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New modder, basic help :p

The general place to discuss MOD''ing Freelancer!

Post Mon Oct 27, 2003 1:14 am

New modder, basic help :p

A few days ago i looked into here and have decided to have a go at some modding. I've done modding before, but nothing like the freelancer system. Could anyone suggest where i can get a basic guide, explaining methods, certain info areas, etc? I've been looking at gamefaws.com but thats above what im looking for.

Im trying to add a new thruster, i think i have everything i need for use with FLMM. In the xml script it is appending to st_equip.ini . I need to know how to generate, and what are things such as the ids name and ids info. I have no idea what they are :/ If someone would point me in the right direction it would begreatly appreciated.

Dave



For ever we search..... but what we find in ourselfs is enough

Post Mon Oct 27, 2003 10:20 am

yes...I can help you...
just check this link and you'll be fine!!!

----------------------------------------
"Just for a good shot - for what else?"

----------------------------------------
blaXXer.de

Post Mon Oct 27, 2003 12:18 pm

heh, ok cheers thats helped a lot The script is ready, buti have searched and cant find a solution to my problem. With FLMM, in the mods dir i have my mod folder, and in there script.xml. However, when i start FLMM up i get a popup saying

Unable to load mod!
Error: this mod is empty; activating it would do nothing!
Reading mod script...
Parsing mod script...
Found mod: C:\Program Files\Freelancer Mod Manager\mods\CR_Thrusters

However, i have a script.xml file in there that has quite a bit of txt in with the right commands Below is what i have in the script.xml file just incase im being silly:

<script>
<header name="Corsair Thrusters" savesafe="true">
<scriptversion>
1.0
</scriptversion>
<author>
Wing Command Studios
</author>
<description>
Trial mod, adds realistic Thrusters with realistic prices
</desription>
<modurl>
http://www.tcsuk.alivewww.co.uk
</modurl>
</header>

<data file="data\equipment\st_equip.ini" method="append">
<source>
[Thruster
nickname = cr_i_thruster_01
ids_name = 263740
ids_info = 264740
DA_archetype = equipment\models\st\ku_thruster.3db
material_library = equipment\models\ku_equip.mat
HP_child = HpConnect
hit_pts = 8000
explosion_resistance = 0.500000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
max_force = 72000
particles = gf_ge_s_thruster_01
hp_particles = hpthrust
power_usage = 100
lootable = true
separation_explosion = sever_debris
LODranges = 0, 20
</source>
</data>

<data file="data\equipment\st_good.ini" method="append">
<source>
[Good
nickname = cr_i_thruster_01
equipment = cr_i_thruster_01
category = equipment
price = 80000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_thruster.3db
combinable = false
ids_name = 263740
ids_info = 264740
shop_archetype = equipment\models\st\ku_thruster.3db
material_library = equipment\models\ku_equip.mat
</source>
</data>

<data file="data\equipment\market_misc.ini" method="sectionappend">
<section>
[BaseGood
Base = Hi02_01_Base
</section>
<section>
[BaseGood
Base = Hi02_02_Base
</section>
<section>
[BaseGood
Base = Hi01_01_Base
</section>
<source>
MarketGood = cr_i_thruster_01, 0, -1, 0, 0, 1, 2.250000
</source>
</data>

For ever we search..... but what we find in ourselfs is enough

Post Mon Oct 27, 2003 12:33 pm

ids_name and ids_info relates to the strings and xml info cards stored in the dll files for naming objects.

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