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Post Sun Feb 15, 2004 9:11 am

Laenfyor,
read near for hear.
oh yes I forgot to say; If your base is offering only 2 missions it could be that you have only 2 valid vignettes, ie meets all the requirements listed in my previous post. Make some more vignettes or put patrol routes in, that go to your new base, that also go through or near more distant vignettes.

Obviously the number of missions offered line in mbases could be looked at, but you probably know that already if your making bases.

Like I say I don't fully understand the system, but I've successfully added random missions to all of my new bases.

S

Post Sun Feb 15, 2004 9:28 am

Laenfyor,
I don't believe this I forgot to say something else!

The character in the bar won't always give a mission. But, it could theoretically be, that if you only have 2 valid vignettes and 2 missions are showing on the job board, the random mission program won't have an extra one to give your npc in the bar, maybe??? I don't know, but it sounds good anyway. I bet if you add more valid vignettes he'd offer a mission.

With the codes for the missions, I copy the information from bases with the same level as my new base. ie a level 19 base like Malta for top level missions. I also make sure my base and zone populations are level 19 too, to get level 19 enemies.

Well theres my pennies worth. I may not be fully right, some one may be able to give you a better answer.

S

Post Sun Feb 15, 2004 9:34 am

@ Steve5113


Thanx so far maybe thats the problem

I had created about 15 vignettes all with corresponding open/field types either in fields or in population zones but that doesn't seem to work. The two missions i'm being offered always are near the base. I'll try adding some patrol routes near them instead, but do you have any idea why my character isn't offering any missions?

Post Sun Feb 15, 2004 10:35 am

I have got a couple questions. I'm delving into making ships at the moment but because im a dialupper i dont have the programs like milkshape and all that. But thats not what my question is about. I have edited some of the ship stats in Shiparch.ini, goods.ini, engine_equip.ini, misc_equip.ini so that I have two brand new ships, a light fighter and a frieghter. MY problem is that whenever I leave base the game crashes. Then I load it back up and I'm outside the base (most of the time) and good to go until I land at another base and try to launch. I'm wondering how I can prevent the crashes because though I can still play the game it is a pain to reload every time I launch. Does anybody know what the problem could be. I've looked through my files and found no bugs.

If anybody wants to make models for the ships let me know and I'll send you the files.

Post Sun Feb 15, 2004 11:55 am

Byron - its an encounter - so i don't know what you did to the shiparch.ini or loadouts or anything else - but you have somehow corrupted up an encounter - this can be near any file due to them all having equipment mounted. It depends what you changed, but that is what it will be. In other words, sit outside the base for ages and it will crash as well - when something tries to spawn.


Missions problems. okay - if there is an error you will also get no missions offered - so if any coding is incorrect, you won't get anything. make sure its all referencing the correct base, correct universe.ini entry etc etc, and that you actually have encounters around u. One way is to make an "ambient" population - which covers the entire map - which features the main factions. Its not the best way, but it helps cover gaps.

Post Sun Feb 15, 2004 1:28 pm

Well it seems my vignettes are somewhat corrupted, i increased the number of missions offered to 5 but still only 3 are being offered once i accepted and canceled them all and re-enter the bar my char offers missions->all take place in only 3 different places.
I'm adding the vignettes via FLExplorer.
Am I messing up with something or why are only the 9th and 14th vignettes and the exclusion zone around the offering base valid?
The exclusion zone btw doesn't work either, it doesn't crash or somthing but the asteroids around the base still happily stuck in the station. It has a size of 1500->too small?

Post Sun Feb 15, 2004 1:50 pm

This is what I added to the shiparch.ini file. I'm pretty certain that I didnt change anything else.

;************************************************************************************************
;****************************************Begin SSO Light Fighter*********************************
;************************************************************************************************
[Ship
ids_name = 237013
ids_info = 66521
ids_info1 = 66522
ids_info2 = 66608
ids_info3 = 66523
ship_class = 0
nickname = sso_fighter
LODranges = 0, 75, 125, 1000
msg_id_prefix = gcs_refer_shiparch_borlf
mission_property = can_use_berths
type = FIGHTER
mass = 100.000000
hold_size = 15
linear_drag = 1.000000
fuse = intermed_damage_smallship02, 0.000000, 450
fuse = intermed_damage_smallship03, 0.000000, 225
max_bank_angle = 55
camera_offset = 9, 33
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
nanobot_limit = 17
shield_battery_limit = 17
hit_pts = 1900
DA_archetype = ships\border_world\bw_fighter\bw_fighter.cmp
material_library = ships\border_world\bw_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\corsair\bw_fighter.ini
pilot_mesh = generic_pilot
explosion_arch = explosion_li_fighter
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 18000.000000, 18000.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000
nudge_force = 30000.000000
strafe_force = 75000
strafe_power_usage = 3
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
shield_link = bw_fighter_shield01, HpMount, HpShield01
hp_type = hp_gun_special_4, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_fighter_shield_special_5, HpShield01
hp_type = hp_fighter_shield_special_4, HpShield01
hp_type = hp_fighter_shield_special_3, HpShield01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_turret_special_4, HpTurret01
hp_type = hp_turret_special_3, HpTurret01
hp_type = hp_turret_special_2, HpTurret01
hp_type = hp_turret_special_1, HpTurret01
hp_type = hp_torpedo_special_2, HpTorpedo01
;************************************************************************************************
;******************************************End SSO Light Fighter*********************************
;************************************************************************************************
;****************************************Begin SSO Blockade Runner*******************************
;************************************************************************************************
[Ship
ids_name = 237014
ids_info = 66524
ids_info1 = 66525
ids_info2 = 66608
ids_info3 = 66526
ship_class = 2
nickname = sso_freighter
LODranges = 0, 75, 150, 300, 1200
msg_id_prefix = gcs_refer_shiparch_borf
mission_property = can_use_berths
type = FREIGHTER
DA_archetype = Ships\border_world\bw_freighter\bw_freighter.cmp
material_library = ships\border_world\bw_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\corsair\bw_freighter.ini
pilot_mesh = generic_pilot
nanobot_limit = 22
shield_battery_limit = 30
mass = 300.000000
linear_drag = 1.000000
hold_size = 225
fuse = intermed_damage_smallship01, 0.000000, 900
fuse = intermed_damage_smallship02, 0.000000, 450
fuse = intermed_damage_smallship03, 0.000000, 300
max_bank_angle = 35
camera_offset = 10, 49
camera_angular_acceleration = 0.035000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 20
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 4000
explosion_arch = explosion_li_freighter
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
nudge_force = 30000.000000
strafe_force = 30000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 3
shield_link = bw_freighter_shield01, HpMount, HpShield01
hp_type = hp_gun_special_6, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_freighter_sheild_special_7, HpShield01
hp_type = hp_freighter_shield_special_6, HpShield01
hp_type = hp_freighter_shield_special_5, HpShield01
hp_type = hp_freighter_shield_special_4, HpShield01
hp_type = hp_freighter_shield_special_3, HpShield01
hp_type = hp_freighter_shield_special_2, HpShield01
hp_type = hp_freighter_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_turret_special_6, HpTurret02, HpTurret03, HpTurret05
hp_type = hp_turret_special_5, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_4, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_3, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_2, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
steering_torque = 30000.000000, 30000.000000, 30000.000000
angular_drag = 60000.000000, 60000.000000, 50000.000000
rotation_inertia = 6800.000000, 6800.000000, 6800.000000
;************************************************************************************************
;*****************************************************End SSO Blockade Runner********************
;************************************************************************************************

I simply copied and pasted the bw fighter and bw frieghter and changed some of their stats. Should I just save my changes to a txt file and reinstall the game? or is that not nessasary. I also have my new base in the NY asteroid field near the Colorado jump hole. is it possible that the base is in a zone where it shouldn't be?

I feel like I keep pestering you guys with stupid questions, thnx for putting up with me.

Thats pretty cool about the powerplants and thnx for telling me how to make stations destructable

Edited by - Capt Byron on 2/15/2004 1:52:55 PM

Post Sun Feb 15, 2004 3:38 pm

Hmm - not sure, the base would cause constant crashes.....the easiest way to see some is to do a server run - and look at console when loading/joining/entering space. It can tell you alot - especially about your stations!

however, there are occurances of putting to many objects in NY - which it might be. Take the base out until you have got this working correctly. Also - strip the packages that your ships come as RIGHT back - so its just an engine, power plant and radar (that is min to launch). - no lights, no shields/guns etc - or anything else.

Strictly speaking there shouldn't be a problem - so a fresh install is a good idea....

Paste your entires into a text file is a good idea as it means that you can keep em. basic rule of thumb when first starting modding.....ALWAYS test EACH thing you make as you make them. Test after each ship/gun/equipment until your comfortable.......cause otherwise its harder to track down crashes....

OIh - and a good thing is to just copy the shiparch entry for your ships (ie - the borderworld freighter) and paste to the bottom. THen just change the nickname to your nickname. That way its mistake free from the start. Then do the same for packages in goods.ini file

*Edit 2* - Number of Vignettes does NOT = number of missions. There are about 60 odd in NY alone - and you don't get 60 at manhatten.....

the number you DO get is also specified in the mbases.ini file as well.

[MVendor
num_offers = 8, 12


The distance and encounters zones make massive differences to the amount you get. You NEED encounters AND vignettes to get a mission - with vignettes over the encounters zones...

Edited by - Chips on 2/15/2004 3:42:02 PM

Post Sun Feb 15, 2004 6:17 pm

Hm, it appears i'm just too stupid to get those missions fully working.
I've deleted all those apparently corrupted vignettes, added patrol paths for intended mission enemies, added new vignettes over those encounters deleted the exclusion zone at the base and changed the no. of missions offered (as i had done before) now it reads
[MVendor
num_offers = 8, 12

and again only 3 missions offered, one in the ast.field around the station (worked well before), one in another ast.field about 50k away from the station (also worked well before) and the last in open space near the jumpgate about 90k from the station (this vignette is new). I just can't see ANY difference between those 3 and the others (which are both nearer and farther away from the station) except for nickname and position, of course. right now i'm running out of ideas.

Post Sun Feb 15, 2004 6:33 pm

Can some one point me in the right direction for info on how to stop battle ship etc turrets and guns being mounted on fighters also making weps ship specific. I can find a few ideas in the forums but nothing definate.

Post Sun Feb 15, 2004 7:35 pm

mbase.ini entry

[[BaseFaction
faction = li_lsf_grp <---- this faction will give mission to a base. This example is for my base.
weight = 50
offers_missions = true
mission_type = DestroyMission, 28.478237, 53.365005, 100 <----- must be the same to all GF_NPC with misn = DestroyMission, 28.478237, 53.365005
npc = fb0101_lsf_001_f
npc = fb0101_lsf_002_f
npc = fb0101_lsf_001_m

any typographical errors will resort in no mission at all.


---------------- E·N·D O·F M·E·S·S·A·G·E ... ----------------

Post Sun Feb 15, 2004 9:42 pm

Thanks Chips. I discovered to late the importance of backing up files before modding them to avoid reinstallations.
Thanks once more.

MY next question is how to boost the max class weapon/shield for a ship? I think you would take the following set of lines:
hp_type = hp_gun_special_4, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_fighter_shield_special_5, HpShield01
hp_type = hp_fighter_shield_special_4, HpShield01
hp_type = hp_fighter_shield_special_3, HpShield01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01

hp_type = hp_turret_special_4, HpTurret01
hp_type = hp_turret_special_3, HpTurret01
hp_type = hp_turret_special_2, HpTurret01
hp_type = hp_turret_special_1, HpTurret01

and change it to this:
<-----> hp_type = hp_gun_special_5, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_4, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_fighter_shield_special_5, HpShield01
hp_type = hp_fighter_shield_special_4, HpShield01
hp_type = hp_fighter_shield_special_3, HpShield01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01

<----->hp_type = hp_turret_special_5, HpTurret01
hp_type = hp_turret_special_4, HpTurret01
hp_type = hp_turret_special_3, HpTurret01
hp_type = hp_turret_special_2, HpTurret01
hp_type = hp_turret_special_1, HpTurret01

Is that right or wrong?

Edited by - Capt Byron on 2/15/2004 10:01:58 PM

Post Sun Feb 15, 2004 10:07 pm

Laenfyor,

The exclusion zone problem is caused by not having an entry in the solar/asteroids/your_asteroids.ini. Add the name of your exclusion zone used in your new_system.ini. Have a look in another one to find out the correct way to add an exclusion zone to the ini.

In fact here's the one for tau37;

[Exclusion Zones
exclusion = Zone_Ew01_to_Bw08_hole
exclude_billboards = 1
exclusion = Zone_Ew01_Malvinas_exclusion_001
exclude_billboards = 1
exclusion = Zone_Ew01_Malvinas_exclusion_002
exclude_billboards = 1
exclusion = Zone_Ew01_02_exclusion
exclude_billboards = 1
exclusion = ZONE_Ew01_Large_asteroid_1
exclusion = ZONE_Ew01_Large_asteroid_2

As for the vignettes; have you populated the encounters with factions from your base or allies?? Same thing for patrol routes. I must admit I have only 3 workable vignettes for some of my bases. For others, where I've added secret bases to systems I've got all the vignettes working all over the system. In other systems I've only got 3 or 4. I'm still trying to get others working. I wouldn't delete a vignette once its worked. I keep it and move on to another. Maybe put in another base or 2 near to the unworkable zones. Don't give up, I seem to learn the most when I'm debugging or tuning up encounter zones. Best of luck anyway.

S

Post Sun Feb 15, 2004 10:12 pm

Capt Byron,

Yes it is. There are brilliant 'changing ship stats' tutorials in the tutorial threads. You'll get all the info on changing nearly every aspect of the ships.

S

Post Mon Feb 16, 2004 7:46 pm

Capt Byron.

the best advice I can give you on modding is to learn how to mod via FLMM. It keeps your modded files isolated from Freelancer. Then you don't lose all of your work if you have to do a reinstall. Have a look in the 'adding a new ship' tutorial in the tutorials threads. It explains how to put in the Freelancer file structure, then you just put your files for modding in there. ie make a mod folder, call it Byron mod. Then add a 'DATA' folder, then an 'EQUIPMENT' folder in that. Put a copy of 'weapon_eqpt.ini' in that for modding (preferably from the SDK). Mod the ini file, load up the mod to test it. Unload the mod to do more changes (important). etc etc. When you want to mod another file, ie shiparch, add a ships folder and insert the shiparch ini in for modding the same way. The same for any file you want to mod. You can save yourself a whole load of grief if you do it that way.

S

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