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Weapon Mod Problems (updated)

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.

Ogu

Post Fri Jul 27, 2007 9:49 am

Yeah, you can make your own effect by combining a couple other ones.

For example, in Effects.ini, all the effects are listed. If you look up ci_laser_03_proj, you'll see that it has a nickname, a type (EFT_WEAPON_whatever) and a vis_effect or vis_generic.

You can simply add more of these vis_effect or vis_generic lines to make new effects. I wouldn't use too many though, it might look like crap. lol


Edited by - Ogu on 7/27/2007 10:50:14 AM

Post Fri Jul 27, 2007 10:02 am

so, to combine the effects, it needs to be done in the effects.ini file?

coz im having another problem
i did that thing you said

here's a fresh code for the error this time

Error: FLMM has determined that 'Shadowhaunt Mod' won't properly activate.
Error: Unable to find dest 'hull_damage = 16.299999'(...) in 'C:\Arquivos de programas\Microsoft Games\Freelancer\data\equipment\weapon_equip.ini'

and the section of the mod about the error
again, i copied and pasted from the original file to the section and dest tags, then from the dest tag to the source tag, then edited that...
just decided to keep everything in =P

<section>
[Munition
nickname = li_gun01_mark01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 16.299999
energy_damage = 0
weapon_type = W_Laser01
one_shot_sound = fire_laser1
munition_hit_effect = li_laser_01_impact
const_effect = li_laser_01_proj
lifetime = 0.800000
force_gun_ori = false
mass = 1
volume = 0.000100
</section>

<dest>
hull_damage = 16.299999
energy_damage = 0
weapon_type = W_Laser01
one_shot_sound = fire_laser1
munition_hit_effect = li_laser_01_impact
const_effect = li_laser_01_proj
lifetime = 0.800000
force_gun_ori = false
mass = 1
volume = 0.000100
</dest>

<source>
hull_damage = 500
energy_damage = 300
weapon_type = W_Laser01
one_shot_sound = fire_laser2
munition_hit_effect = ci_laser_03_impact
const_effect = ci_laser_03_proj
const_effect = li_cruiser_maingun ;;the other effect... not here?
lifetime = 2
force_gun_ori = false
mass = 1
volume = 0.001
</source>

there. updated xD;

~x marks the spot. step and burn!

Edited by - xkaliboor on 7/27/2007 11:03:43 AM

Ogu

Post Fri Jul 27, 2007 10:46 am

First of all, you can only have one const_effect line.

const_effect = ci_laser_03_proj
const_effect = li_cruiser_maingun ;;the other effect... not here?

So get rid of the first one. If you want to combine effects, it can only work in the effects.ini file, then you use that new effect in your const_effect line instead of the old one.

As for your script error, I would guess that your <section> doesn't exist in weapon_equip.ini - make sure it's there and that it's written exactly like that. It's the only thing I notice right off.

Post Fri Jul 27, 2007 2:56 pm

right. about the effects
can you give me a pointer as to what im looking at in this file?
it doesnt really all look giverish - i just dont understand what im looking for, exactly...

i found ci_laser_03_proj in there, but now what?
do i just add "li_cruiser_maingun" after another vis_beam line?

ok for example
would it look like this?

[Effect
nickname = ci_laser_03_proj ;;<-- i would rename this right?
effect_type = EFT_WEAPON_PROJ
vis_beam = ci_laser_03_beam
vis_generic = li_cruiser_maingun ;;<-- generic coz when i search for li_cruiser_maingun, it says vis_generic, not vis_beam.. can i mix them? oO

____________
as for my <section> being non-existent, it is.
i just doublechecked - its there, character by character, pixel by pixel

below im pasting exACTLY whats in my weapon_equip.ini file for this gun

[Munition
nickname = li_gun01_mark01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 16.299999 ;;<-- the error starts here... i cant see why tho.. can you?
energy_damage = 0
weapon_type = W_Laser01
one_shot_sound = fire_laser1
munition_hit_effect = li_laser_01_impact
const_effect = li_laser_01_proj
lifetime = 0.800000
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = li_gun01_mark01
ids_name = 263357
ids_info = 264357
DA_archetype = equipment\models\weapons\li_heavy_ion_blaster.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 400
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_1
damage_per_fire = 0
power_usage = 5.090000
refire_delay = 0.120000
muzzle_velocity = 750
use_animation = Sc_fire
toughness = 1.300000
flash_particle_name = li_laser_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = li_gun01_mark01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 40, 80, 100

~x marks the spot. step and burn!

Ogu

Post Fri Jul 27, 2007 4:02 pm

[Effect
nickname = my_new_weapon_effect_proj ; the nickname of the effect (needs to be unique)
effect_type = EFT_WEAPON_PROJ ; the type of the effect (for weapons, this stays the same)
vis_beam = ci_laser_03_beam ; the effect from weapons_ale.ini that is used
vis_generic = li_cruiser_maingun ; another effect, also from weapons_ale.ini

If you look for the maingun's effect (li_cruiser_maingun_proj) and it tells you that it uses vis_generic, then put that in. Just keep the vis_whatever the same as the effect it's taken from - you can have different types in one effect.

A few years ago I made pictures of all the weapon effects - you can see them ->Here<-. The name of the picture is the effect's nickname from effects.ini - should be helpful

So now you should be able to mix and match until you find something you like.

As for your script problem, I still don't know why it won't work.

Post Fri Jul 27, 2007 9:32 pm

sweet xD
those pix should come in handy lol

thanks!

but.
i cant test my weapon... -cries-
FLMM is givin me an error and i cant figure out how to fix it
its giving the same error to 3 or 4 different mods and im jst stumped...

Error: FLMM has determined that 'Advanced Starkiller Torpedo PrII' won't properly activate.
Error: Unable to find dest 'lifetime = 7.500000'(...) in 'C:\Arquivos de programas\Microsoft Games\Freelancer\data\equipment\weapon_equip.ini'

i went in there and it DOES exist in weapon_equip.ini
the same exact line and evrything
i copied and pasted it for pete's sake ><

~x marks the spot. step and burn!

Post Fri Jul 27, 2007 9:37 pm

you know what..? could i just send one of my problematic mods to someone?

any1 here has msn or gtalk? (i prefer gtalk but.. whatever)

edit:
my msn is [email protected]
my gtalk is xkaliboor (@gtalk.com lol - yes i use the same for both. AND for my email XD;; )

~x marks the spot. step and burn!

Edited by - xkaliboor on 7/27/2007 10:38:28 PM

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