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Destructable Battleships and Stations

The general place to discuss MOD''ing Freelancer!

Post Thu Apr 10, 2003 2:52 am

Well..if you are a station when it blows...well you are dead. Kind of like real life. People asked for risk. Well now you have a reason to protect bases.

This is what I did for newark station.

Open solararch.ini Do a search for stations until you get to large stations. Look below.

[Solar
nickname = largestation1
ids_name = 60219
ids_info = 60220
type = STATION
DA_archetype = solar\dockable\station_large_b_lod.cmp
material_library = ships\liberty\li_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 2000, 3000, 4000, 7000, 40000
mass = 10000.000000
loadout = space_station
docking_sphere = berth, HpDockMountA, 5.000000, Sc_open dock1
docking_sphere = berth, HpDockMountB, 5.000000, Sc_open dock2
docking_sphere = berth, HpDockMountC, 5.000000, Sc_open dock3
docking_sphere = berth, HpDockMountD, 5.000000, Sc_open dock4
docking_sphere = moor_large, HpDockMountE, 10.000000
docking_sphere = moor_large, HpDockMountF, 10.000000
docking_sphere = moor_medium, HpDockMountG, 5.000000
docking_sphere = moor_medium, HpDockMountH, 5.000000
docking_sphere = moor_medium, HpDockMountI, 5.000000
docking_sphere = moor_medium, HpDockMountJ, 5.000000
docking_sphere = moor_medium, HpDockMountK, 5.000000
docking_sphere = moor_medium, HpDockMountL, 5.000000
docking_sphere = moor_medium, HpDockMountM, 5.000000
docking_sphere = moor_medium, HpDockMountN, 5.000000
docking_sphere = moor_medium, HpDockMountO, 5.000000
docking_sphere = moor_medium, HpDockMountP, 5.000000
docking_sphere = moor_medium, HpDockMountQ, 5.000000
docking_sphere = moor_medium, HpDockMountR, 5.000000
docking_camera = 0
solar_radius = 800
shape_name = NAV_largestation
hit_pts = 5000000 --------- station HP
destructible = true ----------- must be set to true
explosion_arch = explosion_pirate_depot -------------- explosion type
fuse = dyson_generator_fuse, 0.000000, 1 ------- explosion variable

NOW open explosions.ini


[explosion
nickname = explosion_pirate_depot
lifetime = 0.000000, 1.000000
process = disappear
debris_impulse = 50 ------------ how fast stuff moves when stuff explodes
effect = explosion_pirate_depot ---------------- calls itself
debris_type = debris_solar_short, 0.600000
debris_type = debris_solar_long, 0.400000
num_child_pieces = 10 -------------------- effects amount of debrie
innards_debris_start_time = 0.000000
innards_debris_num = 50 -------------------- effects amount of debrie
innards_debris_radius = 500 --------------- effects how far they start out going
innards_debris_object = simple_dyson_debris01 ------ BIG pieces
innards_debris_object = simple_dyson_debris02
innards_debris_object = simple_dyson_debris03
innards_debris_object = simple_dyson_debris04
innards_debris_object = simple_dyson_debris05

See nickname = explosion_pirate_depot2 & 3 for smaller explosions

NOW open Effects_explosions.ini

[Effect
nickname = explosion_pirate_depot
effect_type = EFT_EXPLOSION_VERY_LARGE ---- new added value
snd_effect = csx_monster01 ----- sound effect
lgt_effect = elite_flash_to_red --- effect
lgt_range_scale = 3000 ----- size of effect
lgt_radius = 3000 ----- size of effect

NOW open Effects.ini

[EffectLOD
type = lod_type_very_large
max_lod_screen_size = 500 ----- size of effect
min_lod_screen_size = 10 ----- size of effect
min_screen_size = 10 ----- size of effect

CONGRATULATIONS! You've done your first station!

Now you have about 500+ stations to go more to go, no I'm not joking.

It takes more work if you want different explosions.

Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.

Edited by - Reynen on 10-04-2003 03:55:16

Post Fri Apr 11, 2003 8:40 pm

After I open files using bini and make needed shanges do I delate original files or leave everything as it is ( did this but I can not distroy Newark station ).

May strong survive and weak perish

Edited by - Leonhart on 11-04-2003 21:40:18

Post Sat Apr 12, 2003 6:35 am

Just one thing. You say if someone's onboard a station when it's destroyed they get killed. All fine and dandy. But when they hit respawn or exit-rejoin, and the game tries to place them at that base (which is now toast, I suppose respawning in a week's time seems reasonable enough), wouldn't it cause a crash?

Unless you could force players to respawn elsewhere (and check for a valid station too! lol). Say, instead of a fixed location, the nearest base from the destroyed one. Gonna be a logical problem with systems containing only one dockable base though. Or you could spawn people in mid-space like what happens if you log out while flying (I think).

" In Defeat, Malice; In Victory, Revenge[! "

Post Sat Apr 12, 2003 7:09 am

Leon Hart:

I can guarantee you missed putting this line in.

destructible = true ----------- must be set to true

that is why you cant harm the station

--------------------------------------------------------------

Titanite:

Yes currently if a player is on a base and it blows it crashes the server. I talked to a FL dev and they said they don;'t know when a fix might be available. The stations where never really meant to be blown up.

Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.

Post Sat Apr 12, 2003 5:34 pm

This is what I did but it does not work

[Solar
nickname = largestation1
ids_name = 60219
ids_info = 60220
type = STATION
DA_archetype = solar\dockable\station_large_b_lod.cmp
material_library = solar\Solar_mat_dockable02.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 2000, 3000, 4000, 7000, 40000
mass = 10000.000000
loadout = space_station
docking_sphere = berth, HpDockMountA, 5.000000, Sc_open dock1
docking_sphere = berth, HpDockMountB, 5.000000, Sc_open dock2
docking_sphere = berth, HpDockMountC, 5.000000, Sc_open dock3
docking_sphere = berth, HpDockMountD, 5.000000, Sc_open dock4
docking_sphere = moor_large, HpDockMountE, 10.000000
docking_sphere = moor_large, HpDockMountF, 10.000000
docking_sphere = moor_medium, HpDockMountG, 5.000000
docking_sphere = moor_medium, HpDockMountH, 5.000000
docking_sphere = moor_medium, HpDockMountI, 5.000000
docking_sphere = moor_medium, HpDockMountJ, 5.000000
docking_sphere = moor_medium, HpDockMountK, 5.000000
docking_sphere = moor_medium, HpDockMountL, 5.000000
docking_sphere = moor_medium, HpDockMountM, 5.000000
docking_sphere = moor_medium, HpDockMountN, 5.000000
docking_sphere = moor_medium, HpDockMountO, 5.000000
docking_sphere = moor_medium, HpDockMountP, 5.000000
docking_sphere = moor_medium, HpDockMountQ, 5.000000
docking_sphere = moor_medium, HpDockMountR, 5.000000
docking_camera = 0
solar_radius = 800
shape_name = NAV_largestation
destructible = true
explosion_arch = explosion_pirate_depot
hit_pts = 1600
fuse = dyson_generator_fuse, 0.000000, 1

May strong survive and weak perish

Post Sat Apr 12, 2003 5:48 pm

Do you plan on puting this in to freelancer mod manager.

May strong survive and weak perish

Post Sun Apr 13, 2003 6:11 am

Hi
How do you make a big explosion.
I did what was posted and all I get is a flash and the station vanishes but leaves the turrets spinning in space.
Know how to avoid this?

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