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REAL mooring

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Post Fri Apr 18, 2003 11:21 pm

REAL mooring

Look, i'm tired of seeing people do the strangest to get battleships to dock. Latest is Khaos, who made the first MP-viable solution: give stations a docking ring. It works, and i mean WOW, it WORKS!!!!!

but do you wanna be seeing docking rings everywhere, when real capships use the moors?

So i'm asking: Where is the dock/moor behavior specified? In a DLL? a THN script? Would it be possible to OVERRIDE a built-in behavior through a THN script?

The people who have modded DLLs to change behavior might know, so i ask


i prplx

Post Fri Apr 18, 2003 11:42 pm

Strange, maybe, but I didn't make it to be aesthetically pleasing

I have no idea where the mooring behavior is stored. The current behavior is fine, except that it doesn't really work in MP. In SP to get mooring to work you just wait for the cinematic to start, then just ESC to get out of it and then you're in the station. The thing with MP is that it disables ESC during the cinematic, so you just end up getting stuck. If we could some how re-enable ESC while in cinematics on MP then it would work fine.

Post Sat Apr 19, 2003 1:15 am

yeah but when you launch it's from a dock not from a moor. Large ships get stuck inside the station. That's not correct.
And it doesn't work in MP. That's double the not correct.

Again, Khaos, kudos for getting it to work. But would there be a way to make the docking ring invisible? Because, well, it looks wierd. Especially in such a visually pleasing game.


i prplx

Post Sat Apr 19, 2003 1:25 am

Try renaming the docking ring .cmp file in DATA\SOLAR\DOCKABLE, but that means that ALL docking rings are invisible. I think I might be able to come up with a solution so just the station docking rings are invisible, give me some time on that.

Oh, and I never did say it worked in MP, quite the opposite actually.

Edited by - Khaos on 19-04-2003 02:25:39

Post Sat Apr 19, 2003 1:38 am

didn't say you had.

And would there be a way to make a "new" docking ring type, a link to a different .cmp file? (one that didn't exist?) Use the regular one for planets, and the new, invisible one for stations?

And does ANYONE know ANYTHING about where the docking/mooring behavior is the FL files?

Sorry, but the thing is, the behavior is already correct for docks, even it's assembler code (if it IS assembler) could be used to make mooring get you inside the station. And it shouldn't be hard to get a large ship to launch from a moor either


i prplx

Post Sat Apr 19, 2003 2:12 am

As for the docking ring thingy:
-Create a new .cmp file with utf...like mooring_ring.cmp and only add one HP to this file (dunno what it's called atm, refer to solararch.ini)

-Create your own space object in solararch.ini (don't forget the docking sphere) using the .cmp and place this instead of the docking ring

...actually i never tried this but it sounds like it could work :-)...this will imho not
solve the launching problem.
I remember i have seen some entries about docking in the content.dll ...so if you want a starting point...try this

Post Sat Apr 19, 2003 4:04 am

Acutally if i may i found something in this ini file, mshipprops.ini that has to do with ship types and docking types, havn't messed around with it much, but from what it looks like, maybe it's a first step? *it's in the mission folder btw*

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Edited by - quickshot14 on 19-04-2003 05:04:28

Post Sun Apr 20, 2003 10:07 pm

here's an idea that i have used for about 2 weeks change all the moor statements in the servers solararch.ini to jump and leave the berths statements unchanged here's an example

[Solar
nickname = depot
ids_name = 261161
ids_info = 66150
type = STATION
DA_archetype = solar\dockable\depot_lod.cmp
material_library = solar\Solar_mat_dockable02.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 800, 1200, 2000, 15000
mass = 10000.000000
loadout = depot
open_sound = depot_open_sound
close_sound = depot_close_sound
docking_sphere = berth, HpDockMountA, 4.500000, Sc_port dock open
docking_sphere = berth, HpDockMountB, 4.500000, Sc_starboard dock open
docking_sphere = jump, HpDockMountC, 20.000000
docking_sphere = jump, HpDockMountD, 20.000000
docking_sphere = jump, HpDockMountE, 20.000000
docking_camera = 0
solar_radius = 600
shape_name = NAV_depot
hit_pts = 999999961690316250000000000000000000.000000

Post Mon Apr 21, 2003 12:47 am

one more thing if you change all the moors to jump you may want to change the docking ring back to normal so that the computer generated transports don't get stuck in the docking rings. I haven't found any mooring fixtures that didn't work after changing the moors to jump.

I probably have a lot of other info about the game, but don't know if i should share it. Go ahead and ask I'll try to answer also the distance values after jump still need to tested some of the bigger ships have problems like the rheinland battleship and nomad battleship. These are the only ones I have had problems with.

Post Mon Apr 21, 2003 6:26 am

well, it works well. I still leave from docks, but have less trouble...

would you know how to specify the distance form the dock that you spawn at? is it a distance, or it's own coordinate?

And, well, would there be a way to tell the nice robot lady to say "MOOR", instead of " ".


i prplx

Post Mon Apr 21, 2003 7:24 am

I have heard the Traffic Control person talking to a transport telling it to moor at a certain mooring point. I watched it drive over to the station and stop next to a tower, then nothing.

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Post Mon Apr 21, 2003 5:50 pm

nothing?

could you please be LESS specific?


i prplx

Ut

Post Mon Apr 21, 2003 7:44 pm

I think Hadrian means that when large cargo ships that have the can_use_med_moors switch on docks to the moor, they just sit there. Same as when you try to do it. You sit there, and you cannot move. The only difference is that the NPC ships don't try to load the base when they dock, so they can leave afterwords.

I don't think REAL mooring will ever work, because the moor command is probably designed to keep those larger ships in view while they're docked. If the base loads for the player, though, and their ship is still there, what happens when someone comes a long and blows it out of the sky? *CRASH*

Post Tue Apr 22, 2003 12:07 am

Unless someone makes a mod that throws the player back to pilot-view in that case...

But i'm just a stupid college student. I understand the .thn scripts, but dis-assembling executables is beyond me.

What i did was a "replace all" moor_medium with jump, made the radius 225 for all, and ships mooring with stations disappear before reaching the moors. I didn't stay around to see if they would "reappear". So i had an idea: there aren't any npc ships that you encounter that would use the LARGE moors. At least i think so. So, make all the modded ships use the large moors, and NPC ships will behave normally. You'd hear "your request TO MOOR..." in the comm channels for NPCs. Still have to check...

Actually, the only real problems i see with this approach is: when you undock, you pop in out of nowhere. What happens to another player, on a server, who's docking, or is passing in, the space you pop into?


i prplx

PS i still can't get my ships to use the mooring fixture on planets. That really sucks cause i looked everywhere on this board and haven't found the answer...

Edited by - prplx on 22-04-2003 01:10:11

Ut

Post Tue Apr 22, 2003 3:23 am

That kind of mooring works wonderfully for stations.
I currently have the large moors at shipyards set as berths, so I can dock & launch capital ships from there. It doesn't work so well for planets, however.
If you make the large moor on the planet's mooring tree a berth, you can dock with the planet there (though with a certain degree of difficulty), but when you relaunch you leave from the docking rings. Sure, there's no one to crash into if you're docking with the moors, but you leave from the bloody rings! This MAY be avoidable if you change the rings properities from ring to berth, but I haven't tried it.

When NPC ships dock with a planet/station, they disappear. Poof, they're gone. Another ship may launch, but it won't be the same pilot. In the case of cap ships & transports, they simply don't come back at all. It's really not a big deal, but it is a little weird plainly seeing the ships disappear. The fact that they all use medium moors is useful from a visual perspective. The moors will not be empty if you make the large one a berth. That requires making new entries into the shiparch.ini instead of simply modifying the current ones. This has the advantage of preventing cheaters from using cap ships on servers where they're not expected (not that anyone who wanted to couldn't get around this like they currently do).

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