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The general place to discuss MOD''ing Freelancer!

Post Sat Jan 03, 2004 10:04 pm

ThunderX.
I copied all of the tutorials from the tutorial forum. I started off modding a few guns, then ship stats then on to bases and systems. This forum is the best modding forum I've visited and the guys like Accushot and Chips put a lot of effort into sharing their knowledge, its much appreciated.
One important thing I did learn is to mod via FLMM only. I messed up a dll and it was easy to correct due to my mod being in FLMM.
My mod is taking ages to complete as I keep adding to it and I don't know when to stop. Its great fun though.
I'm trying to mod some news items at the moment and can't seem to access the data. Have anyone managed to create some.

S

Post Sun Jan 04, 2004 7:45 pm

Hey Chips... Found out about creating those pesky patrol path... my patrol paths are working perfectly no crashes whatsoever. Have you created any patrol paths yet? if not i will create a nice tutorial for this. and you can check it out....

All I do for LOVE

Post Mon Jan 05, 2004 2:04 am

Steve:

Certainly have, you need to look in DATA\MISSIONS\news.ini. A typical entry looks like this:

[NewsItem
rank = mission_01a_loaded, mission_01a_loaded ; How far you have to be in story
icon = critical
logo = news_scene2
category = 15001 ;IDS Name
headline = 15001 ;IDS Name
text = 15002 ;IDS Info
base = Li01_01_Base ;Where the news
base = Li01_02_base ;can be accessed from
base = Br01_01_base ;Add as many as you need

Use something like Fled-IDS to edit the IDS values

Post Tue Jan 06, 2004 5:17 am

Q2: How do I change the faction tags to players who play on my server ?
ex: Navy - nick01
i want it to be Rogues - nick01

Post Tue Jan 06, 2004 7:43 am

Firebase - must admit - when i am modding - i don't have too much time for trying to work things out unless they are vital (like patrol paths aren't vital, but stopping capships from crashing servers when using regens whilst blowing up IS!). Hence - i have solved the second - but couldn't really give a monkeys about finding out about the first...............that is until you mentioned it NOW!! lol - of course i am interested. however - I am going to have one more go at sorting it out myself - but by all means - write the tutorial!! it will be exceedingly well received i can assure you.

Now i know it aint impossible ......i will give it one more go to solve this problem

Post Tue Jan 06, 2004 7:30 pm

Chips...

found out some problem with paths.

patrol paths that are using

pop_type = attack_patrol
usage = patrol

don't crash but patrol paths that contain

pop_type = trade_path
usage = trade

sometimes it crashes

this is maybe that when you create a waypoint that goes to a wormhole from a base you need to create a path on the otherside of that hole to another base so as not to crash.

I will work on this one just to find out if my theory is correct after i complited my test on capitalship encounters.


All I do for LOVE

Post Tue Jan 06, 2004 7:48 pm

Accushot

The common and fastest way to create capitalship encounters is by making them fighters class ships. The problem with this is when a group of capitalship apears they use formation as that of the fighters and it is quite tight or the ships. I seen this in every MOD that includes capitalship encounters.

Now my idea is using the freighter class and creating new encounter parameter that uses the battleship formation. Doing this, there will be no more tight formations for capitalships this way.

BTW... most capitalship encounter parameters in MISSION/ENCOUNTER don't work... Don't know about the rheinland one...

Question.... When the capitalships appear then i selected them the pilot's name seems to appear like this UNKNOWN OBJECT. I use liberty navy cruiser for testing purposes.

Test system: Hi01.ini and i included the capitalship encounter
[Encounter.....
nickname = rhCap..something

and i used it in standard encounter and patrol encounters.

Second question... can someone tell me, is there any class 19 NPC that uses a freigter? if none... then the freighter class will be a good choice to use for the capitalship encounter. what do you all think....

All I do for LOVE

Post Wed Jan 07, 2004 1:41 am

how do I edit the EXE file to make it version 1.11? That's what I'm gonna use for my MOD!

Post Wed Jan 07, 2004 4:57 am

G'day, as I have only just started trying to create a mod for freelancer, these questions are probably realy basic, if so, sorry about that.

Basically I have managed to mod the Starflier ship how I want it, but now I want to change it so that I can use the new version in SP but the Liberty Rouges only have the original version. I have adjucted the loadout, shiparch and the m01a ini files but it keeps giving the new version to the rougues as well as to me. Any ideas on how to change this will be appreciated.

Thanks.

Post Wed Jan 07, 2004 11:18 am

Well - i think you mean the bloodhound. What i did for this, is create the ship again - but give it different nickname. You can use the same ids stuff - just different nicknames okay. It CANNOT be the same nickname else you will def crash. Now change values. IF you want this to be aesthetic - so that YOU can SEE the changes, then i suggest you get FLED-IDS, that empty dll file Giskard submitted, and my new tutorial - and cook up some new names and stats for your ship.

now since they don't run off the same 'package' as you do - go to the goods.ini file - and look for the ships hull entry. Then make it point towards YOUR ship.

See below for example.

Example is based upon the eagle.


[Good
nickname = gf6_hull
category = shiphull
ship = ge_fighter6 ;--you would change this to your new ship nickname
price = 1950000
ids_name = 12015
item_icon = Equipment\models\commodities\nn_icons\cv_heavy.3db

Now where it used to sell would be your new ship. Have fun.

Post Wed Jan 07, 2004 5:02 pm

Thanks Accushot for the news item info, I must be doing something wrong with fleds or something.

Firebase, I had same problem with large ship names. I fixed it in faction.prop. I added largeship name and large ship desig.

I'm trying to add different ships to the nomad faction. I've made some different level ships, Nomad Valkyrie, Nomad Banshee (rhineland nomad fleet), and they don't appear in area_nomads encounters. When I use area.assault the new ships appear but their names are all messed up. Names as in pilot name, those designated in faction.prop. Do I need to change their npc ship class or something? I wonder if its flmm causing it, as I've changed ids numbers as I've gone along.

I can't understand whats going wrong.

S

Post Wed Jan 07, 2004 5:13 pm

Firebase,

Your question on;

pop_type = trade_path
usage = trade

sometimes it crashes

this is maybe that when you create a waypoint that goes to a wormhole from a base you need to create a path on the otherside of that hole to another base so as not to crash.

I will work on this one just to find out if my theory is correct after i complited my test on capitalship encounters.

My answer;

The patrol/trade paths and all encounters work entirely within the zone set up in a system. So you'll be wasting your time looking in an adjoining system.

Post Wed Jan 07, 2004 7:14 pm

tx steve

All I do for LOVE

Post Thu Jan 08, 2004 6:13 am

anyone gonna helf me with my secont question ?

Post Thu Jan 08, 2004 6:16 am

Q2: How do I change the faction tags to players who play on my server ?
ex: Navy - nick01
i want it to be Rogues - nick01

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