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The general place to discuss MOD''ing Freelancer!

Post Tue Nov 15, 2005 3:22 am

OK guys, I've read elsewhere on the forums that it's possible to make a dual/quad missile launcher, and I've tried doing what the demonstrator did but... it still won't work. Any advice here?

[Motor
nickname = missile_multi01_motor
lifetime = 2.750000
accel = 22.038601
delay = 0

[Explosion
nickname = missile_multi01_explosion
effect = br_missile02_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 16
hull_damage = 250
energy_damage = 0
impulse = 0

[Munition
nickname = missile_multi01_ammo
explosion_arch = missile_multi01_explosion
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_missile_regular
detonation_dist = 4
lifetime = 13.750000
Motor = missile_multi01_motor
force_gun_ori = false
const_effect = br_missile02_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 1000
seeker_fov_deg = 35
max_angular_velocity = 1.903330
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 265757
ids_info = 266757
mass = 1
volume = 0.000000

[Munition
nickname = missile_multi01_ammo2
explosion_arch = missile_multi01_explosion
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_missile_regular
detonation_dist = 4
lifetime = 13.750000
Motor = missile_multi01_motor
force_gun_ori = false
const_effect = br_missile02_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0.2
seeker_range = 1000
seeker_fov_deg = 35
max_angular_velocity = 1.903330
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 265757
ids_info = 266757
mass = 1
volume = 0.000000

[Munition
nickname = missile_multi01_ammo3
explosion_arch = missile_multi01_explosion
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_missile_regular
detonation_dist = 4
lifetime = 13.750000
Motor = missile_multi01_motor
force_gun_ori = false
const_effect = br_missile02_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 1000
seeker_fov_deg = 35
max_angular_velocity = 1.903330
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 265757
ids_info = 266757
mass = 1
volume = 0.000000

[Munition
nickname = missile_multi01_ammo4
explosion_arch = missile_multi01_explosion
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_missile_regular
detonation_dist = 4
lifetime = 13.750000
Motor = missile_multi01_motor
force_gun_ori = false
const_effect = br_missile02_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 1000
seeker_fov_deg = 35
max_angular_velocity = 1.903330
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 265757
ids_info = 266757
mass = 1
volume = 0.000000

[Gun
nickname = missile_multi01
ids_name = 263910
ids_info = 264910
DA_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 750
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_3
damage_per_fire = 0
power_usage = 0
refire_delay = 2
muzzle_velocity = 30.299999
toughness = 3.700000
projectile_archetype = missile_multi01_ammo
projectile_archetype = missile_multi01_ammo2
projectile_archetype = missile_multi01_ammo3
projectile_archetype = missile_multi01_ammo4
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100
dispersion_angle = 5


That's my list of weapon_equip.ini info regarding the weapon in question.

Post Tue Nov 15, 2005 3:35 am

How do I increase the trade lane speed and the players cruise speed without a client side mod? Also how do i change their startup ship and location for new players?

Post Tue Nov 15, 2005 10:31 am

You can't.

tradelane requires an exe and common.dll hack and cruise need an alteration to the constants.ini.

As for ship and location you have 2 choices, edit the MPNewCharacter.fl in the exe folder or edit the newcharacter.ini in the Characters folder.

Rebalance 3.5 Dev. Team
rebalance.blue-ion.net

Post Tue Nov 15, 2005 6:34 pm

Ok that's fine. I was able to change the starting location no problem the only thing i can't do is change the startup ship package in the exe/mpnewcharacter.fl file. Could you show me the exact code i need for players to start with a banshee?

When i put in

;%%PACKAGE%%
rf_package

the new characters do not have a ship at all



Also how do you make NPC's regenerate?

Any help would be greatly appreciated.


Edited by - smibble on 11/15/2005 10:20:37 PM

Edited by - smibble on 11/15/2005 10:26:10 PM

Post Tue Nov 15, 2005 8:03 pm

Any input on my particular issue? It'd be nice to get someone else's opinion on the matter.

Post Wed Nov 16, 2005 3:09 pm

@ smibble, heres a tutorial for you on changing the starting ship server side.

By regenerate I take it you mean use bats and bots, check out the first couple of pages of this thread as Chips shows how to do it there.

Post Sun Nov 20, 2005 12:27 am

Hi all :-)

//I am a NEWBIE to MOD'ing in FREELANCER.//

I am trying to make a MOD.

I have been trying to make a SPECIAL EFFECT in FREELANCER, but I DO-NOT know how to make it. :-(

================================================
SPECIAL EFFECT EXPLAINED ::

I wan't to make a special SHIELD-

Which will BLINK or FLASH like a STROBE.
When it is HIT and REGENERATING, so as to try and blind the hostile ship from being able to hit the target.
=================================================

I HAVE-NOT come accross any TUTORIALS, that cover what I am trying to do.

// If this is [NOT-POSSIBLE, is their a similar EFFECT I could CREATE in FREELANCER, with the MODIFICATION's I can already do in FREELANCER. ? ? ? \

Could you Guy's HELP me, out!


!-THANK-YOU-!


Edited by - !atomic! on 11/20/2005 8:02:53 PM

Post Thu Jan 12, 2006 1:11 pm

Could some one please point me in the direction of any topics that cover removing all of the original systems in FL and replacing them with about 4 or 5 custom ones? and if there isnt one could you please tell me a list of all the files i need to edit and a note about what needs to be done to them?

And when Chips orginized all the posts in the old forum, how many posts per page did he use to get those page numbers?

And yes i did search, i have been for about a week for the qusetions that have been asked so dont freak out if they are somewhere else.

Post Sat Jan 14, 2006 11:17 pm

I was wondering if someone could direct me to the section on learning how to mod the npc difficulty, and add battleship encounters. Is it possible for these mods to be server side only?

Edited by - smibble on 1/14/2006 11:21:32 PM

Post Sun Jan 15, 2006 6:16 am

anything (almost) to do with NPC's is handeled server side. on the first page of this topic there is a post by Chips about how to ramp up the NPC'c and even tutorials on how to make them use bot/bats and their sheilds regen.

As for BS encounters you can do this server side also. here are some tuts on that:
Cap ships
Nomad BS and gunboat

Edited by - 04trent04 on 1/15/2006 6:16:36 AM

Post Sun Jan 15, 2006 7:20 pm

thanks a million u made my day

Post Mon Jan 16, 2006 7:24 am

@ 04TRENT04, its a bad idea to try and remove the vanilla systems as there are references to them in the dll's and exe. Instead just block them out, build you mod and get your systems working, making sure you haven't linked it to vanilla with any JH/JG's.

Then open your mods universe.ini in notepad and search for the "visit =" line under each vanilla system tag and change it to read "visit = 128". This will hide all of the vanilla systems on the navmap.

Now borrow the newplayer.fl from my OSP mod and stick it in your mods exe folder, this is different to the normal file in that its been decoded to allow it to be edited in notepad and FLMM. It's also been preset to work as OpenSP only so you won't need to worry about the "story" starting up in your mod.

Open it with notepad and find this bit-

system = Li01
base = Li01_01_Base

Change the system and base to one of yours and save it, this will mean that anybody who uses your mod will start in whatever system and base you choose when they select "New Game". If you want your mod to run on a server then change the start point in the NewCharacter.ini in the Characters folder.

If you have an xml script for your mod make sure you don't have "savesafe" in the header as this means you will be using your vanilla save files and will not get your mod to work properly.

Doing this will completely block the vanilla systems from being used, however when you activate your mod for the first time after doing what I've suggested, don't start Freelancer just yet, head to your save game folder and make sure there are no .fl files visible, if there are then get rid of them especially if one is the "Restart.fl". This file is a major pain as it holds all of the setting for your game and FL reads it instead of your new files, but by getting rid of it you force FL to read your edited files and FL will make a new Restart.fl from your files.

**shuffles of with a new headache**

Post Mon Jan 16, 2006 7:48 am

Thanks you sooo much.

Post Wed Jan 18, 2006 1:08 pm

OK next question....

I want to make a sphere of mines about 15K in diamater and remove all of the mines from the inside to for a 10K empty space.

I tride to do this in FL Explorer but when i took the JH to the center of the sphere i exploded in a cluster of mines instantly.

Thanks for the help

Post Thu Jan 19, 2006 8:43 am

FLE will have probably done alot of this for you but I rarely use it, so I'll show you how to do it by hand to alter what you have. I'll use ZONE 21 in New York as an example. Before anybody comments on it I've changed the size and shape of the zones for this example.
In your system ini file FLE will have put something like this near the start:

[Asteroids
file = solar\asteroids\Li01_zone21_mine_field.ini
zone = Zone_Li01_zone21

This does 2 things it tell the game where to find the data file for the Mines (or Asteroids) and what the zone is called that will be using that info.
And here's the zone in question:

[zone
nickname = Zone_Li01_zone21
ids_name = 261212
pos = 81640, 0, 2050
shape = SPHERE
size = 15000
property_flags = 4128
Music = zone_field_mine
ids_info = 66000
visit = 32
sort = 99

This tells the game to make an area at X,Y,Z by a set shape and size, it's the Asteroids tag that fills it full of mines.
Now to clear the center you need to make a new zone inside the first one just like this:

[zone
nickname = Zone_Li01_to_Li05
pos = 80122, 0, 12444
shape = SPHERE
size = 10000
property_flags = 131072
sort = 99

Now this won't clear the center by itself, you need to make it an exclusion zone and to do this you need to edit the file the Asteroids tag points to. In your mods folder goto data\solar\asteroids and open the ini file FLE made for your minefield:

[Exclusion Zones
exclusion = Zone_Li01_to_Li05
exclude_billboards = 1

You probably won't find the above [Exclusion Zones tag in your file, so just add it and make sure that the "exclusion =" matches the zones nickname that you want to clear, save it and the job's done. This works for most types of zones including Tradelanes.

**shuffles of with a new headache**

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