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*** Newbie Questions? Look no further! ***

The general place to discuss MOD''ing Freelancer!

Post Fri Oct 08, 2004 9:57 am

So does enybody have an idea how to make bases let you dock if your rep is bad

Post Fri Oct 08, 2004 10:59 am

Soz BauBau, doesn't work mate. That stuff is hardcoded in exe or a dll... Same as modding so cannot dock with an unfriendly gate. Shame but we have tried

Edited by - Anton on 10/8/2004 12:00:30 PM

Post Fri Oct 08, 2004 4:41 pm

See this is the problem.The files I found in the mod's folder are .sur files,microsoft access table shortcut,xml and CMP files.I couldn't find any .ini files or anything that I know how to edit.THIS is what I meant about not knowing how to edit mod files.The in-game files are exactly like you told me they would be and eveything was where it was supposed to be,but the mod's aren't the same.

"It's not the great who are strong.It's the strong who are great."

Edited by - Draven104 on 10/8/2004 5:43:42 PM

Post Sat Oct 09, 2004 2:48 am

@Draven
The code you are looking for is most likely inside the XML file. Instead of including an entirely new ini file FLMM allows you to just add sections to the files. Open up the XML file and you should see the entries that will be copied into each folder - if you edit them in here the changes will take effect whenever you activate the mod.

Post Sat Oct 09, 2004 7:56 am

So then I should use A hex editor for that file or something else?

"It's not the great who are strong.It's the strong who are great."

Post Sat Oct 09, 2004 9:30 am

Nope, just use Wordpad/Notepad.

Post Sat Oct 09, 2004 5:03 pm

Hey I'm new to the forums and stuff, but I just wanna know how I can reverse my faction with the Red Hessians so I can use their base and get the Sabre. I tried using the guide at GameFAQs.com about editing but it didn't work at all. Please help? :/

[Edit It would be a maaaaaaaajor help if by some chance someone has a copy of the ini file with a bunch of good factions they could copy and post. =)

Edited by - Symbion on 10/9/2004 6:05:04 PM

Post Sat Oct 09, 2004 11:49 pm

Symbion, it would be much easier to just put the sabre at another base, instead of going through the trouble of editing your rep.

To add a ship to a base, go into market_ships.ini in your EQUIPMENT folder. You need to find the list of all the base nicknames. You can look in the forums using the search option or if you need, I can email you the list.

Keeping in mind that each base can only hold 3 ships, pick the base that you want to sell the ship. I think Pittsburgh is an easy one. Search the file for

[BaseGood
base = Li01_02_base

and add the line; marketgood = bwe2_package, 0, -1, 1, 1, 0, 1, 1
The segment, bwe2_package, specifies which ship is sold there, bwe2_package means the Sabre. You can also find a complete list of these on TLR. The first number after it sets the level you need to be to buy the ship. It is normally set to 30 but I changed it to 0. The number after that tells what kind of rep you need to buy the ship, -1 being the lowest and 1 being the best. The rest of the numbers specify whether the ship is sold or not.

1,1,0,1,1 means it is sold, if those numbers arent the last 5, the ship wont be there.

Anyway, If you want to put the Sabre on Pittsburgh just follow the instructions I typed up and it will be there for you to buy.

Post Sun Oct 10, 2004 12:21 am

Ok Accushot I finally got what I wanted.Thanks to you and parabolix for putting up with my questions.By the way whatever happend to that path finding mod?The one that let you plot A course using jumpholes as well as gates?I can't find it anywhere and that thing really helped me get around the short way and not the looooooooooooong way as I have to do now.

"It's not the great who are strong.It's the strong who are great."

Post Sun Oct 10, 2004 11:26 pm

How can I make a planet landscape, to see when I land?

Post Mon Oct 11, 2004 11:21 pm

mike,

I'm not an expert on this topic, but I believe that it requires some extensive editing of the .thn files, which I believe are written in C++. There is a tutorial around here somewhere. It's not for modding newbies

Post Tue Oct 12, 2004 9:19 am

It's a script language called thorn (there's a decompiler on site somewhere) and its the same language as used to make intro scripts (see tutorials section) Dunno how you'd actually make one tho

Post Tue Oct 12, 2004 10:37 am

First you need to create the landscape in Milkshape, and export it as a cmp file. This is hard in itself, but you could try importing an original to get the size + shape right. Then add it to the object database, by adding a line to Data/PetalDB.ini like this:

room = my_new_cityscape, <Filename relative to the Data directory>

Then all you need to do is create the thorn file. These are probably easier than creating the model - the best way is to copy an existing one and modify the ship landing/taking off path, as well as the position of the landing platform etc.

So it's pretty complicated and could take a while

Post Wed Oct 13, 2004 1:19 am

i'm currently editing the sunslayer torpedo so that it has a larger blast radius then it currently does. something close to three kays. exactly which files would i have to edit and what parts of the file would i have to edit.

to die is to die once but to live defeated is to die each day

Post Wed Oct 13, 2004 7:42 am

@dannal
The file you need to edit is Data/Equipment/weapon_equip.ini, then search for the nickname of the weapon (torpedo01_mark02). If you don't know the nickname you can use Fled-IDS or the Misc Database to find out, both can be found in downloads.

There are four sections relating to the sunslayer: the Motor, Explosion, Ammo and Weapon entries. Look at the explosion entry - the nickname is "torpedo01_mark02_explosion".

[Explosion
nickname = torpedo01_mark02_explosion
effect = ku_torpedo01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 25 ;<------- Change this to a higher value.
hull_damage = 11736
energy_damage = 0
impulse = 0

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