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Freelancer: Full Version

The general place to discuss MOD''ing Freelancer!

Post Mon Dec 22, 2003 10:04 am

Freelancer: Full Version

ok i'm looking into the world of modding, so far i've figured out some simple things. Something to do over the winter break basically, and hopefullyill continue next year. anywayz, i'm hoping i could get some ppl to help me make a mod, Freelancer: Full Version, or whateva it should be called. It'll be the finished version of freelancer..i've thought things over, and concluded with this:
NEW:
mod includes:
5 new systems: Tau-33, Omega-9, Omicron Delta, Wales (Bretonia) and Canada (Liberty).
Unlock Tohuku/Alaska, make Ryuku, Juneau, Mitchell, and Tekagi all dockable/usable
Make changes to: Omicron Beta (GMG base), Gamma Unknown (sun) Alaska (sun/bases) and Tohuku (bases)
Have NPCs regen shield (maybe use bats/bots too)
All ships buyable, including starblazer, capital ships and transports.
1 New Faction: Deathbringers (or Painbringers)
House weapons, upto cls 9 (liberty needs 7,8,9, rheinland doesnt need any, etc)
and anything else someone wants to suggest...

I want it to look like what microsoft might've planned the finsihed one to be.
sorry, i cant pay anyone to do this.... im pretty much broke, but im really eager to do this.

http://www.freeport3.com/forums/index.php?showtopic=599
check out the other forum ^^^

Coolbeano
Avenger and Freeport 3 Police Officer

Edited by - Coolbeano on 22-12-2003 10:06:08

Edited by - Coolbeano on 24-12-2003 11:51:34

Edited by - Coolbeano on 27-12-2003 08:22:35

Post Mon Dec 22, 2003 1:24 pm

Most of that is pretty simple mate, you could probably do it yourself. Making systems is complex, but 'giskard' made a great tutorial for it, you'll be able to find it in the Editing Tutorials forum. Making Factions is also a little complicated, but nothing too extreme. All the other stuff is really easy though, I reckon you could have that done within a week or two - assuming you go read all the tutorials .

Eh, too busy doing my own mod at the moment to do mods for other people tho.


"Corona surfing - fun, but foolish."

Post Mon Dec 22, 2003 1:50 pm

yeah i just noticed, the systems i havent tried yet, but im trying putting in the weapons.
i need some help here though: This is the script for Spearhead Mk I, the class 7 liberty laser gun. I followed along Milkshape's tutorial while making this. For some reason i cant activate it.. it says encountered an argument. The only other thing i have in the mod folder is the EXE, with equipresources.dll the one needed to make infocards for equipment.

<data file="data\equipment\weapon_equip.ini" method="append">
<section>
[Munition
nickname = spearhead_mkI_ammo
</section>
<source>
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_dmg = 68
energy_dmg = 0
weapon_type = W_Laser01
one_shot_sound = fire_laser1
munition_hit_effect = li_laser_01_impact
const_effect = li_laser_01_proj
lifetime = 0.8
force_gun_ori = false
mass = 1
volume = 0.0001

</source>
<section>
[Gun
nickname = spearhead_mkI
</section>
<source>
ids_name = 263669
ids_info = 264669
DA_archetype = equipment\models\weapons\li_heavy_ion_blaster.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 2300
explosion_resistance = 1
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0
mass = 10
hp_gun_type = hp_gun_special_7
damage_per_fire = 0
power_usage = 19
refire_delay = 0.12
muzzle_velocity = 750
use_animation = Sc_fire
toughness = 1.3
flash_particle_name = li_laser_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = Spearhead_mkI_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 40, 80, 100
</source>
</data>
<data file="data\equipment\weapon_good.ini" method="append">
<section>
[Good
nickname = spearhead_mkI
</section>
<source>
equipment = spearhead_mkI
category = equipment
price = 24790
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_gun.3db
combinable = false
ids_name = 263669
ids_info = 264669
shop_archetype = equipment\models\weapons\li_heavy_ion_blaster.cmp
material_library = equipment\models\li_equip.mat
</source>
</data>
<data file="data\equipment\weapon_equip.ini" method="append">
<section>
[BaseGood
base = Li01_01_base
</section>
<source>
MarketGood = spearhead_mkI, 0, -1, 10, 10, 0, 1
</source>
</data>

i realize that the opposite of [ dont show in the forum, but they are all there. I also tried doing this in the non-script way, using the replace method. Everything worked, except the dmg value said 0, 0. instead of 68, 34. help...?

its better to be pissed off than to be pissed on.

Post Mon Dec 22, 2003 6:02 pm

Man thats a mess, will edit in the correction in a min or two.


<data file="data\equipment\weapon_equip.ini" method="append">
<section>
[Munition
nickname = spearhead_mkI_ammo
</section>
You are APPENDING which is adding - why the section?
That would be section append. You don't want a section append, just a source as appending it okay!


<source>
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_dmg = 68
energy_dmg = 0
weapon_type = W_Laser01
one_shot_sound = fire_laser1
munition_hit_effect = li_laser_01_impact
const_effect = li_laser_01_proj
lifetime = 0.8
force_gun_ori = false
mass = 1
volume = 0.0001
</source>
Source is good though - thats okay

<section>
[Gun
nickname = spearhead_mkI
</section>
Same again !!!
<source>
ids_name = 263669
ids_info = 264669
DA_archetype = equipment\models\weapons\li_heavy_ion_blaster.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 2300
explosion_resistance = 1
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0
mass = 10
hp_gun_type = hp_gun_special_7
damage_per_fire = 0
power_usage = 19
refire_delay = 0.12
muzzle_velocity = 750
use_animation = Sc_fire
toughness = 1.3
flash_particle_name = li_laser_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = Spearhead_mkI_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 40, 80, 100
</source>
</data>
<data file="data\equipment\weapon_good.ini" method="append">
<section>
[Good
nickname = spearhead_mkI
</section>
This should have no section again!
<source>
equipment = spearhead_mkI
category = equipment
price = 24790
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_gun.3db
combinable = false
ids_name = 263669
ids_info = 264669
shop_archetype = equipment\models\weapons\li_heavy_ion_blaster.cmp
material_library = equipment\models\li_equip.mat
</source>
</data>
<data file="data\equipment\weapon_equip.ini" method="append">
No such thing for what you were trying to do buddy - market_misc.ini for you
<section>
[BaseGood
base = Li01_01_base
</section>
<source>
MarketGood = spearhead_mkI, 0, -1, 10, 10, 0, 1
</source>
</data>

There we go - it should look like this.





<data file="data\equipment\weapon_equip.ini" method="append">
<source>
[Munition
nickname = spearhead_mkI_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_dmg = 68
energy_dmg = 0
weapon_type = W_Laser01
one_shot_sound = fire_laser1
munition_hit_effect = li_laser_01_impact
const_effect = li_laser_01_proj
lifetime = 0.8
force_gun_ori = false
mass = 1
volume = 0.0001

[Gun
nickname = spearhead_mkI
ids_name = 263669
ids_info = 264669
DA_archetype = equipment\models\weapons\li_heavy_ion_blaster.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 2300
explosion_resistance = 1
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0
mass = 10
hp_gun_type = hp_gun_special_7
damage_per_fire = 0
power_usage = 19
refire_delay = 0.12
muzzle_velocity = 750
use_animation = Sc_fire
toughness = 1.3
flash_particle_name = li_laser_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = Spearhead_mkI_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 40, 80, 100
</source>
</data>

You only need one set of data tags to append a file like this. Only need mulitple appends when its section append. Thats when adding it to a specific section (example, adding class of mount to non-mount classed weapons like capship turrets.Thsi would be section append)

<data file="data\equipment\weapon_good.ini" method="append">
<source>
[Good
nickname = spearhead_mkI
equipment = spearhead_mkI
category = equipment
price = 24790
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_gun.3db
combinable = false
ids_name = 263669
ids_info = 264669
shop_archetype = equipment\models\weapons\li_heavy_ion_blaster.cmp
material_library = equipment\models\li_equip.mat
</source>
</data>

Same again just there - only need to append, so NO section needed. Remember - append is diff from section append.

<data file="data\equipment\market_misc.ini" method="sectionappend">
<section>
[BaseGood
base = Li01_01_base
</section>
<source>
MarketGood = spearhead_mkI, 0, -1, 10, 10, 0, 1
</source>
</data>


Now i hope your script includes header tags, script tags etc etc. - basically the rest of the script. Have fun.



Edited by - Chips on 22-12-2003 18:10:26

Edited by - Chips on 22-12-2003 18:12:17

Post Mon Dec 22, 2003 6:03 pm

use FLE for making systems, it makes life easier
to make juneau dockable, you might have to add a bit thatll let ppl dock.
If you need help figuring out how to get Heavens Arch dockable, Ive already done that, not hard, you can email me, [email protected]
and the other things you need a little help with
I wont be able to help you much, just if you get stuck with anything to do with solararch, and systems, Im working on my own mod, and TNG too

Post Mon Dec 22, 2003 6:05 pm

Chips, the all around good guy if you need help with ini editing hes your guy, if you need help with solararch.ini, and system stuff, I know a thing or too

Post Tue Dec 23, 2003 11:04 am

ok... i redid that script, works fine now, except the infocard still reads Hull Damage: 0 and Shield Damage: 0....
keep in mind everyone that im not trying to make an uber weapon, but one that follows the pattern of dmg and energy use within the liberty pattern...
anyone want to suggest a design for the Spearhead Mk I, II and III 'munition'? Right now its set to Justice cannon style, vengeance seems good but to similar, needs to change to another slim, sleek simple ammo...

Post Tue Dec 23, 2003 11:19 am

skyblast ammo looks nice

Post Tue Dec 23, 2003 3:35 pm

yeah, skyblast sounds good. Is there a way to create a new style though? So i could like modify it if possible, or just change the color of the skyblast?

Coolbeano
[FP3_POLICEMember of the Freeport 3 Police Department
-/A/-Member of the Avengers

Post Tue Dec 23, 2003 9:24 pm

Here is the ammo for the gun (skyblast b)

[Munition
nickname = gd_gm_gun01_mark04_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 244.500000
energy_damage = 0
weapon_type = W_Photon01
one_shot_sound = fire_photon5
munition_hit_effect = ci_photon_04_impact
const_effect = ci_photon_04_proj
lifetime = 0.800000
force_gun_ori = false
mass = 1
volume = 0.000100

The boldend (its now a word) line is the one your after. The projectiles effect.

Now - that corresponds to two files.

Firstly it refers to the effects.ini file in the FX folder.

[Effect
nickname = ci_photon_04_proj
effect_type = EFT_WEAPON_PROJ
vis_beam = ci_photon_04_beam


And the highlighted line in there corresponds to the beam_effects.ini file.....

[BeamSpear
nickname = ci_photon_04_beam
tip_length = 15
tail_length = 15
head_width = 0.500000
core_width = 0.800000
tip_color = 194, 223, 32
core_color = 225, 250, 0
outter_color = 194, 223, 32
tail_color = 194, 223, 32
head_brightness = 0.000000
trail_brightness = 1
head_texture = ball
trail_texture = wide
flash_size = 3


To change colours - change the RGB settings in here, but perosonally i would copy that part and rename it to my_beam
Then change the colours.
Now go to effects.ini and copy the other part and rename that with YOUR beam effect, then give it your custom name. NOw refer that custom name to the weapons line.

Basically work backwards from the bottom of this - lol

Post Wed Dec 24, 2003 6:59 am

ok gonna try that... and Duriel_LOP, where and what is FLE? anyway, im tryin to think of a name for the cls 9 kusari photon.. goes from sunfury, sunfrenzy... sunf- need to think of something new.. best i can think of is sunf***er...

Coolbeano
[FP3_POLICEMember of the Freeport 3 Police Department
-/A/-Member of the Avengers

Post Sat Dec 27, 2003 8:21 am

ok ive put aside weapons and im trying the system making, starting off with canada. Jumpgate is at detroit and its basically opposite of alaska. I got the FLE example working, but its a bit annoying and my friend says not to use it. But the other 'real' way is fun, but i cant seem to get into my other system. I got the jumpgate working, i enter it and i get stuck like theres major lag... gotta figure out the problem
btw, everyone check out the other forum topic, just to let u guys know.

Coolbeano
[FP3_POLICEMember of the Freeport 3 Police Department
-/A/-Member of the Avengers

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