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Will Convert Mods to Scripts for FLMM

The general place to discuss MOD''ing Freelancer!

Post Sat Apr 05, 2003 10:54 pm

Will Convert Mods to Scripts for FLMM

I've noticed in a lot of mod threads that people keep asking for people to send them pre-modified .ini's, or for the mod to be made as a script for Fl Mod Manager. So, in an attempt to help out all those people who can't do the modding on their own (or are too lazy to do so, you know who you are ) I will volunteer my time to do the script writing for you! I've taken time to get familiar with the xml code FLMM uses and now that I understand it (took me all of, what, five minutes?). So now I need to start making these mods.

If you have a mod you would like converted into a script.xml file for FLMM just post it here (or a link to a thread that contains it) and I will get crackin'.

Post Sun Apr 06, 2003 12:11 am

Thank you! That way I can spend more time working on new versions of FLMM instead of converting the latest ship mod into a mod script

Post Sun Apr 06, 2003 1:36 am

Post Sun Apr 06, 2003 3:33 am

Kusari Gunboat Mod

EDIT: For some reason the host I put this file on puts another .zip extension at the end of the file name. When trying to save be sure to set "Save as Type" to "All Files" and then delete .zip from the end.

Finished. IG, I seemed to have found a little problem with FLMM when I was making that script. When my script was trying to do a sectionappend on market_ships.ini to the:

[BaseGood
base = Li01_01_base

section I kept getting an error message. The log said it could not find the section. This couldn't be because I had copied and pasted the section directly from the file. Trying to see if it was just me I activated the Realistic Battleship (regular and cheap) and Original Battleship. They all reported the same error about not finding the section. Activating the Liberty Battleship w/ Mooring fixed worked, simply because it was written to do an append to market_misc instead of a sectionappend.

I overcame this error by using copyfile instead, but I think you should look into whatever is causing this. It has to be the program because the location/file name along with the section are all correctly typed but FLMM says it can't find it.

Edited by - Khaos on 06-04-2003 04:35:44

Post Sun Apr 06, 2003 7:46 pm

Thanks a lot. I seem to have some sort of jinx when making MM scripts : (

Post Sun Apr 06, 2003 8:13 pm

Could you post the Liberty Dreadnaught with moor fix here becuase something was wrong with the script from the one i downloaded. it didnt let me fire the beam weapons (flak cannons).

Post Sun Apr 06, 2003 10:47 pm

Could you try it with the new version, and let me know if it still does that? I've never heard of anyone having that problem before

Post Mon Apr 07, 2003 2:33 am

the kusari gunboat, although it looks like a fishing boat, rocks! and the weapons are like machine guns- very cool. now, can anyone do a bretonian gunboat?

Post Mon Apr 07, 2003 3:06 am

I think I've fixed your problem; download the new v1.0.1 of FLMM to test it out.
It was a problem with extra, trailing spaces in lines in the ini files. For some reason, some people have them and they messed FLMM up.

Post Mon Apr 07, 2003 3:18 am

Yea, 1.0.1 fixed it. I do know that I have a lot of those trailing spaces, I have no idea why. It's as if BiniQDU puts them there to annoy me.

About the Liberty Battleship, I had no problem with the FLMM script what's-his-name (can't remember) made, so I really wouldn't know what's wrong.

Anyone else got any mods they want converted?

Post Mon Apr 07, 2003 8:21 pm

I think what was wrong with the script for me was: beam_effects and effects were missing when i activated it.

Post Tue Apr 08, 2003 2:39 am

Could you make FLMM mod scripts for Beam weapons (beam weapons tutorial thread) and Wanderer's Liberty Cruiser w/ mooring fix? None of those has a mod script made for it, to my knowledge.
I'll host them for you, too

Post Wed Apr 09, 2003 2:29 pm

*bump*

Post Sun Apr 13, 2003 1:02 am

I think i found out what is wrong with my FLMM script i downloaded from legends website

see my post at the Liberty Dreadnaught with Mooring Fix topic


Edited by - Schiznit_500 on 13-04-2003 02:04:21

Post Mon Apr 21, 2003 7:03 pm

A new mod has just been posted that has some promishing features that I'd like to try out. Could you convert it to FLMM compatibility?

Here is the address for downloading:
http://www.lancersreactor.com/t/downloa ... asp?id=161

THANKS!

* Many receive advice, but only the wise profit by it *

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