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The general place to discuss MOD''ing Freelancer!

Post Thu Feb 12, 2004 8:25 pm

G-Day

Thanks for your reply o the shps thing. I got it working and its great. i should be ringing ut three new ships soon and putting them on the net. I have another small problem.

When using Freelancer Explorer i cant seem to get people in my bars. I can change the existing characters (ie: bartender, equipment dealer etc) but cant get any of my new characters in there. I tried to do it manually, like i did before Explorer but it still doesnt work.

If anyone could help me it would be great.

Post Fri Feb 13, 2004 2:25 am

@ti-coder - press the backspace key, then set the Maneuver Bar to Auto-Hide!

-/-/-/-/-/-/-/-

http://www.cardamine.net/ - The home of Freelancer: Rebirth, the prequel to Freelancer!

Post Fri Feb 13, 2004 8:55 am

@cardamine - I've already done that! it just helps me to have a better view of targets when I am in battle situation! All I want is just all HUD disabled as I can see in a lot of screenshots...

Post Fri Feb 13, 2004 1:36 pm

This may have been asked before but I didn't notice, can you change the price of a ship and if so how?
My other question is is it possible to blow up dockable bases or is that like the battle ships and anything you can dock with cannot be blown up.

Post Fri Feb 13, 2004 5:01 pm

OKay - sorry everyone - i am busy. Thanks Steve

Unfort i am not aware of your problem with nebula names in random missions though...............I just don't know about it - i have never noticed! lol - never noticed any nebula names - but then again its been so long since i played - cause all i do is mod.

Okay - populating bases - i did a REAL indepth post on this in the last thread (newbie questions 1) - look in the index on first page of this thread (probs adding characters to bases and random missions)

Cloaking - yes, we know how, yes, many can do it, yes, many more will tell you they can do it, no - i won't help. The damage that mod caused to MP for around 4 months was DEVASTATING. I have never seen so many obsene actions on servers - from racing about at mach 5 killing 30 players in 2 minutes, to just sitting their dock raping poeple til the left the server forever. Evil little gits get hold of it, and just spoil the game. Its like a disease - the only cure is to starve it out of existance. Alot still know how to make it, but I just hope they also keep quite so that it dies out totally. Put it this way, admins have hard enough job without modders ruining MP for people. You might say that you cannot connect to MP, or that its SP only, or you have no interent connction to play......and you might be telling the truth, but for the last time - i have heard this about 1000 times now, and i still say no. One person i trusted i told how to do it. Next thing i knew, he went power nutts, and shot people for just saying somethign he didn't like. So no - and please don't tell me anything about how unfair it is, i know, i understand, the answer is still no.

oka y- moving on. Man - I forgot some

Post Fri Feb 13, 2004 5:18 pm

Oay - the screenshot thingy? Hmm - haven't tried this yet. however, you can try removing the hud things from the game (like the 3db files or somthin) - try renaming them to remove them. Hmm - lets see here..... - (no i have not tried these or even thought of it before )

First off, try the hud.ini file.

[HUD
shapes = interface\HUD\hud_txm.ini

[Receiver
object = interface\HUD\hud_CommsIcon.3db
action = Target
shut = -0.498000, 0.365999, -1
open = -0.309000, 0.178000, -1
delay = 0.150000
video_fovx = 5
speaker_rotate = -180, 0, 0
male_speaker_offset = 0, -1.250000, -2.150000
female_speaker_offset = 0, -1.150000, -2.150000
backdrop = backdrop
static = 1
win_pos = -0.400000, 0.250000, -1
win_size = 0.200000, 0.200000
btn_pos = 0, 0, -1
fly_time = 1.000000
tool_tip_id = 1021

[Waypoint

[Status

[Target

[Core

[ContactList

[Maneuvers
maneuver = FreeFlight, 1254, 1254, interface\HUD\MNVR_freeflight.3db, interface\HUD\MNVR_freeflight_gray.3db
maneuver = Goto, 3051, 3101, interface\HUD\MNVR_goto.3db, interface\HUD\MNVR_goto_gray.3db
maneuver = Dock, 993, 3104, interface\HUD\MNVR_dock.3db, interface\HUD\MNVR_dock_gray.3db
maneuver = Formation, 995, 3117, interface\HUD\MNVR_formation.3db, interface\HUD\MNVR_formation_gray.3db

[Steer
radius = 40
range = 200
color = 255, 255, 0, 255
size = 6

[Targetable_Objects

[DamageIndicator

[CruiseProgress

now - i bet the game checks through here for some parts - so you cannot remove the file as such - but comment some things out and see what happens. Probs safe to try this block first:

[Maneuvers
maneuver = FreeFlight, 1254, 1254, interface\HUD\MNVR_freeflight.3db, interface\HUD\MNVR_freeflight_gray.3db
maneuver = Goto, 3051, 3101, interface\HUD\MNVR_goto.3db, interface\HUD\MNVR_goto_gray.3db
maneuver = Dock, 993, 3104, interface\HUD\MNVR_dock.3db, interface\HUD\MNVR_dock_gray.3db
maneuver = Formation, 995, 3117, interface\HUD\MNVR_formation.3db, interface\HUD\MNVR_formation_gray.3db

make it look like this ( its called commenting out - put a semi colon infront and the game doesn't read it)

[Maneuvers
;maneuver = FreeFlight, 1254, 1254, interface\HUD\MNVR_freeflight.3db, ;interface\HUD\MNVR_freeflight_gray.3db
;maneuver = Goto, 3051, 3101, interface\HUD\MNVR_goto.3db, interface\HUD\MNVR_goto_gray.3db
;maneuver = Dock, 993, 3104, interface\HUD\MNVR_dock.3db, interface\HUD\MNVR_dock_gray.3db
;maneuver = Formation, 995, 3117, interface\HUD\MNVR_formation.3db, interface\HUD\MNVR_formation_gray.3db

Then spread upwards. The word "turretcamera" is located in dll resources.dll file

1557, "TURRET VIEW"
1587, "TURRET VIEW - MOUSE FLIGHT"

That should get rid of the turret words too i think - not positive - but hoping

Ignore this - its me wanting to make a ref of something for myslef before i forget : tag 85, tag 86 location id

Anyway - back onto topic. Have a fiddle with the hud.ini file - rename the 3db references.

Like i said, i aint tested this - its just educated guesses

okay - ships prices - i have gone over this before BUT - here it is quick!

Goods.ini file in the equipment folder. This contains teh prices of ships. it has the ships "hull" price (for the hull itself as described in the shiparch.ini file) and then it has the package that the ship is sold as (includes the hull, the lights, the shield etc). So - reduce the price of hull. It won't go as low as you expect -cause when you buy a ship - it comes with a sheild!! So the price of that is added on. Here is an example:

[Good
nickname = be_hull
category = shiphull
ship = br_elite
price = 31400
ids_name = 12009
item_icon = Equipment\models\commodities\nn_icons\br_elite.3db

This is the crusader hull - which is then sold in THIS package:

[Good
nickname = be_package
category = ship
hull = be_hull
addon = ge_be_engine_01, internal, 1
addon = br_elite_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark03_hf, HpShield01, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallYellow, HpRunningLight01, 1
addon = SlowSmallYellow, HpRunningLight02, 1
addon = SlowSmallYellow, HpRunningLight03, 1
addon = SlowSmallYellow, HpRunningLight04, 1
addon = SlowSmallYellow, HpRunningLight05, 1
addon = SlowSmallYellow, HpRunningLight06, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1

note i highlighted the shield. the cost of this will make it so that if you lower the hull price to 1 then it still costs a couple of k

Post Fri Feb 13, 2004 5:24 pm

okay - deck2 files? Hm - nothing really - they are used as another room rather than a virtual room. So if you have a deck (which is where you land on stations by default) then you usually have the commodity trader/equipment etc all in the same room. However, sometimes they have different rooms. Maybe they have an alternative location for the trader from equipment - or vica versa from the landing deck etc. I would take some screenies to post them in - but it would take too long. Basically - go to a base. Sometimes you will stay in same room (hanger) to do the trading etc, however, when buying a ship you go to another screen instead - a different background (same hanger perhaps - but off to the side of it (difficult to explain)).

Then it uses either a shipdealer.ini room, or a deck2 instead. They can be called what you like, it doesn't matter as long as its all referenced correctly - hell - call tehm 1.ini, 2.ini, 3.ini and so on. Then ref teh base.ini files to go to the right one for the rooms etc, and its done. Name matters not - its the references that matter basically So - its basically used to facilitate a change of background for one or two rooms...... - there, all that explanation, when that ONE line sums it up

Post Fri Feb 13, 2004 8:12 pm

Thanks Chips.

Capt Byron, you can't destroy dockable bases in SP but I think I've seen a destroyable universe mod listsed for MP.

S

Post Sat Feb 14, 2004 1:01 am

hey Chips how's going here in the forums ?
just wanted to ask you how do i change the max ammunition capacity a ship can carry with the missile02_mark05_ammo
it is launched by missile02_mark05
lol

Post Sat Feb 14, 2004 5:18 am

To make objects destructable - its the solararch.ini file - and then find out what you want to destory. Make lines like this:

hit_pts = 999999961690316250000000000000000000.000000


Look like this:

explosion_arch = explosion_instant
hit_pts = 10000000
destructible = true

Choose your explosion arch. If you want - put some fuses in their - they just make it smoke and so on

The cloak - no, you never actually see the effects, and if you play SP you won't see any cloaked nomads/rheinlanders either - as you can see thier cloaks. You won't even see a shot - as it was activated by turning it on and off - not by shooting something.

For ammo - there is a line to add to constants.
MAX_PLAYER_AMMO = 1000

That means people can carry 1000 of each. Only bug is that they seem to be able to carry that much of EVERY type of ammo - whether they have a launcher or not!

By the way - its added under this section if i remember right

[PhySysConsts

Post Sat Feb 14, 2004 7:52 am

sorry for askin about it
thanx anyway though
ill figure it out eventually, id like to put it on my server as something u can buy when you get to a certain level.

ok i have another question ...

does anyone know how to make power sources available to buy at equipment dealers. i have a tendency to forget to backup my files so i keep screwin things up and have to reinstall the game. ive tried this about 20 times or so and something always goes wrong.
thanx

Post Sat Feb 14, 2004 10:21 pm

Hi. I've got a question for those of us that enjoy the trading side of the house. Is there any way to mod the game to give a more realistic feel to the economy? I mean having prices fluctuate while your in transit. I thought I should mention I play SP only since reading through the other posts that seems to be an issue of some importance.

Post Sun Feb 15, 2004 12:53 am

Okay - To make power sources for sale, you need to do the same for many other things. Notice the power sources are in misc_equip.ini ? Well - you need to make a misc_good.ini as well for them. They need a "goods" to be sold, and then added to market_misc.ini

So - power plant (examples - much quicker to show than explain these days:

[Good
nickname = ge_fighter_power01
ids_name = 263705
ids_info = 264705
equipment = ge_fighter_power01
price = 18000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_powerplant.3db
shop_archetype = equipment\models\commodities\crates\crate_grey.3db
combinable = False
category = equipment


Do the same for every powerplant and you can see them/umount/mount them as well. Add lines to market_misc.ini to buy:

MarketGood = ge_fighter_power01, 0, -1, 10, 10, 0, 1

Done and dusted.

Dynamic commodities market? I wish. There are two things i wish we could do with freelancer:
1) have dynamic commdoties market
2) Have more variation on missions like escorts etc

Unfort we can do neither.

Post Sun Feb 15, 2004 8:14 am

Hi folks, I've been carefully reading thru most of these pages and now i'm stuck with a problem i can't seem to solve :

I have a problem with my random missions in my new system i made.
There are three bases in there and the first one offers random missions (only 2)
So i copied all mission-relevant line like
offers_missions = true
mission_type = DestroyMission, 0.205130, 0.657740, 100
to the second base but it won't offer me any missions.

Anyone got an idea why?

Second thing is I created a character in the bar that is supposed to give missions to but no go; lines are
misn = DestroyMission, 0.205130, 0.657740

If anyone could give me a quick tutorial on how to make missions i would appreciate it greatly.

Post Sun Feb 15, 2004 8:56 am

Laenfyor,
when I've had that happen to a new base it was either;

1. My new base being too far from the nearest vignette, moved it closer and it was fixed that time.

2. My vignettes were not hear enough to trade/patrol/zone/base areas. I fixed it by;
a. Moving/adding vignettes nearer to areas of activity or my new base.
b. Putting patrol routes through the areas where I have located new vignettes.

I don't know how critical it is but I make sure to designate the open/field part correct to the area. I don't fully understand the system myself, I just fiddle with it until it works. In some systems the random missions I've set up work perfectly, in others they seem to be at a lower level than they should be, ie level 8 ships in a level 14 mission. I haven't sussed that out yet. If anyone knows how to fix that one I'd be glad to hear it.

S

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