---------------- E·N·D O·F M·E·S·S·A·G·E ... ----------------
Important MessageYou are browsing the archived Lancers Reactor forums. You cannot register or login. |
****NEWBIE QUESTIONS?? - look no further2!!****
The general place to discuss MOD''ing Freelancer!
well, total 11 systems, 2 factions, 11 ships more, more weapons, about 30 new wrecks, 5 new bases in existing systems (haven't put yours in yet, having a few issues over loadouts and strength of stuff as LSF is currently flying liberators! lol), 60 shields, 30 pilot types....you know, the usual
Will be going into proper beta as soon as my model maker has done a few more models (few more weeks i think )
Will be going into proper beta as soon as my model maker has done a few more models (few more weeks i think )
Hi
This is the first time i have used a forum in Lancers Reactor.
I have been modding Freelancer for about 6 months now and i have come to a block in the road. All my custom ships cannot be destroyed. The weapons just go straight through the hull. The shields go down normally but after that nothing happens. It's practically invincible. So if you could help that would be great.
This is the first time i have used a forum in Lancers Reactor.
I have been modding Freelancer for about 6 months now and i have come to a block in the road. All my custom ships cannot be destroyed. The weapons just go straight through the hull. The shields go down normally but after that nothing happens. It's practically invincible. So if you could help that would be great.
You need sur files for your ships. Be sure that it is there.
Sur files 101
copy an existing ship .sur files
rename it just like your ship.
if your ship has a name of MYShip.cmp then the .sur file has a name of MYShip.sur
in this way your ship will no longer be indestructible.
Sur files 101
copy an existing ship .sur files
rename it just like your ship.
if your ship has a name of MYShip.cmp then the .sur file has a name of MYShip.sur
in this way your ship will no longer be indestructible.
---------------- E·N·D O·F M·E·S·S·A·G·E ... ----------------
This is a follow-up to a question I asked in the first thread, page 4. I didn't read through the whole thread (forgive me, I don't particularly feel like digging through 21 pages of posts).
How do you change the sector designation when you launch into space? For example, "Colorado System, Liberty Space" or "Hamburg System, Rheinland Space". I've searched but the fact that it's not something like weapons means I'm probably missing the answer even if it has been posted. I know it can be done - the Free Worlds mod did it.
Speaking of Free Worlds, I have another question due to them. For the longest time I thought the "Charging Cruise Engines" thing was hardcoded, then Free Worlds comes along and changes it to "Charging Hyperdrive". What DLL is this in, and what's the IDS number?
Thanks,
bob
How do you change the sector designation when you launch into space? For example, "Colorado System, Liberty Space" or "Hamburg System, Rheinland Space". I've searched but the fact that it's not something like weapons means I'm probably missing the answer even if it has been posted. I know it can be done - the Free Worlds mod did it.
Speaking of Free Worlds, I have another question due to them. For the longest time I thought the "Charging Cruise Engines" thing was hardcoded, then Free Worlds comes along and changes it to "Charging Hyperdrive". What DLL is this in, and what's the IDS number?
Thanks,
bob
Colorado system etc is taken from the system that you enter and the object i think you leave from. SO - when entering space from a planet - it will say planet blah blah, colorado system. 1st is object ids name leaving from, 2nd is system name. Find them in systems files, and then universe.ini file
The ids number for charging cruise engines is bound to be in the first dll - resources.dll - best thing is to use PE Explorer and trawl through it again and again - it takes time . I would look - but it would take so long, and i cannot be bothered .
You can use FLED - ids, but it will take your FOREVER, so PE Explorer - or REshack allows you to see multiple strings at once (not sure reshack can do resources.dll - not sure though). PE explorer can be found in the thread by Baked potato - near the bottom - with all the flashing lights (Juni and Trent bring you the mods thingy)
*edit* - Just re-read what you put first about the space thing. Will have to check, as i have never noticed this before - so will have to see when i am testing stuff
Edited by - Chips on 2/4/2004 7:55:14 AM
The ids number for charging cruise engines is bound to be in the first dll - resources.dll - best thing is to use PE Explorer and trawl through it again and again - it takes time . I would look - but it would take so long, and i cannot be bothered .
You can use FLED - ids, but it will take your FOREVER, so PE Explorer - or REshack allows you to see multiple strings at once (not sure reshack can do resources.dll - not sure though). PE explorer can be found in the thread by Baked potato - near the bottom - with all the flashing lights (Juni and Trent bring you the mods thingy)
*edit* - Just re-read what you put first about the space thing. Will have to check, as i have never noticed this before - so will have to see when i am testing stuff
Edited by - Chips on 2/4/2004 7:55:14 AM
Yeah, I found the IDS for CRUISE ENGINES CHARGING - WEAPONS OFF-LINE just after I posted <G> The number is (record this for posterity!):
460165
As for the space thing, Free Worlds stores their info in a file called SWSystemResources.dll - only problem is, there's no plain SystemResources.dll in FL, and system.dll doesn't seem to be an IDS file :\ So I'm still stumped.
Edited by - Bob McDob on 2/4/2004 8:01:18 AM
460165
As for the space thing, Free Worlds stores their info in a file called SWSystemResources.dll - only problem is, there's no plain SystemResources.dll in FL, and system.dll doesn't seem to be an IDS file :\ So I'm still stumped.
Edited by - Bob McDob on 2/4/2004 8:01:18 AM
First sorry for my pool English.
I search almost all forum to find a tutorial, inclue Chips tell me lancersreactor forum, but I can't find any one about that.
I check some ship use cockpit .cmp file and find it not like ship's cmp file, as you know, ship use .cmp and .mat file to make it run fine, but ship use cockpit .cmp file not like before I say, it's inclue both.
I meaning is that, when I in MilkShape 3D import original game use cockpit .cmp file, it look be fine, inclue picture and model, but when I in MilkShape 3D export it to .cmp file after I use UTF to see it, it's not like original format, and if I import this edited .cmp file again in MilkShape 3D, it's look not right, not same before, it has model but not inclue picture.
My question is :
How to make a .cmp file can be use for cockpit ? If I need another tools, where can I get ?
Please note I am not asking for a tutorial for cockpit model make, I was finish it, but I cat make a right format .cmp file.
Thanks for your time and kind to read my post, and wish someone can help me.
Maybe I am not explain clean my question.
Let me try again.
I need to make a new cockpit .cmp files because I make a new cockpit model too, so let us image that :
If you drive a TIE Droid but your cockpit [in 1st person look like TIE fighter, you think that is right ?
I know I can skip this and never mind player think what, but I wish to do the job more perfect.
Image that :
You drive ship has same it own cockpit, it better than use and feel good, and I right ?
I hope my explain can let you know what I meaning.
Thanks again for your time to read.
I search almost all forum to find a tutorial, inclue Chips tell me lancersreactor forum, but I can't find any one about that.
I check some ship use cockpit .cmp file and find it not like ship's cmp file, as you know, ship use .cmp and .mat file to make it run fine, but ship use cockpit .cmp file not like before I say, it's inclue both.
I meaning is that, when I in MilkShape 3D import original game use cockpit .cmp file, it look be fine, inclue picture and model, but when I in MilkShape 3D export it to .cmp file after I use UTF to see it, it's not like original format, and if I import this edited .cmp file again in MilkShape 3D, it's look not right, not same before, it has model but not inclue picture.
My question is :
How to make a .cmp file can be use for cockpit ? If I need another tools, where can I get ?
Please note I am not asking for a tutorial for cockpit model make, I was finish it, but I cat make a right format .cmp file.
Thanks for your time and kind to read my post, and wish someone can help me.
Maybe I am not explain clean my question.
Let me try again.
I need to make a new cockpit .cmp files because I make a new cockpit model too, so let us image that :
If you drive a TIE Droid but your cockpit [in 1st person look like TIE fighter, you think that is right ?
I know I can skip this and never mind player think what, but I wish to do the job more perfect.
Image that :
You drive ship has same it own cockpit, it better than use and feel good, and I right ?
I hope my explain can let you know what I meaning.
Thanks again for your time to read.
I want to thank Chips for starting this thread. I think its great that people will spend the time and effort to helping out newbies like me. I shoulda said that a while ago but I was worked up about my malfunctioning mod
I tried to make a station and it shows up but I cant dock. I've asked Chips about it on page 20 and got a couple pieces of advice, thank you Chips, but I still cant make it work. I am flying a regular ship, the starflier, and the station is neutral.
Chips suggested that I had messed up the berths on the station but I don't understand about berths. I have looked in the actual rooms but dont understand the code in there. If someone could help me out one more time I would really appriciate it.
I tried to make a station and it shows up but I cant dock. I've asked Chips about it on page 20 and got a couple pieces of advice, thank you Chips, but I still cant make it work. I am flying a regular ship, the starflier, and the station is neutral.
Chips suggested that I had messed up the berths on the station but I don't understand about berths. I have looked in the actual rooms but dont understand the code in there. If someone could help me out one more time I would really appriciate it.
Capt Byron, check your bases archetype and do you have the lines 'dock with base' in. Is your base declared in Universe.ini?;
[Object
nickname = Bw06_02
ids_name = 196706
pos = -12374, 0, -12408
archetype = depot <<<<<<<<<<<<<<<<<< make sure it is a dockable solar
ids_info = 65829
base = Bw06_02_Base <<<<<<<<<<<<<<<<<< your base
dock_with = Bw06_02_Base <<<<<<<<<<<<<<<<<< dock with your base
reputation = co_hsp_grp
behavior = NOTHING
visit = 0
voice = atc_leg_f01
space_costume = pl_female5_head, sc_female1_body
difficulty_level = 13
loadout = depot_co_03
pilot = pilot_solar_hardest
There are a few good tutorials on making/populating bases in one of the other threads. It shouldn't be too difficult to find the fault. The learning seems to come from the debugging.
KamiMan, use a save editor to change your 'money = #########' part. Theres a save editor on the downloads page.
My question is; I've added some nebulas, copied from another in the same system, and a new base to a system. I've added some vignettes for some local random missions. The missions work well and have the whole range available, destroy, capture, assasinate and collecting data/stuff from dropped rmloot. But in the mission briefings the names of my new nebulas don't come up. Theres just a space where the name should be in the mission briefing. When I use the name of the original nebula I copied, it shows up. Does the id for my new nebula need to be in a specific dll or something. The new names show up ok on the nav map.???? Confused.
Thanks again for a great forum.
S
[Object
nickname = Bw06_02
ids_name = 196706
pos = -12374, 0, -12408
archetype = depot <<<<<<<<<<<<<<<<<< make sure it is a dockable solar
ids_info = 65829
base = Bw06_02_Base <<<<<<<<<<<<<<<<<< your base
dock_with = Bw06_02_Base <<<<<<<<<<<<<<<<<< dock with your base
reputation = co_hsp_grp
behavior = NOTHING
visit = 0
voice = atc_leg_f01
space_costume = pl_female5_head, sc_female1_body
difficulty_level = 13
loadout = depot_co_03
pilot = pilot_solar_hardest
There are a few good tutorials on making/populating bases in one of the other threads. It shouldn't be too difficult to find the fault. The learning seems to come from the debugging.
KamiMan, use a save editor to change your 'money = #########' part. Theres a save editor on the downloads page.
My question is; I've added some nebulas, copied from another in the same system, and a new base to a system. I've added some vignettes for some local random missions. The missions work well and have the whole range available, destroy, capture, assasinate and collecting data/stuff from dropped rmloot. But in the mission briefings the names of my new nebulas don't come up. Theres just a space where the name should be in the mission briefing. When I use the name of the original nebula I copied, it shows up. Does the id for my new nebula need to be in a specific dll or something. The new names show up ok on the nav map.???? Confused.
Thanks again for a great forum.
S
Return to Freelancer General Editing Forum