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The general place to discuss MOD''ing Freelancer!

Post Tue Mar 09, 2004 6:32 pm

Okay- to make it compatible with evo.........you will need to have it in scripting.

This is a MASSIVE bonus, cause then you don't mess with info cards - you can just use the scripting of FLMM okay

So, first things first.

Create your mod folder: Call it "Addon Mod" - actually call it what the heck you want - it really doesn't matter.

Next - you know how to make a script? if not, make a normal text file by going INTO your new fodler, right clicking anywhere, and selecting "new" - then "text document"

now then - once that appears, open it, and put in the following.
<script>
<header name="Sanics Ships Addition Mod">
<scriptversion>
1.2
</scriptversion>
<author>
Sanic
</author>
<description>
Adds some custom ships
</description>
</header>



</script>

Now then, go to file, click on "save as" and then type in the name of script.xml
Now click on next box down, which says "save as file type" and select "all files" - cause otherwise you get a txt file and not a xml file. If you get it right, it will look like a mini world on a piece of paper

That is the basic basic starter for you.....
So - now put your ships folders in the mod by making the following folder structure

data \ ships \ XXXXXXX

Where XXXXXX is the ships folder containing the CMP and MAT files etc.

Okay - now your ready to get to real work.

You need firstly to add ships.......so that needs this putting into the file:
Make sure this appears between the </header> and </script> as the </script> must be the last entry in the file. Anything after that will not appear
<data file="data\ships\shiparch.ini" method="append">
<source>

</source>
</data>

Now then, in the space between source tags you will need to put all the shiparch.ini info stuff from whereever your getting the ships. I suggest that you get a script generator from this site (downloads section) to make the ids stuff - i can give you the lines (see below) but it might be easier to use a script generator (not really sure ).

You can put TONS of ships in here - literally as many as you want
ONce done, save the file by hitting save.

Here is the ids stuff
ids_name = 0 ;GENERATESTRRES("name"
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TEXT> </TEXT><PARA/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Stats</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT> </TEXT><PARA/><TEXT>Gun/Turret Mounts: 0/0</TEXT><PARA/><TEXT>Armor: 0</TEXT><PARA/><TEXT>Cargo Space: 0</TEXT><PARA/><TEXT>Max Batteries/Nanobots: 0/0</TEXT><PARA/><TEXT>Optimal Weapon Class: 0</TEXT><PARA/><TEXT>Max. Weapon Class: 0</TEXT><PARA/><TEXT>Additional Equipment: 0</TEXT><PARA/><PARA/><POP/></RDL>"
ids_info1 = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Liberty Cruiser</TEXT><PARA/><TEXT></TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>Description</TEXT><PARA/><PARA/><POP/></RDL>" ids_info2 = 66608
ids_info3 = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TEXT> </TEXT><PARA/><TEXT> </TEXT><PARA/><TEXT>G/T</TEXT><PARA/><TEXT>hull</TEXT><PARA/><TEXT>hold</TEXT><PARA/><TEXT>nb/sb</TEXT><PARA/><TEXT>WC</TEXT><PARA/><TEXT>MWC</TEXT><PARA/><TEXT>CM, M, CD etc</TEXT><PARA/><POP/></RDL>"


Knew it wouldn't fit well - oh well - parts with MWC means max weapons class (put in number - like 8) and hull = hull value - so 3000 etc, you get teh idea nb/sb means nano bots/shield bats amount (30/30 - whatever etc).

Okay - there we go. Now you need a goods.ini entry - so same again, but this tiem to goods.ini file. Don't forget this will need to go above the </script> line...

<data file="data\equipment\goods.ini" method="append">
<source>

</source>
</data>
Now in between the tags you put whatever it is from the goods.ini file. Beware, if the ships come with custom equipment, then you will have to remove it. If in doubt - give them stuff like other existing entries have (ie, give it borderworld engines and scanners and other stuff) as it will crash otherwise So you should have the hull and the package in here.....
like this:
[Good
nickname = my_li_cruiser_hull
category = shiphull
ship = my_li_cruiser
price = 10
ids_name = 12016
item_icon = Equipment\models\commodities\nn_icons\libcruiser.3db

[Good
nickname = My_li_Cruiser_package
Hull = my_li_cruiser_hull
category = ship
addon = liberty_cruiser_power
addon = ge_s_scanner_02
addon = ge_s_tractor_01
addon = liberty_cruiser_engine
addon = sfx_rumble_cruiser
addon = li_cruiser_forward_gun01, HpWeapon01
addon = li_cruiser_turret01, HpTurret_L5_01
addon = li_cruiser_turret01, HpTurret_L5_02
addon = li_cruiser_missile_turret01, HpTurret_L5_03
addon = li_cruiser_missile_turret01, HpTurret_L5_04
addon = li_cruiser_turret01, HpTurret_L5_05
addon = li_cruiser_turret01, HpTurret_L5_06
addon = li_cruiser_turret01, HpTurret_L5_07
addon = LargeWhiteSpecial, HpHeadLight01
addon = LargeWhiteSpecial, HpHeadLight02
addon = SlowLargeBlue, HpRunningLight03
addon = SlowLargeBlue, HpRunningLight06
addon = SlowLargeBlue, HpRunningLight08
addon = SlowLargeBlue, HpRunningLight09

Next - yep, you guessed it, ship location selling - so this might be a sectionreplace or just an append again (depends upon which base you choose). Some bases in Evo only have one ship for sale, so stuff like Florida (Li07) has ALOT of bases (11) of which............all 11 sell ships. the planets are very good - cause you can have 12 ships selling on them, and have no distance to travel. So you will need this instead....

<data file="data\equipment\market_ships.ini" method="sectionreplace">
<section>
[BaseGood
base = LI07_04_base
</section>
<dest>
marketgood = rf_package, 8, 0, 1, 1, 0, 1, 1
marketgood = re_package, 14, 0.4, 1, 1, 0, 1, 1
</dest>
<source>
marketgood = your ship package 1 here , 0, -1, 1, 1, 0, 1, 1
marketgood = your ship package 2 here , 0, -1, 1, 1, 0, 1, 1
marketgood = your ship package 3 here , 0, -1, 1, 1, 0, 1, 1
</source>
</data>

<data file="data\equipment\market_ships.ini" method="sectionreplace">
<section>
[BaseGood
base = LI07_05_base
</section>
<dest>
marketgood = bf_package, 2, 0, 1, 1, 0, 1, 1
marketgood = be_package, 4, 0.4, 1, 1, 0, 1, 1
</dest>
<source>
marketgood = your ship package 1 here , 0, -1, 1, 1, 0, 1, 1
marketgood = your ship package 2 here , 0, -1, 1, 1, 0, 1, 1
marketgood = your ship package 3 here , 0, -1, 1, 1, 0, 1, 1
</source>
</data>

<data file="data\equipment\market_ships.ini" method="sectionreplace">
<section>
[BaseGood
base = LI07_06_base
</section>
<dest>
marketgood = lf_package, 4, 0, 1, 1, 0, 1, 1
marketgood = bfr_package, 4, 0, 1, 1, 0, 1, 1
</dest>
<source>
marketgood = your ship package 1 here , 0, -1, 1, 1, 0, 1, 1
marketgood = your ship package 2 here , 0, -1, 1, 1, 0, 1, 1
marketgood = your ship package 3 here , 0, -1, 1, 1, 0, 1, 1
</source>
</data>

<data file="data\equipment\market_ships.ini" method="sectionreplace">
<section>
[BaseGood
base = LI07_06_base
</section>
<dest>
marketgood = kf_package, 6, 0, 1, 1, 0, 1, 1
marketgood = ke_package, 10, 0.4, 1, 1, 0, 1, 1
</dest>
<source>
marketgood = your ship package 1 here , 0, -1, 1, 1, 0, 1, 1
marketgood = your ship package 2 here , 0, -1, 1, 1, 0, 1, 1
marketgood = your ship package 3 here , 0, -1, 1, 1, 0, 1, 1
</source>
</data>

Okay - there we go - you have got 12 ships selling on one planet

make sure that the last thing in teh file is </script> and there is NOT another one of them anywhere, and then you should be okay.



21[%21[%21[%21[%21[%21&forum_title=Freelancer+Editing+Tutorial+Forum&cat_title=Freelancer+Editing&M=False Answers to most questions, and links to utilities

Post Tue Mar 09, 2004 8:43 pm

Chips, Has anyone every tried to start a new religion with you as the chief diety? lol.

Thank you very much for such a fast response. I will, of course, get right to work on this and hopefully learn something about modding in the process. I would really like to get good at this (half as good as Chips will do ) so maybe I can contribute to a really great mod someday. Anybody that also wants to become a modder, please extend a big THANK YOU to the great guys at TLR and the Awesome Modding greats like Chips, Tyco, and ALOT of others that I can't remember all their names right now for their help and support in sharing their skills. Remember that alot of people pay alot of money for similar information about other games and software. It is nice to see a game like freelancer, with such a dedicated following, freely sharing information. (Even if alot of them are Brits!) (; (sorry, couldn't resist, lol) TLR, Thank you! Modding Masters, Thank you!

Sanic

"47 is the most reoccuring number in the universe!"

"They come in Pints??"

Post Tue Mar 09, 2004 11:10 pm

Chips, I think I am close. I followed what you said above except that I used most of the existing ship info from another mod and only changed what I was pretty sure needed to be changed, like the section on making them buyable at Planet unity. However, when I tried to get FLMM to recognize the folder I got the following error:

Unable to load mod!
Parsing error on line 5: unable to find '='
parsing mod script...
Found mod: d:\Freelancer Mod Manager\Mods\(my mod name)

I looked at several other xml files for a mistake in line 5, but they are all just like mine, even evo's! I really don't know what went wrong and would appreciate your help.


Sanic

"47 is the most reoccuring number in the universe!"

"They come in Pints??"

Post Wed Mar 10, 2004 3:00 am

Just an idea from a Brit sanic, but if you copied 'n' pasted the text you may be missing some characters. The BBCode swallows up ;'s and )'s when placed together, ginving you 's instead.

Edited by - Accushot on 3/10/2004 3:13:04 AM

Post Wed Mar 10, 2004 3:06 am

Is it possible to chang the efectivness of weapons against other shield types? ive looked throu weapon_equip.ini and i havent a clue how

Post Wed Mar 10, 2004 3:12 am

tut tut tut...who hasn't been reading the first thread?

Okay, the file you need is DATA/EQUIPMENT/weaponmoddb.ini. Each of the sections in this file corresponds to a type of weapon, hence [WeaponType.

There are three types of shield, and three variants of each giving nine in total. If, for example, you want to make laser weapons more effective against Graviton shields, you could change the section:

[WeaponType
nickname = W_Laser01
shield_mod = S_Graviton01, 0.800000
shield_mod = S_Graviton02, 0.800000
shield_mod = S_Graviton03, 0.800000
shield_mod = S_Molecular01, 1.000000
shield_mod = S_Molecular02, 1.000000
shield_mod = S_Molecular03, 1.000000
shield_mod = S_Positron01, 1.200000
shield_mod = S_Positron02, 1.200000
shield_mod = S_Positron03, 1.200000

to this:

[WeaponType
nickname = W_Laser01
shield_mod = S_Graviton01, 1.800000 ;<-- CHANGE
shield_mod = S_Graviton02, 1.800000 ;<-- THESE
shield_mod = S_Graviton03, 1.800000 ;<-- NUMBERS
shield_mod = S_Molecular01, 1.000000
shield_mod = S_Molecular02, 1.000000
shield_mod = S_Molecular03, 1.000000
shield_mod = S_Positron01, 1.200000
shield_mod = S_Positron02, 1.200000
shield_mod = S_Positron03, 1.200000

p.s. Chips, getting close to a Newbie Questions 3 thread? Have a pat on the back for 1200 posts, most of which are yours!

Post Wed Mar 10, 2004 3:45 am

lol - am willing for newbie questions 3 if you'll join me in keeping it going

Now i am scratching my head - parsing error line 5 with the = sign......last time it was due to somethign empty i think - like the modurl i left empty....hmm....

Edited by - Chips on 3/10/2004 3:49:20 AM

Post Wed Mar 10, 2004 6:07 am

how can I join my own Fl server ????????
what do I have to do?
I want to do this because some mods aren`t compatibile with no story mod and I am bored to start everything from the begining. Answer please !!!!!!!!!!!!!!!!


da BIG nAA

Post Wed Mar 10, 2004 8:44 am

Could I possibly just make the url line, but not put anything in it? ie:

<author>Sanic</author>
<modurl></modurl> <---------------- can I do this or do I need to put something
<descriptions>blah blah</description

I will try this, if it doesn't work, I will put something there and see if works. If nothing works, I'll be back! lol

Sanic

"47 is the most reoccuring number in the universe!"

"They come in Pints??"

Post Wed Mar 10, 2004 10:37 am

agmu...etc.:

Do you mean create your own server?
Or perhaps join a game hosted on your server?

Chips: Yep, I'm up for Episode 3

Edited by - Accushot on 3/10/2004 10:51:55 AM

Post Wed Mar 10, 2004 1:12 pm

no change when I added a <modurl> line. I think I am just going to attempt to redo all the package info and all the rest exactly like you (chips) showed before instead of using the ship packs info. It is bound to be a bit confusing for me and I am sure to have a few more questions. Thank you Chips, and Accu(<O> shot, for your help so far.

(rubbing hands together and trying not to cry!)

Sanic

"47 is the most reoccuring number in the universe!"

"They come in Pints??"

Edited by - Sanic on 3/10/2004 1:13:11 PM

Post Wed Mar 10, 2004 2:33 pm

Chips, here we are AGAIN!

I have redone the script file, but still used most of the info from the ship pack, due to there being ALOT of info there. But one thing confuses me. The ship pack info does not use GENERATESTRRES or GENERATEXMLRES anywhere. How important is this and should this original info work if the ship pack mod works by itself, or do I need to redo it with the GENERATESTRRES and GENERATEXMLRES lines. I am a little concerned about this, as there is alot more info without redoing it, and I am worried about losing info in the conversion, which is why I have been reluctant to change it. Also, if I do redo it, will the ships still act and look as they are originally designed?

Sanic

"47 is the most reoccuring number in the universe!"

"They come in Pints??"

Post Wed Mar 10, 2004 2:53 pm

OK, I am pretty sure that the error is basically this:

FLMM is looking for a '=' in the description line. When I redid the script, I spaced some of the sections out so I could see them better. So what was previously line 5 got moved to line 9. Now the error is the same as before except that it insists on finding = on line 9 now. So the problem is most likely in the description line. But all the other script files I have looked at don't have one in that line, so why does FLMM insist mine should, and where would it go if I was going to put one in?

Sanic

"47 is the most reoccuring number in the universe!"

"They come in Pints??"

Post Wed Mar 10, 2004 3:01 pm

One more thing and I'll shut up (for awhile) lol

in the header line, do I need: savesafe="true">
I noticed that some mods do and some don't.

Also, when I am done, this will be a mod to activate with Evo, right??
If not, what am I supposed to do with it.

And finally, just what files are supposed to be in the DATA file, just SHIPS folder with the various ships folders in it, right?

Sanic

"47 is the most reoccuring number in the universe!"

"They come in Pints??"

Post Wed Mar 10, 2004 4:05 pm

ag/mutafaka, you seemed a bit stressed so I pulled this off the multiplayer forum for you;



--------------------------------------------------------------------------------
To bypass the story mode I setup a FL Server, but when I launch the game I can't see the server I set up even though they are on the same computer. This is the first time I have tried this, so what am I doing wrong????

Pinger
Colonel
posted 3/4/2004 09:59 PST
--------------------------------------------------------------------------------
look in lan

[ZN-ShiftViper5
Colonel
posted 3/4/2004 12:38 PST
--------------------------------------------------------------------------------
Once you run FLServer.exe it should show up under LAN. It might have to do with your internet connection, though. My computer with 512K cable shows the LAN server, while my computer without internet access (which may soon change) won't show the LAN game at all.

cardam/ne
Commodore
posted 3/5/2004 03:51 PST
--------------------------------------------------------------------------------
if you don't have a network card installed FLServer won't work

--------------------------------------------------------------------------------



Maybe you should ask your question there.

S

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