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*** Newbie Questions? Look no further! ***
The general place to discuss MOD''ing Freelancer!
open the ships cmp up in the utf editor and move the position of the HpMount forwards, docking sequence ends when that hardpoint crosses the threshold, by moving it forwards your finishing docking before giving your ship the chance to get stuck. Though not too far forwards or else it's rear will crash into planets at undock
@pSYCHO, and Darkstone. I don't think you guys understand exactly what we're talking about. If you look at the KnowledgeMap.ini everything you can find in the game is listed. At the end of each is a number.
The numbers available are: 1, 3, 31, 33, and 65.
All factions are 65.
All bases have at least one entry with 31. Bases also have, usually, one or more other entries with 1.
Clouds, debris fields, asteroid fields etc. are 33.
Surprises and Jumpholes are 3. Jumpholes can also be 1.
Everything else you would find on your navmap is 1.
I think you guys are talking about the "visit=" lines in a system's .ini because the KnowledgeMap.ini does not have any values of 0, 2, or 128.
The numbers available are: 1, 3, 31, 33, and 65.
All factions are 65.
All bases have at least one entry with 31. Bases also have, usually, one or more other entries with 1.
Clouds, debris fields, asteroid fields etc. are 33.
Surprises and Jumpholes are 3. Jumpholes can also be 1.
Everything else you would find on your navmap is 1.
I think you guys are talking about the "visit=" lines in a system's .ini because the KnowledgeMap.ini does not have any values of 0, 2, or 128.
Editor, not sure what you mean, you can edit any sounds you like, and add new ones if you want.
Tobbi, yep it's not too hard. Look here for the tutorial by Crabtree, if you need any help with it then post away
Tobbi, yep it's not too hard. Look here for the tutorial by Crabtree, if you need any help with it then post away
How ... ? i have looked up the keymap and its not there... except for the strafe
a message from firebase...
"3. Making guns/turrets fire multiple shots
This can be done, but it only really works on missiles because laser turrets fire all their shots at the same spot and the different lasers sort of "blend in" with each other. As an example, heres how to make the Javelin missile launcher fire quad bursts of missiles"
that doesnt work for me! i tried to build a laser turret with cruise disruptor and i think i got it to work once, but then, i set something up and since then nohtings working
it seems that only the last projetil_archetype is used, and thats my problem: i got the cd turrets, but they dont fire laser beams:
[Munition
nickname = large_station_turret_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 81.500000
energy_damage = 0
one_shot_sound = fire_capship
munition_hit_effect = li_capgun_01_impact
const_effect = li_capgun_01_proj
lifetime = 1.200000
force_gun_ori = false
mass = 1
volume = 0.000100
[Munition
nickname = large_station_turret_ammo2
explosion_arch = cruise_disruptor01_mark01_explosion
loot_appearance = ammo_crate
units_per_container = 5
hp_type = hp_gun
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_cruise_disruptor
detonation_dist = 12.500000
lifetime = 4.462500
Motor = cruise_disruptor01_mark01_motor
force_gun_ori = false
const_effect = li_cruisedis01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 2500
seeker_fov_deg = 90
max_angular_velocity = 8.710000
cruise_disruptor = true
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 265161
ids_info = 266161
mass = 1
volume = 0.000000
[Gun
nickname = large_station_turret
ids_name = 263552
ids_info = 264552
DA_archetype = equipment\models\turret\sp_turret02.cmp
material_library = equipment\models\sp_turret.mat
HP_child = HPConnect
hit_pts = 4800
explosion_resistance = 1.000000
debris_type = debris_turret_large
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
power_usage = 0
refire_delay = 0.500000
muzzle_velocity = 1000
toughness = 1.600000
flash_particle_name = li_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = large_station_turret_ammo
projectile_archetype = large_station_turret_ammo2
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false
nothing wrong there isnt it..? the turret only fires wasp, but no lasers
btw.: question, how would you do such a cruise disruptor turret?
Edited by - w0dk4 on 5/14/2004 5:07:06 PM
This can be done, but it only really works on missiles because laser turrets fire all their shots at the same spot and the different lasers sort of "blend in" with each other. As an example, heres how to make the Javelin missile launcher fire quad bursts of missiles"
that doesnt work for me! i tried to build a laser turret with cruise disruptor and i think i got it to work once, but then, i set something up and since then nohtings working
it seems that only the last projetil_archetype is used, and thats my problem: i got the cd turrets, but they dont fire laser beams:
[Munition
nickname = large_station_turret_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 81.500000
energy_damage = 0
one_shot_sound = fire_capship
munition_hit_effect = li_capgun_01_impact
const_effect = li_capgun_01_proj
lifetime = 1.200000
force_gun_ori = false
mass = 1
volume = 0.000100
[Munition
nickname = large_station_turret_ammo2
explosion_arch = cruise_disruptor01_mark01_explosion
loot_appearance = ammo_crate
units_per_container = 5
hp_type = hp_gun
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_cruise_disruptor
detonation_dist = 12.500000
lifetime = 4.462500
Motor = cruise_disruptor01_mark01_motor
force_gun_ori = false
const_effect = li_cruisedis01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 2500
seeker_fov_deg = 90
max_angular_velocity = 8.710000
cruise_disruptor = true
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 265161
ids_info = 266161
mass = 1
volume = 0.000000
[Gun
nickname = large_station_turret
ids_name = 263552
ids_info = 264552
DA_archetype = equipment\models\turret\sp_turret02.cmp
material_library = equipment\models\sp_turret.mat
HP_child = HPConnect
hit_pts = 4800
explosion_resistance = 1.000000
debris_type = debris_turret_large
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
power_usage = 0
refire_delay = 0.500000
muzzle_velocity = 1000
toughness = 1.600000
flash_particle_name = li_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = large_station_turret_ammo
projectile_archetype = large_station_turret_ammo2
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false
nothing wrong there isnt it..? the turret only fires wasp, but no lasers
btw.: question, how would you do such a cruise disruptor turret?
Edited by - w0dk4 on 5/14/2004 5:07:06 PM
Cant you just edit the weapon effects file? Change it for that turret? I dont se why it wouldn't work... Other then those two entries don't mach. Doesn't the volume and stuff have to be the same in all referenced files? I'll try it tomarrow, I'll let you know how it goes
No!Stop! <_<....>_>.....*_*
Edited by - karatekid88 on 5/14/2004 7:20:27 PM
No!Stop! <_<....>_>.....*_*
Edited by - karatekid88 on 5/14/2004 7:20:27 PM
Wodka guy - Lordfjord made a post about this a long time back, don't know where it is, as it never really attracted me that much. However, he would be a better person to ask than us (as i haven't tried it, so i know nothing about it )
Fuego - okay, there is an excellent tutorial by Drizzla about making ships and stuff. Its in the tutorials forum. You will need milkshape, and ALOT of patience. He takes you through how to build a ship in gmax admittedly, but all you will have to do (as you have built the mesh) is export it to milkshape (probs as a different model type - like for quake, which can be changed in Milkshape again) and then follow the tutorial on how to hardpoint. Make sure you have time, as milkshape offers a FULLY FUNCTIONING 20 day trial - which means you can use it WITHOUT any issues, so it gives you 20 days to complete. Even then it only costs about 20 dollars to buy its license!
Fuego - okay, there is an excellent tutorial by Drizzla about making ships and stuff. Its in the tutorials forum. You will need milkshape, and ALOT of patience. He takes you through how to build a ship in gmax admittedly, but all you will have to do (as you have built the mesh) is export it to milkshape (probs as a different model type - like for quake, which can be changed in Milkshape again) and then follow the tutorial on how to hardpoint. Make sure you have time, as milkshape offers a FULLY FUNCTIONING 20 day trial - which means you can use it WITHOUT any issues, so it gives you 20 days to complete. Even then it only costs about 20 dollars to buy its license!
Yin Yang - have you tried to buy your ship? Can you buy it but not see it?
There are several things - one is incorrect referencing of the MAT file in the CMP file. If they aren't done perfectly - then it causes errors which lead to invisible ship. See Drizzlas ship building tutorial which might go over that, or harriers texture tutorial i think it is.
After that - in the shiparch.ini you may have just got some things wrong - like the LOD ranges (level of detail), which for a custom ship need to be set at around 0, 5000 or so. None of that LODranges = 0, 40, 60, 140, 300, 1000rubbish - JUST LODranges = 0, 5000 - as we don't have varying levels of detail on textures do we
Do the lines point to the correct files?
DA_archetype = ships\liberty\li_fighter\li_fighter.cmp
material_library = ships\liberty\li_playerships.mat
material_library = fx\envmapbasic.mat
That is the usual - but you can make it ANY file you like from the data directory! So if it was just in data directory - you could have it as
DA_archetype = my_ship_name.cmp
material_library = my_ships_mat_file.mat
material_library = fx\envmapbasic.mat
Make sure your MAT file is in the right directory as well. Typically in game, they are in different directories, as the ships CMP files are in their own directory, but the MAT file is shared by many:
Patriot
DA_archetype = ships\liberty\li_fighter \li_fighter.cmp
material_library = ships\liberty\li_playerships.mat
Defender
DA_archetype = ships\liberty\li_elite \li_elite.cmp
material_library = ships\liberty\li_playerships.mat
Notice the italics part? That is cause those CMP files are in their own directories - but the mat file is just in the "root" directory - as you can see. Therefore - they SHARE the mat file. Make sure YOUR mat file is in the correct location for where this line is pointing too!
Basically - look at Drizzlas excellent ship building tutorial, and i am SURE there is one from Harrier kicking round somewhere too
There are several things - one is incorrect referencing of the MAT file in the CMP file. If they aren't done perfectly - then it causes errors which lead to invisible ship. See Drizzlas ship building tutorial which might go over that, or harriers texture tutorial i think it is.
After that - in the shiparch.ini you may have just got some things wrong - like the LOD ranges (level of detail), which for a custom ship need to be set at around 0, 5000 or so. None of that LODranges = 0, 40, 60, 140, 300, 1000rubbish - JUST LODranges = 0, 5000 - as we don't have varying levels of detail on textures do we
Do the lines point to the correct files?
DA_archetype = ships\liberty\li_fighter\li_fighter.cmp
material_library = ships\liberty\li_playerships.mat
material_library = fx\envmapbasic.mat
That is the usual - but you can make it ANY file you like from the data directory! So if it was just in data directory - you could have it as
DA_archetype = my_ship_name.cmp
material_library = my_ships_mat_file.mat
material_library = fx\envmapbasic.mat
Make sure your MAT file is in the right directory as well. Typically in game, they are in different directories, as the ships CMP files are in their own directory, but the MAT file is shared by many:
Patriot
DA_archetype = ships\liberty\li_fighter \li_fighter.cmp
material_library = ships\liberty\li_playerships.mat
Defender
DA_archetype = ships\liberty\li_elite \li_elite.cmp
material_library = ships\liberty\li_playerships.mat
Notice the italics part? That is cause those CMP files are in their own directories - but the mat file is just in the "root" directory - as you can see. Therefore - they SHARE the mat file. Make sure YOUR mat file is in the correct location for where this line is pointing too!
Basically - look at Drizzlas excellent ship building tutorial, and i am SURE there is one from Harrier kicking round somewhere too
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