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Post Thu Apr 01, 2004 2:03 pm

Capt Byron - see here for a pretty comprehensive gunboat ro any capship pilotable walkthrough - from start to finish

Tutorial

I cannot remember why i re-wrote it - but i did

Post Thu Apr 01, 2004 2:06 pm

Thanks Chips

Post Thu Apr 01, 2004 6:06 pm

Hey guys

havent posted fopr a while, been working real hard on my mod. I was wondering if anyone has made a completely new base that you can land at.

I have been working on this for AGES and getting very FRUSTRATED !!!!!

anyway I saw something on Reblances' post for v2.0 or something and was wondering if they had actually done it or if was just something else.

Could someone help me with making my own missions. Chips you probably tried it out. I have the conditions and actions list but i have little idea of how to apply properly.

Any help would be appreciated

Thanks

Post Thu Apr 01, 2004 9:56 pm

Haven't made any yet, as i know how time involving it will be - and when i say time involving, i mean TIME ENVOLVING + buggy as hell = crash paradise.

There are tons of triggers and actions, all interlinked with each other for added complexity. Furthermore, you have to tell them exactly what to do as well, which is NOT easy either. Its nothing like you would expect, but since nothing has been done in this area, suggest you take a peek at M01a.ini file and see what its like. Honestly, then check out if you think you can have a go. Reason is cause i haven't really given it much insight. It will be hella difficult, and right now, i don't know squat - so you know about as much as me. Basically - if your serious, its time to do the hardwork of investigation and testing. Not many like it, cause its tough as nutts, and very de-moralising when it doesn't work, BUT its time some tried stuff on their own, as this is how we do it normally.

You will have to read the missions files over and over. Find out what each command is linked to, and then try to see WHY it was done. See what they changed, get out FLED and read the ids numbers info to see what it corresponds to, and what order of flow goes. It will take you a long time, but basically - you will have to do what others expect us to do. That is all the hard work. Everyone likes to know how stuff is done, but they rely on everyone else to do the hardwork instead............but in this area it hasn't been done. However, once i get on it (after 1.28 is released), i will start working. once i know how it all works, i will post about it - HOWEVER, UNLIKE the rest of ini editing, it WON'T be a case of "copy and paste" - you will still have to change near everything to suit YOUR needs, cause otherwise you will have same missions as me.

if your up for it, good luck - i will catch up when i can.

Post Fri Apr 02, 2004 4:38 am

Capt Bryon:
Found a pretty major error, you've given the name of your base the same name as the name of the object in Li01.ini, neither of which you have declared in universe.ini :

In Li01.ini:

[Object
nickname = Li01_05
ids_name = 197697
pos = -16419, 0, 75074
rotate = 0, 40, 0
Archetype = outpost
ids_info = 66625
base = Li01_05 ;<--- Change this to Li01_05_base
dock_with = Li01_05;<--- Do the same for this
voice = atc_leg_f01
space_costume = br_karina_head, br_karina_body
reputation = li_n_grp
behavior = NOTHING
difficulty_level = 7
loadout = trading_outpost_li_01
pilot = pilot_solar_hardest

Then rename Li01_05.ini in LI01/BASES to Li01_05_base.ini

It works now with the files you've sent me, let me know if this hasn't fixed your problem.

Edited by - AccuShot on 4/2/2004 5:39:07 AM

Post Fri Apr 02, 2004 5:03 am

Thanks Accushot. I'll try that soon as I am away from my computer right now. Thganks again.

Post Fri Apr 02, 2004 9:33 am

Now I can enter the base, but the base image in space is a the ruined Ithaca station. How do I fix that, maybe that is cause I'm testing in SP. Did you try Benford. If so, how does it work? The mod still crashes my server so I guess there is a problem with my server files, even though I reinstalled. Thanks.

Post Fri Apr 02, 2004 9:48 am

It could be character files from server causing crashes....

Post Fri Apr 02, 2004 11:49 am

@ Chips, what do you mean by character files. Another question for you is about one of my stations. I changed Benford into Planet Maine, using a tutorial you wrote a while ago (Home for Trent). Everything works, except the shipdealer. Whenever I enter his area and click on the buy ship icon it comes up but instanly disappears, like i had hit escape. It's done this three or five times. If you, or anyone, know what the problem is I would appreciate it if you could help me.

By the way, that populating bases tutorial is great. Although I do wonder how to make the base give higher level missions.
Thanks.

Post Fri Apr 02, 2004 4:10 pm

Byron, when I had a similar problem it was my market_ships.ini. I had mispelt the base name.

S

Post Fri Apr 02, 2004 4:32 pm

Thanks Steve.

Chips, I followed your tutorial on gunboats and everything worked great except I can't launch. When I try it tells me to get an engine. I tried adding different engines to the package in the goods.ini file but that didn't work. When I buy the ship it also doesn't load on the guns it's supposed to. I guess that may be related but I don't know how. Any help is appreciated. Thanks.

It was a misspelling and also I had 2 ships with one pad. Thanks

Another question. I made a few graphical changes to a ship and now its invisible and I can't load weapons onto. Any idea's? Thanks.

BTW what are the character files you mentioned chips? I don't understand.

Edited by - Capt Byron on 4/2/2004 6:31:16 PM

Edited by - Capt Byron on 4/3/2004 1:44:11 PM

Edited by - Capt Byron on 4/3/2004 3:32:49 PM

Post Sun Apr 04, 2004 9:31 pm

About time for a 3rd thread, eh Chips? lol

Sanic

Post Tue Apr 06, 2004 1:37 am

I haven't seen this posted before in either newbie thread (and i've been through both many times in last few weeks while working on my mod/screaming gently into my coffee cup)

A script for changing initial nav map display in OpenSP (use it to replace the one that comes with Xerxes OpenSP mod). Here i am using Sheffield Base in Manchester and showing the other bases, holes and gates...

<script>
<header name="Modified Open SP 1.1 for A New Kind">
<scriptversion>
1.0
</scriptversion>
<author>
Xeres was original creator, updated by Starfyre Studios
</author>
<description>
Redone By
Starfyre Studios

Tweaked for A New Kind

Activate AFTER A New Kind
DO NOT USE THIS
ON MULTIPLAYER
NOR RUN A SERVER
WITH THIS ACTIVATED
</description>
</header>

<data file="data\universe\universe.ini" method="sectionreplace">
<section>
[system
nickname = Br02
</section>
<dest>
visit = 0
</dest>
<source>
visit = 1
</source>
</data>

<data file="data\universe\systems\br02\br02.ini" method="sectionappend">
<section>
[Object
nickname = Br02_01
</section>
<source>
visit = 1
</source>
</data>

<data file="data\universe\systems\br02\br02.ini" method="sectionappend">
<section>
[Object
nickname = Br02_02
</section>
<source>
visit = 1
</source>
</data>

<data file="data\universe\systems\br02\br02.ini" method="sectionappend">
<section>
[Object
nickname = Br02_03
</section>
<source>
visit = 31
</source>
</data>

<data file="data\universe\systems\br02\br02.ini" method="sectionappend">
<section>
[Object
nickname = Br02_04
</section>
<source>
visit = 1
</source>
</data>

<data file="data\universe\systems\br02\br02.ini" method="sectionappend">
<section>
[Object
nickname = Br02_05
</section>
<source>
visit = 1
</source>
</data>

<data file="data\universe\systems\br02\br02.ini" method="sectionappend">
<section>
[Object
nickname = Br02_06
</section>
<source>
visit = 1
</source>
</data>

<data file="data\universe\systems\br02\br02.ini" method="sectionappend">
<section>
[Object
nickname = Br02_to_Br01
</section>
<source>
visit = 1
</source>
</data>

<data file="data\universe\systems\br02\br02.ini" method="sectionappend">
<section>
[Object
nickname = Br02_to_Iw04
</section>
<source>
visit = 1
</source>

<data file="data\universe\systems\br02\br02.ini" method="sectionappend">
<section>
[Object
nickname = Br02_to_Iw03
</section>
<source>
visit = 1
</source>

<data file="data\universe\systems\br02\br02.ini" method="sectionappend">
<section>
[Object
nickname = Br02_to_Br04_hole
</section>
<source>
visit = 1
</source>
</data>

<data file="data\universe\systems\br02\br02.ini" method="sectionappend">
<section>
[Object
nickname = Br02_to_Iw03_hole
</section>
<source>
visit = 1
</source>
</data>

</script>

visit = 1 means will appear on map
visit = 31 as if you have docked there (just starting in a base does not acheive that)

from m13.ini for the start position :

[Trigger
nickname = bse_initialize_init_li01
InitState= Active
Cnd_True= no_params
system = Br02
Act_ForceLand = Br02_03_Base
Cnd_BaseEnter = Br02_03_Base
Cnd_SpaceExit = no_params
Act_SetShipAndLoadout = bh_fighter, osp_loadout <- custom loadout - dont copy!

Act_LockDock = Player.... etc

+++ out of cheese error - redo from start +++

Edited by - Anton on 4/6/2004 2:46:54 AM

Post Tue Apr 06, 2004 9:18 am

I thought so too <Click the smilie

Edited by - karatekid88 on 4/6/2004 10:18:43 AM

Post Tue Apr 06, 2004 9:24 am

Can somone tell me how to make hard points in 3ds max? I think you would use the "tools>Clone>Copy selection>Rename it>Bingo. But... It doesn't work :p (I hate milkshape. As we all know. )

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