Important MessageYou are browsing the archived Lancers Reactor forums. You cannot register or login. |
*** Newbie Questions? Look no further! ***
The general place to discuss MOD''ing Freelancer!
Parabolix:
I'll keep that "edit" tip in mind next time i forget somethin'. Thanks!
Thanks again for figuring out that st_goods.ini problem. I haven't yet tried reinstalling Fl. Will try that soon.
Got some more questions (not really problems...just questions....)
1. What do the dpengine and hpengine in cmp file stand for??? Can we make more exhaust flares to appear behind a ship ???( I've made a ship by using the cmp, mat and sur files of sabre (i.e. cloning it) fitted it with an anubis engine. The red exhaust flare looks cool. So i wanna fit in more!!!)
2. Can we make more cargo drop out of enemy planes when destroyed (e.g. they drop all their weapons and whole of their cargo)??? Can the same be done for the mining zones (the small asteroids drop more quantity of a commodity)
I'll keep that "edit" tip in mind next time i forget somethin'. Thanks!
Thanks again for figuring out that st_goods.ini problem. I haven't yet tried reinstalling Fl. Will try that soon.
Got some more questions (not really problems...just questions....)
1. What do the dpengine and hpengine in cmp file stand for??? Can we make more exhaust flares to appear behind a ship ???( I've made a ship by using the cmp, mat and sur files of sabre (i.e. cloning it) fitted it with an anubis engine. The red exhaust flare looks cool. So i wanna fit in more!!!)
2. Can we make more cargo drop out of enemy planes when destroyed (e.g. they drop all their weapons and whole of their cargo)??? Can the same be done for the mining zones (the small asteroids drop more quantity of a commodity)
Hey guys, Ive recently become an avid gamer and after playing a few mods on FL, TNG1.7 and 2.6.5, I have become interested in creating my own mod.
I followed the little Rhino 2 tute and all is good, the turn Maine into a base and no probs, but I have 4 Q's for Accushot or Chips.Bear in mind I have no clue about modding and no web connection at home (Im from south Africa), but I am learning as I go.
Q1: after adding the rhino 2 i decided i wanted my own textures on it. I created the necessary folders in the ships folder of the mod folder and copied the li_playerships.mat into the mods ships\liberty folder and renamed it, I then used the utf editor to extract these textures and replace them with mine(using Kasdians overhaul guide):Liberty_256.tga, L_freighter_lod.tga and freighter.tga.
When I load FL, at Manhattan the rhino 1 looks like the original, good.
When I get to Pittsburgh at the shipdealer both the original rhino1 and the rhino 2 are mapped with my textures, better yet, when I buy the rhino 2 and launch to space its been remapped with the original rhino1 textures? What have I missed.
Q2: I discovered changing music and sounds is really easy( Im a total noob),
but how in the hell do I change the music at the main menu? I checked crossfires music.ini and done the same to no adue.
Q3: turnig planet Maine into base was easy but the docking ring isnt exactly in line with the planet, is there a method for plotting coords relative to objects on the navmap or anything in that line that would help?
Q4: is it possible to add a button on the navmap, say "multiverse", I figure doing would cause massive amounts of new space regarding system placing, but also figure that one would probably have change everything linked to universe to now point to multiverse\universeX\blah blah. IF anything here is confusing thats cause I dont really know what Im talking about and am mostly geussing and using logic to figure out what to do. Any help on these four issues would be greatly appreciated. pls.
If you live for yourself, know that you will die alone.
I followed the little Rhino 2 tute and all is good, the turn Maine into a base and no probs, but I have 4 Q's for Accushot or Chips.Bear in mind I have no clue about modding and no web connection at home (Im from south Africa), but I am learning as I go.
Q1: after adding the rhino 2 i decided i wanted my own textures on it. I created the necessary folders in the ships folder of the mod folder and copied the li_playerships.mat into the mods ships\liberty folder and renamed it, I then used the utf editor to extract these textures and replace them with mine(using Kasdians overhaul guide):Liberty_256.tga, L_freighter_lod.tga and freighter.tga.
When I load FL, at Manhattan the rhino 1 looks like the original, good.
When I get to Pittsburgh at the shipdealer both the original rhino1 and the rhino 2 are mapped with my textures, better yet, when I buy the rhino 2 and launch to space its been remapped with the original rhino1 textures? What have I missed.
Q2: I discovered changing music and sounds is really easy( Im a total noob),
but how in the hell do I change the music at the main menu? I checked crossfires music.ini and done the same to no adue.
Q3: turnig planet Maine into base was easy but the docking ring isnt exactly in line with the planet, is there a method for plotting coords relative to objects on the navmap or anything in that line that would help?
Q4: is it possible to add a button on the navmap, say "multiverse", I figure doing would cause massive amounts of new space regarding system placing, but also figure that one would probably have change everything linked to universe to now point to multiverse\universeX\blah blah. IF anything here is confusing thats cause I dont really know what Im talking about and am mostly geussing and using logic to figure out what to do. Any help on these four issues would be greatly appreciated. pls.
If you live for yourself, know that you will die alone.
Hi,
I have created a custom base in the New London system that's all set up fine and can be docked with no problem. I'm now trying to add equipment and ships to the base and have read lots of posts here on how to do that. But, I'm having problems with my ship dealer.
I have created two rooms: Deck and Bar. My Trader, Equipment, and Shipdealer are all virtual rooms which go to the Deck. This works for the Trader and the Equipment from either the Deck or Bar. However, it doesnt work for Shipdealer. If you click the Shipdealer icon it goes to another room, with no shipdealer present and no ships (the room looks like Suffolk battleship shipdealer). You have to click again and then it goes to yet another room (also Suffolk BS lookalike). Then if you try going to the Equipment from there it goes to the 1st Suffolk room lookalike.
Can anyone help!? Really would appreciate it!
Here are the relevant bits of my ini files:
MBASES.INI
[MBase
nickname = Br01_havenalpha_station
local_faction = br_p_grp
diff = 4
msg_id_prefix = gcs_refer_base_Br01_havenalpha_station
[MVendor
num_offers = 2, 4
[BaseFaction
faction = br_n_grp
weight = 67
offers_missions = true
mission_type = DestroyMission, 0.205129, 0.480486, 60
npc = br0103_bnavy_001_m
npc = br0103_bnavy_002_f
[BaseFaction
faction = br_p_grp
weight = 67
offers_missions = true
mission_type = DestroyMission, 0.480486, 0.900376, 60
npc = br0201_bpolice_001_m
npc = br0201_bpolice_002_f
npc = br0201_bpolice_003_f
[GF_NPC
nickname = br01havenalpha_fix_bartender
body = br_bartender_body
head = br_brighton_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 320007
affiliation = br_p_grp
voice = rvp101
bribe = br_p_grp, 12, 16000
[GF_NPC
nickname = br01havenalpha_fix_ship
body = br_male_elite_body
head = rh_sales_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 320006
affiliation = br_p_grp
voice = rvp131
[GF_NPC
nickname = br01havenalpha_fix_trader
body = br_male_elite_body
head = li_sales_head_hat
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 320009
affiliation = br_p_grp
voice = rvp101
[GF_NPC
nickname = br01havenalpha_fix_weaponsdealer
body = br_male_elite_body
head = ge_male1_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 320008
affiliation = br_p_grp
voice = rvp131
[MRoom
nickname = bar
character_density = 4
fixture = br01havenalpha_fix_bartender, Zs/NPC/Bartender/01/A/Stand, scripts\vendors\li_bartender_fidget.thn, bartender
[MRoom
nickname = Deck
character_density = 3
fixture = br01havenalpha_fix_ship, Zs/NPC/Shipdealer/01/A/Stand, scripts\vendors\li_shipdealer_fidget.thn, ShipDealer
fixture = br01havenalpha_fix_trader, Zs/NPC/Trader/01/A/Stand, scripts\vendors\li_commtrader_fidget.thn, trader
fixture = br01havenalpha_fix_weaponsdealer, Zs/NPC/Equipment/01/A/Stand, scripts\vendors\li_equipdealer_fidget.thn, Equipment
MARKET_SHIPS.INI
[BaseGood
base = br01_havenalpha_station
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood = gf2_package, 4, -1, 0, 0, 1, 1, 1
marketgood = gf4_package, 13, -1, 0, 0, 1, 1, 1
marketgood = gf5_package, 24, -1, 0, 0, 1, 1, 1
marketgood = gf6_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwf_package, 4, -1, 1, 1, 0, 1, 1
marketgood = bwe_package, 20, -1, 0, 0, 1, 1, 1
marketgood = bwe2_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwfr_package, 40, -1, 1, 1, 0, 1, 1
marketgood = cof_package, 8, -1, 0, 0, 1, 1, 1
marketgood = coe_package, 28, -1, 0, 0, 1, 1, 1
marketgood = coe2_package, 32, -1, 0, 0, 1, 1, 1
marketgood = lf_package, 1, -1, 0, 0, 1, 1, 1
marketgood = le_package, 2, -1, 0, 0, 1, 1, 1
marketgood = lfr_package, 1, -1, 0, 0, 1, 1, 1
marketgood = bf_package, 6, -1, 0, 1, 0, 1, 1
marketgood = be_package, 8, -1, 0, 0, 1, 1, 1
marketgood = bfr_package, 4, -1, 0, 1, 0, 1, 1
marketgood = kf_package, 10, -1, 0, 0, 1, 1, 1
marketgood = ke_package, 13, -1, 0, 0, 1, 1, 1
marketgood = kfr_package, 20, -1, 1, 1, 0, 1, 1
marketgood = rf_package, 20, -1, 0, 0, 1, 1, 1
marketgood = re_package, 22, -1, 0, 0, 1, 1, 1
marketgood = rfr_package, 20, -1, 0, 0, 1, 1, 1
marketgood = pf_package, 2, -1, 0, 0, 1, 1, 1
marketgood = pe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = pfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhf_package, 4, -1, 0, 1, 0, 1, 1
marketgood = bhe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = bhe2_package, 26, -1, 0, 0, 1, 1, 1
marketgood = oe_package, 16, -1, 0, 0, 1, 1, 1
BR_01_HAVENALPHA_STATION.INI
[BaseInfo
nickname = Br01_havenalpha_station
start_room = Deck
[Room
nickname = Deck
file = Universe\Systems\Br01\Bases\Rooms\Br01_havenalpha_station_deck.ini
[Room
nickname = Bar
file = Universe\Systems\Br01\Bases\Rooms\Br01_havenalpha_station_bar.ini
BR01_HAVENALPHA_STATION_BAR.INI
[Room_Info
set_script = scripts\bases\br_08_Bar_hardpoint_R5.thn
scene = ambient, scripts\bases\br_08_bar_ambi_Br01_08.thn
scene = ambient, scripts\bases\Ambi_Terrain_Static_D01.thn
scene = ambient, scripts\bases\Ambi_Terrain_Static_D02.thn
scene = ambient, scripts\bases\Ambi_Terrain_Dynamic.thn
[Room_Sound
music = music_bar_generic03
ambient = ambience_deck_space_smaller
[Camera
name = Camera_0
[CharacterPlacement
name = Zg/PC/Player/01/A/Stand
start_script = Scripts\Bases\br_08_bar_enter_01.thn
[Hotspot
name = IDS_HOTSPOT_DECK
behavior = ExitDoor
room_switch = Deck
[Hotspot
name = IDS_HOTSPOT_BAR
behavior = ExitDoor
room_switch = Bar
[Hotspot
name = IDS_HOTSPOT_COMMODITYTRADER_ROOM
behavior = VirtualRoom
room_switch = Trader
[Hotspot
name = IDS_HOTSPOT_EQUIPMENTDEALER_ROOM
behavior = VirtualRoom
room_switch = Equipment
[Hotspot
name = IDS_HOTSPOT_SHIPDEALER_ROOM
behavior = ExitDoor
room_switch = ShipDealer
[Hotspot
name = IDS_HOTSPOT_NEWSVENDOR
behavior = NewsVendor
[Hotspot
name = IDS_HOTSPOT_MISSIONVENDOR
behavior = MissionVendor
BR01_HAVENALPHA_STATION_DECK.INI
[Room_Info
set_script = Scripts\Bases\br_07_Deck_hardpoint_01.thn
scene = all, ambient, Scripts\Bases\br_07_Deck_ambi_int_01.thn
animation = Sc_loop
[Room_Sound
ambient = ambience_deck_space_larger
[Camera
name = Camera_0
[CharacterPlacement
name = Zg/PC/Player/01/A/Stand
[PlayerShipPlacement
name = X/Shipcentre/01
[ForSaleShipPlacement
name = X/Shipcentre/02
[Hotspot
name = IDS_HOTSPOT_DECK
behavior = ExitDoor
room_switch = Deck
[Hotspot
name = IDS_HOTSPOT_BAR
behavior = ExitDoor
room_switch = Bar
[Hotspot
name = IDS_HOTSPOT_COMMODITYTRADER_ROOM
behavior = VirtualRoom
room_switch = Trader
[Hotspot
name = IDS_HOTSPOT_EQUIPMENTDEALER_ROOM
behavior = VirtualRoom
room_switch = Equipment
[Hotspot
name = IDS_HOTSPOT_SHIPDEALER_ROOM
behavior = VirtualRoom
room_switch = ShipDealer
[Hotspot
name = IDS_NN_REPAIR_YOUR_SHIP
behavior = Repair
virtual_room = Deck
[Hotspot
name = IDS_DEALER_FRONT_DESK
behavior = FrontDesk
state_read = 1
state_send = 2
virtual_room = Trader
[Hotspot
name = IDS_HOTSPOT_COMMODITYTRADER
behavior = StartDealer
state_read = 2
state_send = 1
virtual_room = Trader
[Hotspot
name = IDS_DEALER_FRONT_DESK
behavior = FrontDesk
state_read = 1
state_send = 2
virtual_room = Equipment
[Hotspot
name = IDS_HOTSPOT_EQUIPMENTDEALER
behavior = StartEquipDealer
state_read = 2
state_send = 1
virtual_room = Equipment
[Hotspot
name = IDS_EQUIPMENT_ROOM_RIGHT
behavior = MoveRight
state_read = 2
state_send = 1
virtual_room = Equipment
[Hotspot
name = IDS_NN_REPAIR_YOUR_SHIP
behavior = Repair
virtual_room = Equipment
[Hotspot
name = IDS_DEALER_FRONT_DESK
behavior = FrontDesk
state_read = 1
state_send = 2
virtual_room = ShipDealer
[Hotspot
name = IDS_HOTSPOT_SHIPDEALER
behavior = StartShipDealer
state_read = 2
state_send = 1
virtual_room = ShipDealer
[Hotspot
name = IDS_NN_REPAIR_YOUR_SHIP
behavior = Repair
virtual_room = ShipDealer
I have created a custom base in the New London system that's all set up fine and can be docked with no problem. I'm now trying to add equipment and ships to the base and have read lots of posts here on how to do that. But, I'm having problems with my ship dealer.
I have created two rooms: Deck and Bar. My Trader, Equipment, and Shipdealer are all virtual rooms which go to the Deck. This works for the Trader and the Equipment from either the Deck or Bar. However, it doesnt work for Shipdealer. If you click the Shipdealer icon it goes to another room, with no shipdealer present and no ships (the room looks like Suffolk battleship shipdealer). You have to click again and then it goes to yet another room (also Suffolk BS lookalike). Then if you try going to the Equipment from there it goes to the 1st Suffolk room lookalike.
Can anyone help!? Really would appreciate it!
Here are the relevant bits of my ini files:
MBASES.INI
[MBase
nickname = Br01_havenalpha_station
local_faction = br_p_grp
diff = 4
msg_id_prefix = gcs_refer_base_Br01_havenalpha_station
[MVendor
num_offers = 2, 4
[BaseFaction
faction = br_n_grp
weight = 67
offers_missions = true
mission_type = DestroyMission, 0.205129, 0.480486, 60
npc = br0103_bnavy_001_m
npc = br0103_bnavy_002_f
[BaseFaction
faction = br_p_grp
weight = 67
offers_missions = true
mission_type = DestroyMission, 0.480486, 0.900376, 60
npc = br0201_bpolice_001_m
npc = br0201_bpolice_002_f
npc = br0201_bpolice_003_f
[GF_NPC
nickname = br01havenalpha_fix_bartender
body = br_bartender_body
head = br_brighton_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 320007
affiliation = br_p_grp
voice = rvp101
bribe = br_p_grp, 12, 16000
[GF_NPC
nickname = br01havenalpha_fix_ship
body = br_male_elite_body
head = rh_sales_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 320006
affiliation = br_p_grp
voice = rvp131
[GF_NPC
nickname = br01havenalpha_fix_trader
body = br_male_elite_body
head = li_sales_head_hat
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 320009
affiliation = br_p_grp
voice = rvp101
[GF_NPC
nickname = br01havenalpha_fix_weaponsdealer
body = br_male_elite_body
head = ge_male1_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 320008
affiliation = br_p_grp
voice = rvp131
[MRoom
nickname = bar
character_density = 4
fixture = br01havenalpha_fix_bartender, Zs/NPC/Bartender/01/A/Stand, scripts\vendors\li_bartender_fidget.thn, bartender
[MRoom
nickname = Deck
character_density = 3
fixture = br01havenalpha_fix_ship, Zs/NPC/Shipdealer/01/A/Stand, scripts\vendors\li_shipdealer_fidget.thn, ShipDealer
fixture = br01havenalpha_fix_trader, Zs/NPC/Trader/01/A/Stand, scripts\vendors\li_commtrader_fidget.thn, trader
fixture = br01havenalpha_fix_weaponsdealer, Zs/NPC/Equipment/01/A/Stand, scripts\vendors\li_equipdealer_fidget.thn, Equipment
MARKET_SHIPS.INI
[BaseGood
base = br01_havenalpha_station
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood = gf2_package, 4, -1, 0, 0, 1, 1, 1
marketgood = gf4_package, 13, -1, 0, 0, 1, 1, 1
marketgood = gf5_package, 24, -1, 0, 0, 1, 1, 1
marketgood = gf6_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwf_package, 4, -1, 1, 1, 0, 1, 1
marketgood = bwe_package, 20, -1, 0, 0, 1, 1, 1
marketgood = bwe2_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwfr_package, 40, -1, 1, 1, 0, 1, 1
marketgood = cof_package, 8, -1, 0, 0, 1, 1, 1
marketgood = coe_package, 28, -1, 0, 0, 1, 1, 1
marketgood = coe2_package, 32, -1, 0, 0, 1, 1, 1
marketgood = lf_package, 1, -1, 0, 0, 1, 1, 1
marketgood = le_package, 2, -1, 0, 0, 1, 1, 1
marketgood = lfr_package, 1, -1, 0, 0, 1, 1, 1
marketgood = bf_package, 6, -1, 0, 1, 0, 1, 1
marketgood = be_package, 8, -1, 0, 0, 1, 1, 1
marketgood = bfr_package, 4, -1, 0, 1, 0, 1, 1
marketgood = kf_package, 10, -1, 0, 0, 1, 1, 1
marketgood = ke_package, 13, -1, 0, 0, 1, 1, 1
marketgood = kfr_package, 20, -1, 1, 1, 0, 1, 1
marketgood = rf_package, 20, -1, 0, 0, 1, 1, 1
marketgood = re_package, 22, -1, 0, 0, 1, 1, 1
marketgood = rfr_package, 20, -1, 0, 0, 1, 1, 1
marketgood = pf_package, 2, -1, 0, 0, 1, 1, 1
marketgood = pe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = pfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhf_package, 4, -1, 0, 1, 0, 1, 1
marketgood = bhe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = bhe2_package, 26, -1, 0, 0, 1, 1, 1
marketgood = oe_package, 16, -1, 0, 0, 1, 1, 1
BR_01_HAVENALPHA_STATION.INI
[BaseInfo
nickname = Br01_havenalpha_station
start_room = Deck
[Room
nickname = Deck
file = Universe\Systems\Br01\Bases\Rooms\Br01_havenalpha_station_deck.ini
[Room
nickname = Bar
file = Universe\Systems\Br01\Bases\Rooms\Br01_havenalpha_station_bar.ini
BR01_HAVENALPHA_STATION_BAR.INI
[Room_Info
set_script = scripts\bases\br_08_Bar_hardpoint_R5.thn
scene = ambient, scripts\bases\br_08_bar_ambi_Br01_08.thn
scene = ambient, scripts\bases\Ambi_Terrain_Static_D01.thn
scene = ambient, scripts\bases\Ambi_Terrain_Static_D02.thn
scene = ambient, scripts\bases\Ambi_Terrain_Dynamic.thn
[Room_Sound
music = music_bar_generic03
ambient = ambience_deck_space_smaller
[Camera
name = Camera_0
[CharacterPlacement
name = Zg/PC/Player/01/A/Stand
start_script = Scripts\Bases\br_08_bar_enter_01.thn
[Hotspot
name = IDS_HOTSPOT_DECK
behavior = ExitDoor
room_switch = Deck
[Hotspot
name = IDS_HOTSPOT_BAR
behavior = ExitDoor
room_switch = Bar
[Hotspot
name = IDS_HOTSPOT_COMMODITYTRADER_ROOM
behavior = VirtualRoom
room_switch = Trader
[Hotspot
name = IDS_HOTSPOT_EQUIPMENTDEALER_ROOM
behavior = VirtualRoom
room_switch = Equipment
[Hotspot
name = IDS_HOTSPOT_SHIPDEALER_ROOM
behavior = ExitDoor
room_switch = ShipDealer
[Hotspot
name = IDS_HOTSPOT_NEWSVENDOR
behavior = NewsVendor
[Hotspot
name = IDS_HOTSPOT_MISSIONVENDOR
behavior = MissionVendor
BR01_HAVENALPHA_STATION_DECK.INI
[Room_Info
set_script = Scripts\Bases\br_07_Deck_hardpoint_01.thn
scene = all, ambient, Scripts\Bases\br_07_Deck_ambi_int_01.thn
animation = Sc_loop
[Room_Sound
ambient = ambience_deck_space_larger
[Camera
name = Camera_0
[CharacterPlacement
name = Zg/PC/Player/01/A/Stand
[PlayerShipPlacement
name = X/Shipcentre/01
[ForSaleShipPlacement
name = X/Shipcentre/02
[Hotspot
name = IDS_HOTSPOT_DECK
behavior = ExitDoor
room_switch = Deck
[Hotspot
name = IDS_HOTSPOT_BAR
behavior = ExitDoor
room_switch = Bar
[Hotspot
name = IDS_HOTSPOT_COMMODITYTRADER_ROOM
behavior = VirtualRoom
room_switch = Trader
[Hotspot
name = IDS_HOTSPOT_EQUIPMENTDEALER_ROOM
behavior = VirtualRoom
room_switch = Equipment
[Hotspot
name = IDS_HOTSPOT_SHIPDEALER_ROOM
behavior = VirtualRoom
room_switch = ShipDealer
[Hotspot
name = IDS_NN_REPAIR_YOUR_SHIP
behavior = Repair
virtual_room = Deck
[Hotspot
name = IDS_DEALER_FRONT_DESK
behavior = FrontDesk
state_read = 1
state_send = 2
virtual_room = Trader
[Hotspot
name = IDS_HOTSPOT_COMMODITYTRADER
behavior = StartDealer
state_read = 2
state_send = 1
virtual_room = Trader
[Hotspot
name = IDS_DEALER_FRONT_DESK
behavior = FrontDesk
state_read = 1
state_send = 2
virtual_room = Equipment
[Hotspot
name = IDS_HOTSPOT_EQUIPMENTDEALER
behavior = StartEquipDealer
state_read = 2
state_send = 1
virtual_room = Equipment
[Hotspot
name = IDS_EQUIPMENT_ROOM_RIGHT
behavior = MoveRight
state_read = 2
state_send = 1
virtual_room = Equipment
[Hotspot
name = IDS_NN_REPAIR_YOUR_SHIP
behavior = Repair
virtual_room = Equipment
[Hotspot
name = IDS_DEALER_FRONT_DESK
behavior = FrontDesk
state_read = 1
state_send = 2
virtual_room = ShipDealer
[Hotspot
name = IDS_HOTSPOT_SHIPDEALER
behavior = StartShipDealer
state_read = 2
state_send = 1
virtual_room = ShipDealer
[Hotspot
name = IDS_NN_REPAIR_YOUR_SHIP
behavior = Repair
virtual_room = ShipDealer
@wizard_phoenix: HpEngine is the exhaust flares, you have to also change it in shiparch.ini
num_exhaust_nozzles = 2
or something similar
To make ships drop all their weapons you will need to use fuses, a useful tutorial can be found On this site
@AdenX:
Q1: sounds like you havent done it properly and so there are two copies of each texture and FL isnt sure which one to use
Q2: not sure, i dont do music
Q3: well the coordinates are XXXX,YYYY,ZZZZ (X is left/right on navmap, Y is up/down, and Z is height in the game)
Q4: no, there is only one navmap that you can use.
num_exhaust_nozzles = 2
or something similar
To make ships drop all their weapons you will need to use fuses, a useful tutorial can be found On this site
@AdenX:
Q1: sounds like you havent done it properly and so there are two copies of each texture and FL isnt sure which one to use
Q2: not sure, i dont do music
Q3: well the coordinates are XXXX,YYYY,ZZZZ (X is left/right on navmap, Y is up/down, and Z is height in the game)
Q4: no, there is only one navmap that you can use.
These probably count as a newbie questions, but I'm stuck:
1. Is it possible to limit the distance at which missions are assignable at a given base? IOW, if I have a Vignette Zone that's 100K away, then obviously I don't want that base to offer a mission that goes there- players will take it by mistake, and end up with a 4-minute "drive" to the location. I haven't a clue whether this can be done, and I'd really appreciate any answer- I'm scared of mbases.ini, but I'll mess with it if I have to
2. Is it possible to change the altitude at which missions occur? If you haven't played my mod and are reading this... I've implemented an ocean that basically goes beyond the map in all directions. Part of making it work with the AI was implementing equally-huge Death_Zones, altering the Formations, etc., etc., etc. But one thing that's still a major pain (and will remain so, until I've taken care of all of the issues with replacing the Dockables, which is going to be awhile) is that Missions are occuring at 0 in the Y axis. I'd like to raise this to about 25. Is this possible, or should I move the ocean and the deathzones farther down?
3. Is it possible to have a mission that involves Freighters, Gunboats, Cruisers or Battleships? If so, how? I'm not talking about Random Encounters here, obviously- those are relatively easy. I assume, from reading through the vignetteparameters.ini file, that the answer here is "not unless you make those ships FIGHTER classes, make alternate entries for them in the Loadouts, etc., and then include them in the Faction that can have Missions launched against it". But I am perfectly willing (and able, I think) to do so, so that I can have battles that involve some of the larger ship classes.
1. Is it possible to limit the distance at which missions are assignable at a given base? IOW, if I have a Vignette Zone that's 100K away, then obviously I don't want that base to offer a mission that goes there- players will take it by mistake, and end up with a 4-minute "drive" to the location. I haven't a clue whether this can be done, and I'd really appreciate any answer- I'm scared of mbases.ini, but I'll mess with it if I have to
2. Is it possible to change the altitude at which missions occur? If you haven't played my mod and are reading this... I've implemented an ocean that basically goes beyond the map in all directions. Part of making it work with the AI was implementing equally-huge Death_Zones, altering the Formations, etc., etc., etc. But one thing that's still a major pain (and will remain so, until I've taken care of all of the issues with replacing the Dockables, which is going to be awhile) is that Missions are occuring at 0 in the Y axis. I'd like to raise this to about 25. Is this possible, or should I move the ocean and the deathzones farther down?
3. Is it possible to have a mission that involves Freighters, Gunboats, Cruisers or Battleships? If so, how? I'm not talking about Random Encounters here, obviously- those are relatively easy. I assume, from reading through the vignetteparameters.ini file, that the answer here is "not unless you make those ships FIGHTER classes, make alternate entries for them in the Loadouts, etc., and then include them in the Faction that can have Missions launched against it". But I am perfectly willing (and able, I think) to do so, so that I can have battles that involve some of the larger ship classes.
Hey, I found this site a few days ago so I started reading the stuff in this forum and I've been thinking and doing some fiddling. Im interested in creating some of my own ships and I think I have most of the .ini stuff pretty much right. Well one of my friends asked me to do one for him. A freelancer version of the Millenium Falcon. I'm worried about the .sur files. I know they create the surface of the ship and I read that its not possible to create them but its gonna be difficult to find a ship that has roughly the same geometry as the one I'm trying to create. I thought that it might be possible to edit a file slightly so I could use it.
This is probably the wrong place to ask cause I know people have asked about models in the past and there was little help to be found so could someone please direct me to somewhere I could find out.
Thanx BTW great job on answering all the questions guys its got me to the point Im at
This is probably the wrong place to ask cause I know people have asked about models in the past and there was little help to be found so could someone please direct me to somewhere I could find out.
Thanx BTW great job on answering all the questions guys its got me to the point Im at
@Argh: Q1: Yes I think it is possible, although im not entirely sure how
Q2: Yes, open up the file of the system you want to change (I'm using New York):
[zone
nickname = zone_li01_destroy_vignette_30
pos = 11350, 0, 61539
shape = SPHERE
size = 10000
mission_type = unlawful
sort = 99.500000
vignette_type = field
This is the entry for the mission vignette, just change the second number on the pos= line.
Q3: This isn't really as hard as it sounds, open up npc_ships.ini and add something similar to this (im using the Lib Dreadnought as an example):
[NPCShipArch
nickname = my_lib_dreadnought <---a unique nickname to identify it
level = d1 <--- the level that is displayed in the game
loadout = li_n_li_dreadnought <--- an existing loadout from loadouts_special.ini (see below)
ship_archetype = li_dreadnought <---the archetype from shiparch.ini
state_graph = FIGHTER <---needs to be set to fighter
pilot = pilot_military_ace <--- the skill of the pilot
npc_class = lawful, class_fighter, d1 <--- obvious really (lawful/unlawful, the class, the npc difficulty)
About the loadout, I think you should be able to use the existing ones from loadouts_special, but if this doesn't work then copy the loadout into loadouts.ini and that should fix it.
Finally find the entry for the faction you want in faction_prop.ini and add this as an npc ship:
npc_ship = my_lib_dreadnought
The way this then works is that when a mission is created, the engine uses the difficulty of that mission and decides on which ships should be involved by using the difficulty class of the npcs that are available to that faction. This then spawns in the right ships for that difficulty
@Crofty: There should be a .sur resizer somewhere in the download section
Q2: Yes, open up the file of the system you want to change (I'm using New York):
[zone
nickname = zone_li01_destroy_vignette_30
pos = 11350, 0, 61539
shape = SPHERE
size = 10000
mission_type = unlawful
sort = 99.500000
vignette_type = field
This is the entry for the mission vignette, just change the second number on the pos= line.
Q3: This isn't really as hard as it sounds, open up npc_ships.ini and add something similar to this (im using the Lib Dreadnought as an example):
[NPCShipArch
nickname = my_lib_dreadnought <---a unique nickname to identify it
level = d1 <--- the level that is displayed in the game
loadout = li_n_li_dreadnought <--- an existing loadout from loadouts_special.ini (see below)
ship_archetype = li_dreadnought <---the archetype from shiparch.ini
state_graph = FIGHTER <---needs to be set to fighter
pilot = pilot_military_ace <--- the skill of the pilot
npc_class = lawful, class_fighter, d1 <--- obvious really (lawful/unlawful, the class, the npc difficulty)
About the loadout, I think you should be able to use the existing ones from loadouts_special, but if this doesn't work then copy the loadout into loadouts.ini and that should fix it.
Finally find the entry for the faction you want in faction_prop.ini and add this as an npc ship:
npc_ship = my_lib_dreadnought
The way this then works is that when a mission is created, the engine uses the difficulty of that mission and decides on which ships should be involved by using the difficulty class of the npcs that are available to that faction. This then spawns in the right ships for that difficulty
@Crofty: There should be a .sur resizer somewhere in the download section
Ah, s'ok I found the problem. I'd selected ExitDoor for the behaviour of the shipdealer hotspot which should have been virtualroom. But, what I've done now anyway is simply add all these rooms in entirety now and abandoned the virtual room idea. 'Sides, it looks kinda neat having Bretonian arms dealers + shipdealers on a space station what with all the stained glass an all. lol.
Dang, i have another question:
I have sorted my base and rooms out now, and also the market_ships.ini is working fine but I can't get the right equipment to sell. My dealer has nothing listed.
I changed market_misc.ini to include the following, placed alphabetically after br_01_08_base
[BaseGood
base = Br01_havenalpha_station
MarketGood = br_gun02_mark01, 20, 0.3, 10, 10, 0, 1
MarketGood = br_gun02_mark02, 25, 0.3, 10, 10, 0, 1
MarketGood = br_turret02_mark02, 25, 0.3, 10, 10, 0, 1
MarketGood = rh_gun02_mark01, 30, 0.6, 10, 10, 0, 1
MarketGood = fc_rh_gun01_mark01, 35, 0.6, 10, 10, 0, 1
MarketGood = fc_c_gun02_mark03, 45, 0.75, 10, 10, 0, 1
MarketGood = missile02_mark02, 25, 0.3, 10, 10, 0, 1
MarketGood = missile02_mark02_ammo, 25, 0.3, 50, 50, 0, 1
MarketGood = missile02_mark05, 30, 0.5, 10, 10, 0, 1
MarketGood = missile02_mark05_ammo, 30, 0.5, 50, 50, 0, 1
MarketGood = missile03_mark04, 45, 0.75, 10, 10, 0, 1
MarketGood = missile03_mark04_ammo, 45, 0.75, 50, 50, 0, 1
MarketGood = cruise_disruptor01_mark02, 12, 0.3, 10, 10, 0, 1
MarketGood = cruise_disruptor01_mark02_ammo, 12, 0.3, 50, 50, 0, 1
MarketGood = torpedo01_mark01, 10, 0, 10, 10, 0, 1
MarketGood = torpedo01_mark01_ammo, 10, -1, 50, 50, 0, 1
MarketGood = mine01_mark01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = mine01_mark02, 2, -0.200000, 10, 10, 0, 1
MarketGood = mine01_mark02_ammo, 2, -1, 50, 50, 0, 1
MarketGood = mine01_mark03, 10, 0, 10, 10, 0, 1
MarketGood = mine01_mark03_ammo, 10, -1, 50, 50, 0, 1
MarketGood = mine01_mark04_ammo, 22, -1, 50, 50, 0, 1
MarketGood = mine01_mark05_ammo, 30, -1, 50, 50, 0, 1
MarketGood = mine02_mark01, 0, -1, 10, 10, 0, 1
MarketGood = mine02_mark01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = mine02_mark02, 6, -0.200000, 10, 10, 0, 1
MarketGood = mine02_mark02_ammo, 6, -1, 50, 50, 0, 1
MarketGood = mine02_mark03_ammo, 16, -1, 50, 50, 0, 1
MarketGood = mine02_mark04_ammo, 26, -1, 50, 50, 0, 1
MarketGood = mine02_mark05_ammo, 30, -1, 50, 50, 0, 1
MarketGood = ge_s_repair_01, 0, -1, 100, 100, 0, 1
MarketGood = ge_s_cm_01, 2, -1, 10, 10, 0, 1
MarketGood = ge_s_cm_01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = ge_s_cm_02, 2, -1, 10, 10, 0, 1
MarketGood = ge_s_cm_02_ammo, 2, -1, 50, 50, 0, 1
MarketGood = ge_s_cm_03, 10, -1, 10, 10, 0, 1
MarketGood = ge_s_cm_03_ammo, 10, -1, 50, 50, 0, 1
MarketGood = shield03_mark09_lf, 35, 0.5, 10, 10, 0, 1
MarketGood = shield02_mark03_lf, 2, -1, 10, 10, 0, 1
MarketGood = shield02_mark04_lf, 6, -1, 10, 10, 0, 1
MarketGood = shield02_mark05_lf, 10, -1, 10, 10, 0, 1
MarketGood = shield03_mark09_hf, 45, 0.75, 10, 10, 0, 1
MarketGood = shield02_mark03_hf, 2, -1, 10, 10, 0, 1
MarketGood = shield02_mark04_hf, 6, -1, 10, 10, 0, 1
MarketGood = shield02_mark05_hf, 10, -1, 10, 10, 0, 1
MarketGood = shield03_mark09_fr, 15, 0.5, 10, 10, 0, 1
MarketGood = shield02_mark03_fr, 2, -1, 10, 10, 0, 1
MarketGood = shield02_mark04_fr, 6, -1, 10, 10, 0, 1
MarketGood = shield02_mark05_fr, 10, -1, 10, 10, 0, 1
MarketGood = ge_s_battery_01, 0, -1, 100, 100, 0, 1
I tried copying and pasting another base's equipment list in place too (changing base name) but nothing showed up in the dealer's room then either.
Any ideas?
I have sorted my base and rooms out now, and also the market_ships.ini is working fine but I can't get the right equipment to sell. My dealer has nothing listed.
I changed market_misc.ini to include the following, placed alphabetically after br_01_08_base
[BaseGood
base = Br01_havenalpha_station
MarketGood = br_gun02_mark01, 20, 0.3, 10, 10, 0, 1
MarketGood = br_gun02_mark02, 25, 0.3, 10, 10, 0, 1
MarketGood = br_turret02_mark02, 25, 0.3, 10, 10, 0, 1
MarketGood = rh_gun02_mark01, 30, 0.6, 10, 10, 0, 1
MarketGood = fc_rh_gun01_mark01, 35, 0.6, 10, 10, 0, 1
MarketGood = fc_c_gun02_mark03, 45, 0.75, 10, 10, 0, 1
MarketGood = missile02_mark02, 25, 0.3, 10, 10, 0, 1
MarketGood = missile02_mark02_ammo, 25, 0.3, 50, 50, 0, 1
MarketGood = missile02_mark05, 30, 0.5, 10, 10, 0, 1
MarketGood = missile02_mark05_ammo, 30, 0.5, 50, 50, 0, 1
MarketGood = missile03_mark04, 45, 0.75, 10, 10, 0, 1
MarketGood = missile03_mark04_ammo, 45, 0.75, 50, 50, 0, 1
MarketGood = cruise_disruptor01_mark02, 12, 0.3, 10, 10, 0, 1
MarketGood = cruise_disruptor01_mark02_ammo, 12, 0.3, 50, 50, 0, 1
MarketGood = torpedo01_mark01, 10, 0, 10, 10, 0, 1
MarketGood = torpedo01_mark01_ammo, 10, -1, 50, 50, 0, 1
MarketGood = mine01_mark01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = mine01_mark02, 2, -0.200000, 10, 10, 0, 1
MarketGood = mine01_mark02_ammo, 2, -1, 50, 50, 0, 1
MarketGood = mine01_mark03, 10, 0, 10, 10, 0, 1
MarketGood = mine01_mark03_ammo, 10, -1, 50, 50, 0, 1
MarketGood = mine01_mark04_ammo, 22, -1, 50, 50, 0, 1
MarketGood = mine01_mark05_ammo, 30, -1, 50, 50, 0, 1
MarketGood = mine02_mark01, 0, -1, 10, 10, 0, 1
MarketGood = mine02_mark01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = mine02_mark02, 6, -0.200000, 10, 10, 0, 1
MarketGood = mine02_mark02_ammo, 6, -1, 50, 50, 0, 1
MarketGood = mine02_mark03_ammo, 16, -1, 50, 50, 0, 1
MarketGood = mine02_mark04_ammo, 26, -1, 50, 50, 0, 1
MarketGood = mine02_mark05_ammo, 30, -1, 50, 50, 0, 1
MarketGood = ge_s_repair_01, 0, -1, 100, 100, 0, 1
MarketGood = ge_s_cm_01, 2, -1, 10, 10, 0, 1
MarketGood = ge_s_cm_01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = ge_s_cm_02, 2, -1, 10, 10, 0, 1
MarketGood = ge_s_cm_02_ammo, 2, -1, 50, 50, 0, 1
MarketGood = ge_s_cm_03, 10, -1, 10, 10, 0, 1
MarketGood = ge_s_cm_03_ammo, 10, -1, 50, 50, 0, 1
MarketGood = shield03_mark09_lf, 35, 0.5, 10, 10, 0, 1
MarketGood = shield02_mark03_lf, 2, -1, 10, 10, 0, 1
MarketGood = shield02_mark04_lf, 6, -1, 10, 10, 0, 1
MarketGood = shield02_mark05_lf, 10, -1, 10, 10, 0, 1
MarketGood = shield03_mark09_hf, 45, 0.75, 10, 10, 0, 1
MarketGood = shield02_mark03_hf, 2, -1, 10, 10, 0, 1
MarketGood = shield02_mark04_hf, 6, -1, 10, 10, 0, 1
MarketGood = shield02_mark05_hf, 10, -1, 10, 10, 0, 1
MarketGood = shield03_mark09_fr, 15, 0.5, 10, 10, 0, 1
MarketGood = shield02_mark03_fr, 2, -1, 10, 10, 0, 1
MarketGood = shield02_mark04_fr, 6, -1, 10, 10, 0, 1
MarketGood = shield02_mark05_fr, 10, -1, 10, 10, 0, 1
MarketGood = ge_s_battery_01, 0, -1, 100, 100, 0, 1
I tried copying and pasting another base's equipment list in place too (changing base name) but nothing showed up in the dealer's room then either.
Any ideas?
Thanks for the help Parabolix and Psycho. Here are some more nu:B questions:
1. How can we make the best path to somewhere in the universe include the unidentified jump holes as well (they only take jumpgates, even though jump holes may provide a shorter path)???
2. i've set the cruise speed as 4000, so i really dont need to use tradelanes. But when I make a waypoint to somewhere, the path goes thru' tradelanes. Can it be changed such that the path is a bee-line to the destination (which means only one target waypoint in a system)???
1. How can we make the best path to somewhere in the universe include the unidentified jump holes as well (they only take jumpgates, even though jump holes may provide a shorter path)???
2. i've set the cruise speed as 4000, so i really dont need to use tradelanes. But when I make a waypoint to somewhere, the path goes thru' tradelanes. Can it be changed such that the path is a bee-line to the destination (which means only one target waypoint in a system)???
Psyco, thnx 4 answering my Q's. I found the file (systems/intro/bases/rooms\***.ini) to change the main menu music the other day, about the co-ords, I know the format of the x,y,z graph but I dont know in which directions the pos/neg point to, but thx anyway.
I have a new Q though.
In the Systems\Intro\Bases\Rooms folder I change the .ini's of each intro to use
a different THN file and a sound score of my choice for each specific room intro.
I know how to create a half transparent image of choice to replace the
Interface\Intro\Images\front_freelancerlogo.tga, but how would I go about creating a seperate logo overlay for each specific room intro. Basically, for example, I want the front_freelancerlogo01.tga, the script(e.g. intro_dreadnought.thn) and the song of choice to activate together in room intro1 and so no for room intro2, each room intro having a specified logo overlay and sound score. Ive tried adding entries to, say, bases\rooms\intro1_cityscape.ini like this :
[Room_Info
scene = ambient, image, Interface\Intro\Images\front_freelancerlogo01.tga
If anybody didn't know, this caused my game to crash to desktop. I don't know what I should put in place of ambient if I should put anything there, or if Im even supposed to add an entry to this file. I named my three logo images the same as
FL's original one just with the corresponding number at the end of each tga,
and Ive tried many different deviations in the bases\rooms\intro*_******.ini's
but have had no luck in attaching a specific logo overlay to a specific room.
Is there anybody that knows how to do this or that has an idea what to do?
If you live for yourself, know that you will die alone.
I have a new Q though.
In the Systems\Intro\Bases\Rooms folder I change the .ini's of each intro to use
a different THN file and a sound score of my choice for each specific room intro.
I know how to create a half transparent image of choice to replace the
Interface\Intro\Images\front_freelancerlogo.tga, but how would I go about creating a seperate logo overlay for each specific room intro. Basically, for example, I want the front_freelancerlogo01.tga, the script(e.g. intro_dreadnought.thn) and the song of choice to activate together in room intro1 and so no for room intro2, each room intro having a specified logo overlay and sound score. Ive tried adding entries to, say, bases\rooms\intro1_cityscape.ini like this :
[Room_Info
scene = ambient, image, Interface\Intro\Images\front_freelancerlogo01.tga
If anybody didn't know, this caused my game to crash to desktop. I don't know what I should put in place of ambient if I should put anything there, or if Im even supposed to add an entry to this file. I named my three logo images the same as
FL's original one just with the corresponding number at the end of each tga,
and Ive tried many different deviations in the bases\rooms\intro*_******.ini's
but have had no luck in attaching a specific logo overlay to a specific room.
Is there anybody that knows how to do this or that has an idea what to do?
If you live for yourself, know that you will die alone.
EDIT: I have figured out how to make ammo take up cargo space, and unmounted weapons , too. But mounted ones seem to take no space. Is this fixable? It's less important than ammo, but it's still important that I know whether or not this can be done. I was disappointed enough when I found out (and demonstrated empirically, if you missed my physics article) that the Mass of objects other than the ship didn't really affect flight profiles... tell me that I can make a mounted gun take up cargo space, somehow... please... and make a game-balance-obsessed person happier with his modding options
Here's another *definately* newbie question.
How does Volume = really work ? Because I'm getting confused here.
I want weapons and ammunition (ESPECIALLY ammo) to take up cargo space. I've seen engines and armor do this in other mods, and I want it in my mod, for game-balance purposes.
I've assigned a Volume higher than zero to a gun, and then observed the results- the Volume didn't seem to apply.
The first test was with a gun with Volume (in its entry in Weapon_Equipment) of 3, and the ship's Hold_Size was 25.
6 guns were mounted, for 18 total Volume. I went to buy Commodities, and saw to my horror that I still could buy 25 items. Which means, obviously that either this doesn't work for weapons and ammo... or I'm missing something here.
Folks, is there a way to fix this? I'm very confused, obviously... please, somebody explain how this can be done- I hate the thought of making player choices as simplistic as "do I pick the fighter with decent cargo and 4 guns, or the one with less with 6?"- I want that to be the SAME FIGHTER, different loadouts, so that I can game-balance a whole slew of things, such as how many Bombs bombers can carry vs. Fighters, etc., etc. This is super-important... somebody give me a clue, or tell me that it's impossible
Edited by - Argh on 11/14/2004 1:45:26 AM
Here's another *definately* newbie question.
How does Volume = really work ? Because I'm getting confused here.
I want weapons and ammunition (ESPECIALLY ammo) to take up cargo space. I've seen engines and armor do this in other mods, and I want it in my mod, for game-balance purposes.
I've assigned a Volume higher than zero to a gun, and then observed the results- the Volume didn't seem to apply.
The first test was with a gun with Volume (in its entry in Weapon_Equipment) of 3, and the ship's Hold_Size was 25.
6 guns were mounted, for 18 total Volume. I went to buy Commodities, and saw to my horror that I still could buy 25 items. Which means, obviously that either this doesn't work for weapons and ammo... or I'm missing something here.
Folks, is there a way to fix this? I'm very confused, obviously... please, somebody explain how this can be done- I hate the thought of making player choices as simplistic as "do I pick the fighter with decent cargo and 4 guns, or the one with less with 6?"- I want that to be the SAME FIGHTER, different loadouts, so that I can game-balance a whole slew of things, such as how many Bombs bombers can carry vs. Fighters, etc., etc. This is super-important... somebody give me a clue, or tell me that it's impossible
Edited by - Argh on 11/14/2004 1:45:26 AM
Return to Freelancer General Editing Forum