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Mooring

The general place to discuss MOD''ing Freelancer!

Post Thu Nov 30, 2006 4:08 pm

More than one docking ring to a planet

ring 1 -> dock_with = base_a
ring 2 -> dock_with = base_b
ring 3 -> dock_with = base_c
ring 4 -> dock_with = base_d
ring 5 -> dock_with = base_e
ETC...

If all of the rings went to base_a then you would use the exact same set of room files, NPCs and market files for all of the rings. Meaning that you would have the exact same 3 ships for sale no matter which ring you docked with, but by sending each ring to a separate base you get a different set of files for each one. Believe me I know all about this as I've been using it since I found Kaegogi's Black Market mod back in late 2004, but it doesn't matter how many rooms or sub rooms you add to a base, as you can still only use one set of market files per base.

Your base will have a system ini entry similar to this:-

{Object}
nickname = Rankors_base_01
ids_name = 543210
pos = 6173, 0, -50515
rotate = 0, 180, 0
Archetype = Your_base
ids_info = 65755
base = Base_a
dock_with = Base_a
voice = atc_leg_f01
space_costume = br_karina_head_gen, li_female_guard_body
faction = li_p_grp
reputation = li_p_grp
behavior = NOTHING
difficulty_level = 2
loadout = Big_Guns_Go_Here
pilot = pilot_solar_hardest

The "base =" has a few functions but the main one is to tell FL what mBases.ini entry to use to assign factions to the encounters and patrol paths.

The "dock_with =" as we already know will send you to base_a with it's 3 ships. It's not the docking points that send you to the rooms it's the "dock_with", and as you can only have one "dock_with" per system object how the hell do you plan to get to the other 7 bases from this one object.

If you'd built it as a modular construct as Gibbon has suggested you would have had eight seperate landing bays, each with it's own base which would have given you 24 ships, but it's still eight bases and not one.

**shuffles of with a new headache**

Post Fri Dec 01, 2006 1:19 am

Rankor, chill - your posts, as well as your threats about "cuss yourself out of a job" are niether warranted or welcome, and are incredibly immature.

Carry on like that and no-one is going to help you, because after all, that is ALL they are trying to do - and doing it for free as well.

If you are that inconsiderate to extend even simple politeness in your posts to those attempting to help you out, then may the door SMACK you on the ass as you leave here never to return.

Either be civil and courteous to those attempting to help you, or go away.


Your choice.

(and no, I don't care how harsh my words may seem - it's obvious that you only understand strong words because your incapable of extending courtesy to others).

Post Fri Dec 01, 2006 5:42 am

Done and understood.
My apologies to all here and to Gibbon especially.

Post Sun Dec 03, 2006 10:34 am

Sigh...

And I'm really no closer to a solution than I was before.

I can "moor" but i end up in the docking bay/platform. If I'm on a planet my capship takes up half the city and if I'm 'moored' on a base I can see the nose of my ship poking through the side of the docking bay.

When I undock from a planet I leave through a docking ring, getting hung up with any BS class cap ship.

When I undock from a base I fly right through the base when leaving. I attempted to undock a Liberty Dreadnought from Trenton Outpost and found myself impaled by the tower and unable to move.

I'm not experienced enough or creative enough to think of a possible solution so I'm still looking for ideas.

Post Sun Dec 03, 2006 11:25 am

for the planet/base ship-clipping problem, just move the HpMount really far out in any direction - that will place your model off screen

for undocking, you can add another solar that docks with your station, and set its dock sphere to either ring or airlock, which will force ships to undock there or do the same with your stations, adding the new dockpoint to them

Post Mon Dec 04, 2006 12:15 pm

I presume you're speaking of the solararch.ini and these lines...

filedocking_sphere = moor_medium, HpDockMountC, 5.000000
change the 5.000000 to something like 150.000000 ?

could you post an example of the coding i'd need to solve the undocking problem?

Oh, and one more thing. I found Chip's tutorial and he spoke of removing a sur file for the docking rings. How would I do that in the mod? Should I just create a blank file with the sur extension and allow it to overwrite the existing one?

thanks much,
Robo

Edited by - robocop on 12/4/2006 12:48:29 PM

Post Mon Dec 04, 2006 3:29 pm

no i meant the ships HpMount - thats what connects it to the base model when you're landed.

for the sur file, just add phantom_physics = true to the ring's solar archetype

Post Mon Dec 04, 2006 4:34 pm

So now I'm editing the cmp file?

Post Mon Dec 04, 2006 5:06 pm

which? lol

Open the ship in hardcmp, find the HpMount, move it.

open solararch.ini, find docking ring, apply phantom physics.

Post Tue Jan 23, 2007 9:51 am

I worked out a way to make mooring human players dock in the end when using flserver with FLHook.

Proof of concept: Go to the Hamburg City Server, buy a Transport on Planet Harris (download mod first) and then dock at a normal base.

Post Tue Jan 23, 2007 9:59 am

@robocop

If you just delete the sur file for something, you will be able to fly right through it.

Post Wed Jan 24, 2007 6:29 am

Hey folks. why don´t you take a look at the FL:TNG mod. Starfyre has altered the docking system so it works fine with their big and very big ships. I´m intending to send them a mail about this.

Post Wed Jan 31, 2007 4:24 am

Anyone got Starfyres e-mail adress? I cant find it.

Post Wed Jan 31, 2007 7:02 am

Their docking system is the same as the others, but older.

The only problem is... you cut out at half a kilometre away, and reappear that distance away as well. That method has been well documented and available for the past 45 months, since April 2003.

The reason for wanting moors is so that docking feels like docking... not just disappearing a mile from a station.

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