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## WIERD Problem with custom ship ##

The general place to discuss MOD''ing Freelancer!

Post Thu May 01, 2003 5:46 am

## WIERD Problem with custom ship ##

Hello.

I found an interesting bug in my mod.

I added 3 new ships and all 3 work in the game, the textures show up and everything. However when you target them you only see the weapons in the window at the bottom left of the screen. The ship is totally invisable even though you can see it out the window in space shooting back at you. Its almost like the ships electronics cannot detect it even though my own eyes can see it.

This causes a problem.

Whilst the weapons can be destroyed the ship it self is immuned to laser fire. Missiles can damage the ship but laser weapons cannot. Eg blasting it with the most powerful weapons has no effect. Yet a missile will cause damage just fine.

I have this problem on all 3 of my ships and the ships i gave to the AI to use also have this problem.

Shooting other ships works as expected, they show up in the little window and die normally.

I originally adjusted the Lobrange value so my ships appear and disappear when the engine glue vanishes. Since then im tried different values and the problem remains (including the 99999 value).

Any ideas ?

Giskard

http://www.respawn.co.uk
Run for Gamers by Gamers.

Post Thu May 01, 2003 6:08 am

IT gets weirder

I opened up the cmp file in UTF for one of the ships and renamed the lob file by adding the numbers found at the end of li_elite's lob names and now the ship is totally invisable but can be damaged.

Lol.

Really weird.

Giskard

http://www.respawn.co.uk
Run for Gamers by Gamers.

Post Thu May 01, 2003 7:51 am

Well this problem has got me stumped.

Everything works, all configs appear to be ok. So it must be a model problem yet the ships work just fine except for the not taking damage from laser weapons part and the invisible ship in the small left hand corner window.

If you guys can help me out here it would be great.

I need to fix this before i can release version2 of my mod.

Giskard

http://www.respawn.co.uk
Run for Gamers by Gamers.

Post Thu May 01, 2003 11:57 am

I dont know if I can help cause I cant see your files from here, but I do want to say that I am sympathizing---thats showing kind feelings toward others---ie....
enjoying the same things and getting along well together.

Post Thu May 01, 2003 12:40 pm

I dont have a clue want is wrong try putting in the original inis again and then mod the ships again see if it works then

Post Thu May 01, 2003 6:33 pm

Thanks for the support guys.

I will probably have to put the original inis back but my mod is already highly complex.

EG heres a list of modified files

G:\Freelancer\DATA\EQUIPMENT\market_commodities.ini
G:\Freelancer\DATA\EQUIPMENT\market_misc.ini
G:\Freelancer\DATA\EQUIPMENT\market_ships.ini
G:\Freelancer\DATA\EQUIPMENT\goods.ini
G:\Freelancer\DATA\EQUIPMENT\engine_equip.ini
G:\Freelancer\DATA\EQUIPMENT\weapon_good.ini
G:\Freelancer\DATA\EQUIPMENT\weaponmoddb.ini
G:\Freelancer\DATA\EQUIPMENT\st_good.ini
G:\Freelancer\DATA\EQUIPMENT\st_equip.ini
G:\Freelancer\DATA\EQUIPMENT\engine_equip.ini
G:\Freelancer\DATA\MISSIONS\empathy.ini
G:\Freelancer\DATA\MISSIONS\Mbases.ini
G:\Freelancer\DATA\MISSIONS\News.ini
G:\Freelancer\DATA\MISSIONS\npcships.ini
G:\Freelancer\DATA\MISSIONS\faction_prop.ini
G:\Freelancer\DATA\MISSIONS\mshipprops.ini
G:\Freelancer\DATA\CHARACTERS\newcharacter.ini
G:\Freelancer\DATA\UNIVERSE\universe.ini
G:\Freelancer\DATA\UNIVERSE\SYSTEMS\RH04\RH04.ini
G:\Freelancer\DATA\UNIVERSE\SYSTEMS\LI01\Li01.ini
G:\Freelancer\DATA\MISSIONS\mshipprops.ini
G:\Freelancer\DATA\SHIPS\loadouts.ini
G:\Freelancer\DATA\SHIPS\shiparch.ini
G:\Freelancer\EXE\mpnewcharacter.fl

Added:
E:\projects\freelancer\Mods\HOSTILE\Data\SOLAR\ASTEROIDS\yo01_badlands_asteroids.ini
E:\projects\freelancer\Mods\HOSTILE\Data\SOLAR\ASTEROIDS\yo01_rock_asteroids.ini
E:\projects\freelancer\Mods\HOSTILE\Data\SOLAR\NEBULA\yo01_centerdark_cloud.ini
E:\projects\freelancer\Mods\HOSTILE\Data\SOLAR\NEBULA\yo01_frankjg_smog_cloud.ini
E:\projects\freelancer\Mods\HOSTILE\Data\UNIVERSE\SYSTEMS\YO01\yo01.ini
E:\projects\freelancer\Mods\HOSTILE\Data\UNIVERSE\SYSTEMS\YO01\BASES\yo01_01_base.ini
E:\projects\freelancer\Mods\HOSTILE\Data\UNIVERSE\SYSTEMS\YO01\BASES\yo01_02_base.ini
E:\projects\freelancer\Mods\HOSTILE\Data\UNIVERSE\SYSTEMS\YO01\BASES\yo01_03_base.ini
E:\projects\freelancer\Mods\HOSTILE\Data\UNIVERSE\SYSTEMS\YO01\BASES\yo01_04_base.ini
E:\projects\freelancer\Mods\HOSTILE\Data\UNIVERSE\SYSTEMS\YO01\BASES\yo01_05_base.ini
E:\projects\freelancer\Mods\HOSTILE\Data\UNIVERSE\SYSTEMS\YO01\BASES\ROOMS\yo01_01_bar.ini
E:\projects\freelancer\Mods\HOSTILE\Data\UNIVERSE\SYSTEMS\YO01\BASES\ROOMS\yo01_01_cityscape.ini
E:\projects\freelancer\Mods\HOSTILE\Data\UNIVERSE\SYSTEMS\YO01\BASES\ROOMS\yo01_01_equipment.ini
E:\projects\freelancer\Mods\HOSTILE\Data\UNIVERSE\SYSTEMS\YO01\BASES\ROOMS\yo01_01_shipdealer.ini
E:\projects\freelancer\Mods\HOSTILE\Data\UNIVERSE\SYSTEMS\YO01\BASES\ROOMS\yo01_01_trader.ini
E:\projects\freelancer\Mods\HOSTILE\Data\UNIVERSE\SYSTEMS\YO01\BASES\ROOMS\yo01_02_bar.ini
E:\projects\freelancer\Mods\HOSTILE\Data\UNIVERSE\SYSTEMS\YO01\BASES\ROOMS\yo01_02_deck2.ini
E:\projects\freelancer\Mods\HOSTILE\Data\UNIVERSE\SYSTEMS\YO01\BASES\ROOMS\yo01_02_deck.ini
E:\projects\freelancer\Mods\HOSTILE\Data\UNIVERSE\SYSTEMS\YO01\BASES\ROOMS\yo01_03_bar.ini
E:\projects\freelancer\Mods\HOSTILE\Data\UNIVERSE\SYSTEMS\YO01\BASES\ROOMS\yo01_03_deck.ini
E:\projects\freelancer\Mods\HOSTILE\Data\UNIVERSE\SYSTEMS\YO01\BASES\ROOMS\yo01_04_bar.ini
E:\projects\freelancer\Mods\HOSTILE\Data\UNIVERSE\SYSTEMS\YO01\BASES\ROOMS\yo01_04_deck2.ini
E:\projects\freelancer\Mods\HOSTILE\Data\UNIVERSE\SYSTEMS\YO01\BASES\ROOMS\yo01_04_deck.ini
E:\projects\freelancer\Mods\HOSTILE\Data\UNIVERSE\SYSTEMS\YO01\BASES\ROOMS\yo01_05_bar.ini
E:\projects\freelancer\Mods\HOSTILE\Data\UNIVERSE\SYSTEMS\YO01\BASES\ROOMS\yo01_05_deck2.ini
E:\projects\freelancer\Mods\HOSTILE\Data\UNIVERSE\SYSTEMS\YO01\BASES\ROOMS\yo01_05_deck.ini
G:\Freelancer\DATA\COCKPITS\LIBERTY\train.ini
G:\Freelancer\DATA\COCKPITS\LIBERTY\cylon.ini
G:\Freelancer\DATA\COCKPITS\LIBERTY\xwing.ini
G:\Freelancer\DATA\SHIPS\LIBERTY\LI_ELITE\x_wing.cmp
G:\Freelancer\DATA\SHIPS\LIBERTY\LI_ELITE\x_wing.mat
G:\Freelancer\DATA\SHIPS\LIBERTY\LI_ELITE\cylon.cmp
G:\Freelancer\DATA\SHIPS\LIBERTY\LI_ELITE\cylon.mat
G:\Freelancer\DATA\SHIPS\LIBERTY\LI_FREIGHTER\rs_cargo.cmp
G:\Freelancer\DATA\SHIPS\LIBERTY\LI_FREIGHTER\rs_cargo.mat

I had considered the posibility that i accidently overwrote something and check for that but everything seemed ok. I also considered that perhaps all custom ships suffer from this so im hoping somebody who has tried other ships can tell me if this is true or not.

Its a very weird problem.

I have built an entirely new system for this mod, i now know exactly how to add new factions and ive tweak large sections of the game and added 3 new ships.

The mods fun, I just wish i could solve this problem so i could release it and let others enjoy it too.

Its holding me back. :/

Giskard

http://www.respawn.co.uk
Run for Gamers by Gamers.

Post Thu May 01, 2003 6:38 pm

Here is the shiparch.ini for all 3 ships that suffer from the problem.

[Ship
ids_name = 458772
ids_info = 458762
ids_info1 = 458763
nickname = rs_cargo
ship_class = 2
LODranges = 0, 1300, 1300, 1300
msg_id_prefix = gcs_refer_shiparch_ctransport
mission_property = can_use_berths
type = FREIGHTER
DA_archetype = SHIPS\LIBERTY\LI_FREIGHTER\rs_cargo.cmp
material_library = SHIPS\LIBERTY\LI_FREIGHTER\rs_cargo.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
linear_drag = 1.000000
mass = 1000.000000
hold_size = 10000
cockpit = COCKPITS\LIBERTY\train.ini
explosion_arch = explosion_cap_ship1
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
hp_type = hp_turret, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06
hp_type = hp_cargo_pod, HpCargo01, HpCargo02, HpCargo03, HpCargo04, HpCargo05, HpCargo06
steering_torque = 190000.000000, 190000.000000, 90000.000000
angular_drag = 900000.000000, 900000.000000, 900000.000000
rotation_inertia = 600000.000000, 600000.000000, 600000.000000
nudge_force = 150000.000000
bay_door_anim = Sc_rh_freighter
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2
nanobots_limit = 100
shield_limit = 100
fuse = train_transport_death_fuse, 0.000000, 1
fuse = intermed_damage_train01, 0.000000, 2625
fuse = intermed_damage_train02, 0.000000, 1313
hit_pts = 10500
max_bank_angle = 15
camera_offset = 35, 150
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
shield_link = l_freighter_shield01, HpMount, HpEngine01
hp_type = hp_freighter_shield_special_8, HpEngine01
hp_type = hp_freighter_shield_special_7, HpEngine01
hp_type = hp_freighter_shield_special_6, HpEngine01
hp_type = hp_freighter_shield_special_5, HpEngine01
hp_type = hp_freighter_shield_special_4, HpEngine01
hp_type = hp_freighter_shield_special_3, HpEngine01
hp_type = hp_freighter_shield_special_2, HpEngine01
hp_type = hp_freighter_shield_special_1, HpEngine01
hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07
hp_type = hp_turret_special_2, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07
hp_type = hp_turret_special_3, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07
hp_type = hp_turret_special_4, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07
hp_type = hp_turret_special_5, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07
hp_type = hp_turret_special_6, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07


[Ship
ids_name = 458773
ids_info = 458766
ids_info1 = 458767
ship_class = 1
nickname = rs_cylonfighter
msg_id_prefix = gcs_refer_shiparch_Libhf
mission_property = can_use_berths
LODranges = 0, 1000, 1000, 1000
type = FIGHTER
DA_archetype = ships\liberty\li_elite\cylon.cmp
material_library = ships\liberty\li_elite\cylon.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = COCKPITS\LIBERTY\cylon.ini
pilot_mesh = generic_pilot
nanobot_limit = 40
shield_battery_limit = 40
mass = 200.000000
hold_size = 60
linear_drag = 1.000000
fuse = intermed_damage_smallship01, 0.000000, 400
fuse = intermed_damage_smallship02, 0.000000, 200
fuse = intermed_damage_smallship03, 0.000000, 133
max_bank_angle = 30
camera_offset = 8, 34
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 17
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 25
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 2000
explosion_arch = explosion_li_elite
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 50000.000000, 50000.000000, 230000.000000
angular_drag = 40000.000000, 40000.000000, 141000.000000
rotation_inertia = 8400.000000, 8400.000000, 8400.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2
shield_link = r_elite_shield01, HpMount, HpShield01
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_turret_special_8, HpTurret01, HpTurret02
hp_type = hp_turret_special_7, HpTurret01, HpTurret02
hp_type = hp_turret_special_6, HpTurret01, HpTurret02
hp_type = hp_turret_special_5, HpTurret01, HpTurret02
hp_type = hp_turret_special_4, HpTurret01, HpTurret02
hp_type = hp_turret_special_3, HpTurret01, HpTurret02
hp_type = hp_turret_special_2, HpTurret01, HpTurret02
hp_type = hp_turret_special_1, HpTurret01, HpTurret02

[Ship
ids_name = 458774
ids_info = 458770
ids_info1 = 458771
ship_class = 1
nickname = rs_xwing
msg_id_prefix = gcs_refer_shiparch_Libhf
mission_property = can_use_berths
LODranges = 0, 1000, 1000, 1000
type = FIGHTER
DA_archetype = ships\liberty\li_elite\x_wing.cmp
material_library = ships\liberty\li_elite\x_wing.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\xwing.ini
pilot_mesh = generic_pilot
nanobot_limit = 25
shield_battery_limit = 25
mass = 150.000000
hold_size = 20
linear_drag = 1.000000
fuse = intermed_damage_smallship01, 0.000000, 400
fuse = intermed_damage_smallship02, 0.000000, 200
fuse = intermed_damage_smallship03, 0.000000, 133
max_bank_angle = 30
camera_offset = 8, 34
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 17
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 25
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 1600
explosion_arch = explosion_li_elite
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 50000.000000, 50000.000000, 230000.000000
angular_drag = 40000.000000, 40000.000000, 141000.000000
rotation_inertia = 8400.000000, 8400.000000, 8400.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 4
shield_link = b_elite_shield01, HpMount, HpShield01
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_6, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_5, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_4, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_3, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_2, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_1, HpWeapon05, HpWeapon06
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_turret_special_4, HpTurret01
hp_type = hp_turret_special_3, HpTurret01
hp_type = hp_turret_special_2, HpTurret01
hp_type = hp_turret_special_1, HpTurret01

Giskard

http://www.respawn.co.uk
Run for Gamers by Gamers.

Post Thu May 01, 2003 6:40 pm

Here is the goods.ini for the same ships.

[Good
nickname = rscargo_hull
category = shiphull
ship = rs_cargo
price = 1000
ids_name = 12015 <<<< not sure whats expected here, these dont match other name ids for other ships at all. Seems to be the ship name but i simply have not spotted where its used.
item_icon = Equipment\models\commodities\nn_icons\bw_freighter.3db

[Good
nickname = rscylon_hull
category = shiphull
ship = rs_cylonfighter
price = 1000
ids_name = 12015
item_icon = Equipment\models\commodities\nn_icons\cv_heavy.3db

[Good
nickname = rsxwing_hull
category = shiphull
ship = rs_xwing
price = 1000
ids_name = 12015
item_icon = Equipment\models\commodities\nn_icons\cv_heavy.3db

plus...............

[Good
nickname = rscargo_package
category = ship
hull = rscargo_hull
addon = ge_s_scanner_02
addon = infinite_power
addon = ge_s_tractor_01
addon = ge_t_engine_01
addon = sfx_rumble_ut_large
addon = SlowMediumWhite, HpRunningLight01, 1
addon = SlowMediumWhite, HpRunningLight02, 1
addon = SlowMediumWhite, HpRunningLight03, 1
addon = SlowMediumWhite, HpRunningLight04, 1
addon = DockingLightRed, HpDockLight01, 1
addon = DockingLightRed, HpDockLight02, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = gd_im_turret01_mark02, HpTurret01, 1
addon = gd_im_turret01_mark02, HpTurret02, 1
addon = gd_im_turret01_mark02, HpTurret03, 1
addon = gd_im_turret01_mark02, HpTurret04, 1
addon = gd_im_turret01_mark02, HpTurret05, 1
addon = gd_im_turret01_mark02, HpTurret06, 1

[Good
nickname = rscylon_package
category = ship
hull = rscylon_hull
addon = ge_gf5_engine_01, internal, 1
addon = ge_fighter5_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark04_hf, HpShield01, 1

[Good
nickname = rsxwing_package
category = ship
hull = rsxwing_hull
addon = ge_gf5_engine_01, internal, 1
addon = br_elite_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark04_hf, HpShield01, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = contrail01, HpContrail03, 1
addon = contrail01, HpContrail04, 1

I need to figure out what the problem is here so i can balance the ships and release the mod.

giskard

http://www.respawn.co.uk
Run for Gamers by Gamers.

Edited by - giskard on 01-05-2003 19:42:34

Post Thu May 01, 2003 8:46 pm

Did you also have a collision file (.sur) for your ships?
I don't know how these files can be created but i just copy one of from one of the original ships in freelancer, i rename it to "name_of_you_ship.sur" and then the ships can be hit by laser weapons.

Post Fri May 02, 2003 1:55 am

Erm no i didnt.

Fingers crossed, i hope your right here, dashes off to try it

Just spend 6 hours writing a new system tutorial, guess i was avoiding tackling this problem for a bit

The tutorials in the tutorial forum if anybody needs it.

Giskard

Edited by - giskard on 02-05-2003 03:20:13

Post Fri May 02, 2003 2:45 am

Woohoo

It worked

Thanks SavageLizard, your tip ends almost a day of pain and suffering over this.

))

Giskard

Post Fri May 02, 2003 8:39 pm

I'm glad I could help

Post Tue Jun 17, 2003 2:25 am

to Giskard
now that its fixed would that be an idea how to make invisible or invincible ships ?

you have to make sure though that its still invisible/invincible when someone copies a *.sur file into the folder

"we will meet again, some sunny day"

Post Tue Jun 17, 2003 3:12 am

Giskard, can the properties you changed be linked to a keyboard command? Socialjazz has made a cloak that works for MP, but other cloakers will be able to see each other. I think we still need to find a way to cloak and not be seen by anyone even if they have the exact same mod.

Spectre

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