Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

"unknown equipment" ioncross error

This is where you can ask for help and post your knowledge on error messages from using the various tools that describe error messages in MODs such as DataStorm the Freelancer MOD Scanner the server console and FLSpit.

Post Tue Sep 27, 2005 8:04 am

"unknown equipment" ioncross error

i have a complaint about ioncross detecting a cheat when people spawn new characters & buy equipment before launching & redocking, is it caused by a loadout like this one from mpnewcharacter.fl missing the "internal, 1" comment?

ship_archetype = ku_fighter
equip = ge_kf_engine_01
equip = ku_fighter_power01
equip = ge_s_scanner_01
equip = ge_s_tractor_01

Edited by - Cold_Void on 9/27/2005 12:16:06 PM

Post Tue Sep 27, 2005 10:26 am

I shouldn't have thought it would, simply because here is the default MP loadout...

[Loadout
nickname = MP_ge_fighter
archetype = ge_fighter
equip = ge_gf1_engine_01
equip = shield01_mark01_lf, HpShield01
equip = ge_fighter_power01
equip = ge_s_scanner_01
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = li_gun01_mark01, HpWeapon01
equip = li_gun01_mark01, HpWeapon02
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallOrange, HpRunningLight01
equip = SlowSmallOrange, HpRunningLight02
equip = SlowSmallOrange, HpRunningLight05
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02
cargo = ge_s_battery_01, 3
cargo = ge_s_repair_01, 3

As you can see, it comes directly from the loadouts.ini file - no addons, no internal etc.
*edit* read your entries - ship_archetype = ??
never seen a ship_archetype entry, did you copy paste that into the thread, or just type it in without reference?

Edited by - Chips on 9/27/2005 11:27:48 AM

Post Tue Sep 27, 2005 11:14 am

copied from the xml edited mpnewcharacter.fl - speaking of which i've been meaning to have a dialogue with the community about removing newcharacter.ini from mods - its redundant for normal purposes and as i've found there are lots of cool applications for modding newcharacter.ini but they all involve some xml editing of the file(until i can get an app built for it)..anyways eliminating that file reduces headaches for people editing their startup loadouts and ships, and of course installing my addon

ah, could a moderator move this to mod errors for me please?thnx

Edited by - Cold_Void on 9/27/2005 3:47:21 PM

Post Tue Sep 27, 2005 8:59 pm

No problem,

Glad to help..

Harrier

Post Tue Sep 27, 2005 10:39 pm

Cold Void, what exactly would you then do to the newplayer.fl file? YOu realise that the amount of cash, starting pos, ship, loadout, character etc is all directly taken from the newcharacter.ini file don't you?
Instead of modifying %MONEY% or whatever, the xml could simply change the newcharacter.ini's line about money. Same for where you start etc - I still do not understand why people insist that you must use the .fl file when the ini file is where it actually takes the values from, and easier to work with (as you can specify a whole ream of loadouts in there, and change one line with XML to change what startout they have).

The only reason to fiddle with that is your rep, and I forget whether your starting rep is the same as the faction named in the newcharacter.ini file as well.

Post Tue Sep 27, 2005 11:32 pm

yes but i'm talking about the user changing newcharacter.ini to select pilot or faction -for server ops editing a loadout in .fl is faster and more direct than finding one w/o infinite power or other bad things in loadouts.ini imo - also for compatibility this addon can't edit primary ini's included in a parent mod, like loadouts.ini

faction reps and pilot properties can only be set by the clients editing newcharacter.ini - which FLMM doesn't want to do when it already has a copy of that file installed



The only reason to fiddle with that is your rep, and I forget whether your starting rep is the same as the faction named in the newcharacter.ini file as well.



actually you can let clients select their pilot (costume, base, and faction) and/or faction separately, in vanilla reputation is set faction by faction with a large column of empathy settings in mpnewchar,however there is a semicoloned "initial_rep =" at the top and a "rep_group =" line in newcharacter.ini that simply aren't used

newcharacter.ini is a vestigial file from older versions of FL where they were planning on multiple characters for users,for 'trent' purposes every single variable can be directly defined in mpnewchar,provided ioncross errors can be fixed

Post Fri Sep 30, 2005 5:04 am

You can create custom loadouts in the loadouts.ini file for players ships. if you are going to edit theri starting ship in the fl file - you can do exactly the same - but in the loadouts.ini file. Its server side, players don't need the loadout.

FLMM can simply use the append to make it 100% compatable with any mod going.

hence my "server admins mod" - which is 2 years old, and still in the downloads section.
Trust me, all the lines in the fl files which have "%% %%" do is pull info from the ini files.

Anyway, some say potato, and others say potato!
I guess that only works when saying the phrase - anyway, did the error get resolved? Was it the ship_archetype line or did you find something else?


Edited by - Chips on 9/30/2005 6:07:13 AM

Post Fri Sep 30, 2005 10:02 am

that would involve appending a file thats already installed,FLMM would complain and the original file would be lost when it backed up the pre-existing mod file over it.and consarnit i _know_ what the %% variables are, i wrote the book on em

nope, ship_archetype is fine, - "the internal, 1" comments that were still in the loadouts were causing some spit but nothing that should make ioncross scream cheat - all i can think of is that cargo may not be equipping correctly

Return to Mod Errors Board