Mon Apr 26, 2004 9:08 am

I know 3 values:

0 means it won't appear until you visit it
1 means it appears from the start
128 means it will never appear, no matter if you've visited it or not

These work for everything on the nav map, not just entire systems but bases, planets and asteroid fields/nebulae

"There are 10 kinds of people in this world: those who understand binary and those who don't"

Post Mon Apr 26, 2004 10:50 am

I don't think anyone got my last post so here it goes again.

I have a Nomad Gunboat that I made flyable, but whenever I try to dock with a station, it gets stuck in the docking sequence. I have it set to moor instead of docking at the berths.

I don't want to completely remove the docking sequence, but how do I keep it from stalling in the sequence?

Also, when I undock, the ship turnes around and sets up like you see the NPC ships, how do I kill this and get it to fly straight out?

Return to Freelancer General Editing Forum