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The general place to discuss MOD''ing Freelancer!

Post Tue Oct 14, 2003 2:43 am

Well - if you ONLY get the custom readout for one number, without it still saying all the rest of the crap, then just add some text to the bottom, however, if its still possible to see other info, then erm, ah, dunno

I assume it is somehow linked through something SOMEWHERE!
The only other alternative is that when you make something, you will have to edit whatever it is similar too (ie stations secondary info) to be neutral instead - so that it won't give a specific readout, but a general one instead. - if you follow that that is! lol

Must admit though - if that were the case then there would only be one type of each station everywhere.......................otherwise they would all share the same info?

Post Tue Oct 14, 2003 2:52 am

FOUND IT!

Finally pulled my finger out and thought logically. It couldn't be tied to the darned station or planet type, otherwise everything would be similar surely?
In that case it MUST be tied to something like the darned navmap methinks or something?

So - i looked around a little in my files and found this:
The infocardmap.ini file inside the interface folder. I really was being stupid sorry - i found this out ages ago, i just didn't put two and two together until i started thinking rather than just looking places.

Here is an example:
nfocardMapTable
Map = 65537, 65538
Map = 65539, 65540
Map = 65541, 65542
Map = 65543, 65544
Map = 65545, 65546
Map = 65547, 65752
Map = 65549, 65550
Map = 65551, 65552
Map = 65553, 65554
Map = 65555, 65556
Map = 65557, 65558
Map = 65559, 65560
Map = 65561, 65562
Map = 65563, 65564
Map = 65565, 65566
Map = 65567, 65568
Map = 65569, 65570
Map = 65571, 65572
Map = 65573, 65574
Map = 65575, 65576
Map = 65577, 65578
Map = 65579, 65752
Map = 65581, 65582
Map = 65583, 65584
Map = 65585, 65586
Map = 65587, 65588
Map = 65589, 65590
Map = 65591, 65592
Map = 65593, 65594
Map = 65595, 35596
Map = 65597, 65598
Map = 65599, 65600
Map = 65601, 65602
Map = 65603, 65604
Map = 65605, 65606
Map = 65607, 65608
Map = 65609, 65610
Map = 65611, 65612
Map = 65613, 65614
Map = 65615, 65616
Map = 65617, 65752
Map = 65619, 65620
Map = 65621, 65622
Map = 65623, 65624
Map = 65625, 65626
Map = 65627, 65628
Map = 65629, 65630
Map = 65631, 65632
Map = 65633, 65634
Map = 65635, 65636
Map = 65637, 65638
Map = 65639, 65640
Map = 65641, 65642
Map = 65643, 65644
Map = 65645, 65646
Map = 65647, 65648
Map = 65649, 65650
Map = 65651, 65652
Map = 65653, 65752
Map = 65655, 65574
Map = 65657, 65658
Map = 65659, 65574
Map = 65661, 65662
Map = 65663, 65664
Map = 65665, 65666
Map = 65667, 65668
Map = 65669, 65670
Map = 65671, 65672
Map = 65673, 65674
Map = 65675, 65676
Map = 65677, 65678
Map = 65679, 65680
Map = 65681, 65682
Map = 65683, 65684
Map = 65685, 65686
Map = 65687, 65688
Map = 65689, 65690
Map = 65691, 65692
Map = 65693, 65694
Map = 65695, 65696
Map = 65697, 65698
Map = 65699, 65700
Map = 65701, 65702
Map = 65703, 65704
Map = 65705, 65706
Map = 65707, 65708
Map = 65709, 65768
Map = 65711, 65712
Map = 65713, 65714
Map = 65715, 65716
Map = 65717, 65718
Map = 65719, 65720
Map = 65721, 65722
Map = 65723, 65724
Map = 65725, 65768
Map = 65727, 65728
Map = 65729, 65730
Map = 65731, 65732
Map = 65733, 65734
Map = 65735, 65736
Map = 65737, 65738
Map = 65739, 65740
Map = 65741, 65742
Map = 65743, 65744
Map = 65745, 65746
Map = 65747, 65748
Map = 65749, 65750
Map = 65751, 65752
Map = 65753, 65754
Map = 65755, 65756
Map = 65759, 65760
Map = 65761, 65762
Map = 65763, 65764
Map = 65765, 65766
Map = 65767, 65768
Map = 65769, 65770
Map = 65771, 65772
Map = 65773, 65774
Map = 65775, 65776
Map = 65777, 65778
Map = 65779, 65780
Map = 65781, 65782
Map = 65783, 65784
Map = 65785, 65786
Map = 65787, 65788
Map = 65789, 65790
Map = 65791, 65792
Map = 65793, 65588
Map = 65795, 65796
Map = 65797, 65798
Map = 65799, 65800
Map = 65801, 65802
Map = 65803, 65804
Map = 65805, 65806
Map = 65807, 65808
Map = 65809, 65810
Map = 65811, 65812
Map = 65813, 65814
Map = 65815, 65816
Map = 65817, 65818
Map = 65819, 65820
Map = 65821, 65822
Map = 65823, 65824
Map = 65825, 65826
Map = 65827, 65768
Map = 65829, 65830
Map = 65831, 65832
Map = 65833, 65834
Map = 65835, 65836
Map = 65837, 65838
Map = 65839, 65840
Map = 65841, 65842
Map = 65843, 65844
Map = 65845, 65846
Map = 65847, 65848
Map = 65849, 65850
Map = 65851, 65852
Map = 65853, 65854
Map = 65855, 65856
Map = 65857, 65858
Map = 65859, 65860
Map = 65861, 65862


Notice that each info number has the one above it associated. Now, when you use a custom ids number you don't get any blurb for it do you? Nope - but you can make it here. Add a line, and then add what you are after - like so:
Map = 66701, 66702 where the 66702 contains the speil about the planet or base you have.

Enjoy
Chips

Post Tue Oct 14, 2003 4:01 am

Hot damn....and I went into that file and I myself didn't notice the corilation to it either....I gotta look at these file far more closely and think more like a programer....thank you much. My new home and system for Trent is complete and I'm one happy camper. The game will feel far more at home now, thanks again Chips....

Post Tue Oct 14, 2003 8:34 pm

bump

Post Tue Oct 14, 2003 9:16 pm

2 questions 1. How do i make bases destractable and 2. This base has only 1 person in th bar why? [MBase
nickname = iw08_07_Base
local_faction = fc_x_grp
diff = 14
msg_id_prefix = gcs_refer_base_iw08_07_Base
[MVendor
num_offers = 2, 4
[BaseFaction
faction = fc_x_grp
weight = 100
offers_missions = true
mission_type = DestroyMission, 1.000000, 1.000000, 100
npc = li0117_001_m
npc = li0117_002_m
npc = li0117_003_m

[GF_NPC
nickname = li0109_fix_bartender
body = li_manhattan_bartender_body
head = rh_captain_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 244677
affiliation = fc_x_grp
voice = rvp101
misn = DestroyMission, 1.000000, 1.000000
bribe = fc_x_grp, 10000, 16100
rumor = base_0_rank, mission_end, 1, 131159
[GF_NPC
nickname = li0117_fix_ship
body = li_manhattan_bartender_body
head = rh_captain_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 244678
affiliation = fc_x_grp
voice = rvp131
[GF_NPC
nickname = li0117_fix_trader
body = li_manhattan_bartender_body
head = rh_captain_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 244678
affiliation = fc_x_grp
voice = rvp131
[GF_NPC
nickname = li0117_fix_weaponsdealer
body = li_manhattan_bartender_body
head = rh_captain_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 244679
affiliation = fc_x_grp
voice = rvp101
[GF_NPC
nickname = li0117_001_m
body = li_manhattan_bartender_body
head = rh_captain_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 220204
affiliation = fc_x_grp
voice = rvp101
misn = DestroyMission, 1.000000, 1.000000
room = bar
bribe = fc_x_grp, 10000, 16100
rumor = base_0_rank, mission_end, 1, 131159
rumor = base_0_rank, mission_end, 1, 131161
[GF_NPC
nickname = li0117_002_m
body = li_manhattan_bartender_body
head = rh_captain_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 220205
affiliation = fc_x_grp
voice = rvp101
misn = DestroyMission, 1.000000, 1.000000
room = bar
bribe = fc_x_grp, 10000, 16100
rumor = base_0_rank, mission_end, 1, 131159
rumor = base_0_rank, mission_end, 1, 131161
[GF_NPC
nickname = li0117_003_m
body = li_manhattan_bartender_body
head = rh_captain_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 220206
affiliation = fc_x_grp
voice = rvp101
misn = DestroyMission, 1.000000, 1.000000
room = bar
bribe = fc_x_grp, 10000, 16100
rumor = base_0_rank, mission_end, 1, 131159
rumor = base_0_rank, mission_end, 1, 131161
[MRoom
nickname = bar
character_density = 10
fixture = li0109_fix_bartender, Zs/NPC/Bartender/01/A/Stand, scripts\vendors\li_host_fidget.thn, bartender
[MRoom
nickname = Deck
character_density = 2
fixture = li0117_fix_trader, Zs/NPC/Trader/01/A/Stand, scripts\vendors\li_commtrader_fidget.thn, trader
fixture = li0117_fix_weaponsdealer, Zs/NPC/Equipment/01/A/Stand, scripts\vendors\li_equipdealer_fidget.thn, Equipment
[MRoom
nickname = ShipDealer
character_density = 2
fixture = li0117_fix_ship, Zs/NPC/Shipdealer/01/A/Stand, scripts\vendors\li_shipdealer_fidget.thn, ShipDealer
fixture = li0117_fix_ship, Zs/NPC/Shipdealer/01/A/Stand, scripts\vendors\li_shipdealer_fidget.thn, ShipDealer

Post Tue Oct 14, 2003 10:07 pm

OKay - to make objects destructable.

Open up your solararch.ini file (careful, there is problems here, suggest you download the SDK thing or use the new editor out on the front page - however, to be honest, you won't really notice the effects, so you can just use BiniQDU if you wish!)

Now - you need to find what you are looking for. Erm - lets start with a station

Lke - the Depot,

Now then - look at its entry :

[Solar
nickname = depot
ids_name = 261161
ids_info = 66150
type = STATION
DA_archetype = solar\dockable\depot_lod.cmp
material_library = solar\Solar_mat_dockable02.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 800, 1200, 2000, 15000
mass = 10000.000000
loadout = depot
open_sound = depot_open_sound
close_sound = depot_close_sound
docking_sphere = berth, HpDockMountA, 4.500000, Sc_port dock open
docking_sphere = berth, HpDockMountB, 4.500000, Sc_starboard dock open
docking_sphere = moor_large, HpDockMountC, 5.000000
docking_sphere = moor_medium, HpDockMountD, 5.000000
docking_sphere = moor_medium, HpDockMountE, 5.000000
docking_camera = 0
solar_radius = 600
shape_name = NAV_depot
hit_pts = 999999961690316250000000000000000000.000000

Notice that line at the bottom? Means bloody indestructable in this game.
What it needs to be is something like these two lines instead of the bold one above.

hit_pts = value of choice here - like 200000
destructible = true


Now then, although this works you don't have any explosion effects for it all just yet. Shame eh? Hmm - what can we do then? Well - there is a destructable depot further down the same file

explosion_arch = explosion_pirate_depot

Oh - fancy eh? so for depot you have add that line and you will get some pretty explosions when it blows up.

You could also give them explosion_arch = instant (which is what freeport 7 further down the page gives you).

Now - other explosions are in the explosions.ini file in the FX folder. Personally i haven't made it all blow up yet, but there we go - there are some in there for you. Mix and match etc etc.
Now for effects before blowing up you can also have fuse effects (like when your ship smokes and gives off sparks) - but personally i would leave them til later.
That is very very simply what you put to make it have effects and be destructable okay.

Next thing your base.
Firstly - what is the nickname of your base?
Make sure you have that right first things first.

Next - you have an odd assortment of stuff going off in there - its tough to see what you got.

Make EVERY character have your base nickname - so they look like this:


[MBase
nickname = Li07_02_Base
local_faction = li_p_grp
diff = 2
msg_id_prefix = gcs_refer_base_Li07_02_Base

[MVendor
num_offers = 2, 4

[BaseFaction
faction = li_p_grp
weight = 62
offers_missions = true
mission_type = DestroyMission, 0.082100, 0.205129, 70
npc = li0702_lpolice_001_m
npc = li0702_lpolice_001_f

[BaseFaction
faction = gd_bh_grp
weight = 25
offers_missions = true
mission_type = DestroyMission, 0.082100, 0.205129, 30
npc = li0702_bounty_001_m


[GF_NPC
nickname = li0702_bounty_001_m
body = sh_male2_body
head = ge_male4_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 220175
affiliation = gd_bh_grp
voice = rvp111
misn = DestroyMission, 0.082100, 0.205129
room = bar

[GF_NPC
nickname = li0702_fix_bartender
base_appr = Robot_body_d
individual_name = 262028
affiliation = li_p_grp
voice = rvp003
bribe = li_p_grp, 10000, 16101



Notice all mine have the li0702 instead? It doesn't matter if it was li0702 or bob the builder here to be honest, but it is tidy to keep it in your base names. Next - i highlighted a line up there, that is because it is what your base is referred to as well, personally i like to hear silence than another base name.
make sure this part:

[BaseFaction
faction = li_p_grp
weight = 62
offers_missions = true
mission_type = DestroyMission, 0.082100, 0.205129, 70
npc = li0702_lpolice_001_m
npc = li0702_lpolice_001_f

matches with the names further down okay?

[GF_NPC
nickname = li0702_lpolice_001_m
body = li_male_guard_body
head = ge_male3_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 220177
affiliation = li_p_grp
voice = rvp111
misn = DestroyMission, 0.082100, 0.205129
room = bar
accessory = prop_hat_male_li_grd

[GF_NPC
nickname = li0702_lpolice_001_f
body = li_female_guard_body
head = rh_newscaster_head_gen_hat
lefthand = benchmark_female_hand_left
righthand = benchmark_female_hand_right
individual_name = 220178
affiliation = li_p_grp
voice = rvp511
misn = DestroyMission, 0.082100, 0.205129
room = bar

Make sure that they are in the bar as well.

Basically for starting out with Mbases, its best off to copy a base that is the same type as yours, then at teh bottom of the file paste it in, and change the nicknames. Next - keep the ids names individual for a nicer look (ie don't just remake the same guy over and over again - it doesn't seem to work).

Basically - keep the ids numbers different in your base entry. Strictly speaking this SHOULDN'T make a diference, but this is a very sensitive file, where one cockup and it all goes pairshaped.

next - it isn't necessarily your base that is wrong either - it could be the one before if you changed that. The problems carry over - so if the last base in the file is wrong, no-where else is affected, if Manhatten has an error, you won't find NPC's or missions ANYWHERE you look either.




edit - oh yes, give the ship and the other guy different names will ya? that way it rules that problem out.





Edited by - chips on 14-10-2003 23:10:36

Post Tue Oct 14, 2003 10:24 pm

Oh out of interest for people out there.

DLL numbers that are available in your dll's

For Equipment resources - like your equipment (guns etc etc)
numbers from 320001 to approx 327000 are free.
Remember it goes like this
320001 and 321001 in the fashion of the actual files though. Just to let you know - so then 320002 and 321002 okay? Keep on going - when you add 1000 weapons - move onto 322001 and 323001instead - but only if you keep it in the same tradition as the game though - otherwise - just use 320001 and 320002

For name resources - like naming jumpholes, stations, planets, ships etc etc
Numbers from 261795 to 262143 are free - that is approx 348 numbers for you to use. So far i have several systems, ships, commodities and 100 named characters in my mod - so 348 is enough to do substantial amounts of modding!

Now - for ids info numbers for the name resources..........
From approx 66619 or so they are free in space to be used up to approx 99000 or so i think - that is alot of info numbers free as far as i can see. Now just to make sure punch in random numbers or even go up consecutively from approx 66650 to 66700 or somethign to make sure that they aren't just blank ones on purpose - but honestly i haven't found anything in them yet. I am just shocked that there are so many empty ones is all!

Post Wed Oct 15, 2003 2:37 am

tried your info on gumpgates didnt work trying to track down hiddin files to unlock them if you found them let me no vise versa for me still trying out some battle ship encounters but they all crash might have to go threw system list n mark all encounters in there think that might be the prob some kind of conflicted in the encouter there ill let you no if that solve the problem n any outer mods you have for server side let me no want to put all into the files then post them so others out there looking just have to install them

see you n have a nice day

Post Wed Oct 15, 2003 2:46 am

Are you trying on your own comp or the server for the gates?

Also - if on your own - is it after story that you have them still locked?

I ask for many reasons
However, i managed to get mine working, but then again i also fiddled with the systems files too though. But i didn't do anything radical. BTW - if you are trying to use the alaska gate it won't work regardless- and for the encounters, try Nelphilms thread in the tutorials help forum about that. He will help ya out

Post Wed Oct 15, 2003 6:07 am

no on the server no one can use them still says there locked tried on comp that runs server still say locked n ill get you a list of cap ships n gun boats in all systems propley in a week of all systems that r in the original files befor i start to fiddle with them n any other encounter not listed in the encounter files

thank u n have a nice day

Post Wed Oct 15, 2003 11:46 am

Well - here is my NY -> Magellan entry in my files that does work

[Object
nickname = Li01_to_Iw03
ids_name = 260910
pos = -16055, 0, 85125
rotate = 0, -30, 0
Archetype = jumpgate
msg_id_prefix = gcs_refer_system_Iw03
ids_info = 66145
jump_effect = jump_effect_bretonia
reputation = li_n_grp
difficulty_level = 3
goto = Iw03, Iw03_to_Li01, gate_tunnel_bretonia
loadout = jumpgate_li_01
pilot = pilot_solar_hard
;visit = 0


And here is a normal one:
[Object
nickname = Li01_to_Li02
ids_name = 260911
pos = -83176, 0, 44831
rotate = 0, -70, 0
Archetype = jumpgate
msg_id_prefix = gcs_refer_system_Li02
ids_info = 66145
jump_effect = jump_effect_elite3
reputation = li_p_grp
behavior = NOTHING
difficulty_level = 1
goto = Li02, Li02_to_Li01, gate_tunnel_elite3
loadout = jumpgate_li_01
pilot = pilot_solar_easiest
voice = atc_leg_f01a
space_costume = 0, robot_body_A

I now remember what i did for every jumpgate and hole in the game......lol

I looked at the entries, counted up the lines between a noraml one, and then one where it was locked, and then ammended the files to match the thing.

Please note, that in this case there is a visit line that i have commented out here - and i assume that in IW04.in there is a similar entry too - do the same.

But i am sure that this has very little to do with it, but give it a go anyway - see what happens! LOL. Its worth a shot eh? Specially since mine work, and i changed all this AFTER the storyline (in sp it needs to be done before last mission so it takes effect i heard from someone!)

Post Thu Oct 16, 2003 2:52 am

:p
Thats what i am here for, to help out!

Why? Cause look at the start of the first thread - Newbie Questions 1 - that was my first ever post here, and if it wasn't for accushot i would never have got anywhere - so 'in return', or more likely - i hate it when you cannot work somethign out and no-one will help as they cannot be arsed, i spend time helping people. Hell - i acutally enjoy it sometimes, and other times - i don't know how to do what they want to know, but that means there is something for me to work out - so I get right on it! LOL

By the way.....

Will be gone from Friday afternoon GMT till Sunday Night/monday morning - so if on Friday you ask questions, can everyone try to answer each others if they can? Tar muchly
(that is Friday oct 17th, which just happens to be my 24th Birthday as well - LOL - shameless self plug!)

Post Sun Oct 19, 2003 11:31 pm

hello chip have some questions 1) in sytem incounters what is the archetype for n can they be altered server side 2) u no of any server side battle ship encounters that work n dont crash all the time 3)you lost me on the jump gate info you gave on other stuff you changed still cant get them to unlock 4)can you change all the weapons on all ai/npc if you want n can you do it to shields n engines??? 5) any info you have on any server side stuff can you email me if you can at [email protected] or [email protected]

have list of all encounters from systems if you want can post your call

thank you n have a nice day

Post Mon Oct 20, 2003 4:44 pm

Chips, or anyone....How would I go about making the Cheyenne Asteroid Field in Colorado Space be Minable? I'd like it to be minable for Uranium. And is it possible to make it minable for more than one item?

Edited by - Ricardius on 20-10-2003 18:13:32

Post Tue Oct 21, 2003 10:01 pm

add this to the bottom of the Cheyene asteroid field file in solar asteroids folder
[LootableZone
asteroid_loot_container = lootcrate_ast_loot_silver
asteroid_loot_commodity = commodity_silver
dynamic_loot_container = lootcrate_ast_loot_silver
dynamic_loot_commodity = commodity_silver
asteroid_loot_count = 0, 0
dynamic_loot_count = 1, 1
asteroid_loot_difficulty = 95
dynamic_loot_difficulty = 15

add pracet after zone
this makes it mineable for silver change commodity to change the loot

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