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Drones

The general place to discuss MOD''ing Freelancer!

Post Fri Jan 02, 2004 5:48 am

Drones

Hello out there in TV land,
I am new and wanted to get started on modding as soon as possible.
i've been working on learning the extent of the freelancer system and have yeilded a few insights.

you can link independent files to the game via the [data entry in the freelancer.ini file (don't know if this has been posted yet).

now that i've got that out on to my pressing issue...

I was wondering if anyone had any ideas on how to make resourcing drones or if that is even a possibility?

Smile for today you live, tomarrow the clowns will eat you.

Edited by - kickassclown on 1/2/2004 5:49:31 AM

Post Fri Jan 02, 2004 9:29 am

I figure that I didn't clearlyiterate what I ment.

I would like to make drones that you could deploy which would go out and harvest resources from minable areas and bring back the benefits for you to harvest. expecially because the mining in this game takes so long for so little. I tried to make a missle that would denote all the little asteroids in the area but all it succeeded in doing was pissing off all the people in the blast area of the missle.

Also I was wondering if it' possible to create new types of equipment slots on ships.

Smile for today you live, tomarrow the clowns will eat you.

Post Fri Jan 02, 2004 9:33 am

The drones are impossible, but the missile is possible (to some extent), how much damage is it set to do? if you set the damage low enough nobody gets mad and you kill all the asteroids. you wont be able to get asteroids beyond about 1500m though, because as far as your PC is concerned, they dont yet exist.

Edited by - deathwalker10982 on 1/2/2004 9:33:54 AM

Post Fri Jan 02, 2004 9:52 am

this is it

[Motor
nickname = miner01_mark01_motor
lifetime = 1.250000
accel = 106.666702
delay = 0

[Explosion
nickname = miner01_mark01_explosion
effect = li_missile02_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 500
hull_damage = 15
energy_damage = 0
impulse = 0

[Munition
nickname = miner01_mark01_ammo
explosion_arch = miner01_mark01_explosion
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_missile_regular
detonation_dist = 4
lifetime = 6.250000
Motor = miner01_mark01_motor
force_gun_ori = false
const_effect = li_missile01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 100
seeker_fov_deg = 35
max_angular_velocity = 2.903330
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 265146
ids_info = 266146
mass = 1
volume = 0.000000

[Gun
nickname = miner01_mark01
ids_name = 263146
ids_info = 264146
DA_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 400
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_1
damage_per_fire = 0
power_usage = 0
refire_delay = 0.75
muzzle_velocity = 120
toughness = 2.400000
projectile_archetype = miner01_mark01_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

Smile for today you live, tomarrow the clowns will eat you.

Post Fri Jan 02, 2004 8:05 pm

This does not work well. you need to pretty much hit asteriods straight on in order to cause them to detonate. anyone have any ideas for an effective mining tool?

see I want to make a system ran by this mining faction that will offer great mining assets like weapons and ships and I figure best place to start is with the tools.

PS could some one direct me to the place with the tutorial on editing IDs and info cards

Smile for today you live, tomarrow the clowns will eat you.

Post Fri Jan 02, 2004 8:51 pm

@Clown

you can link independent files to the game via the [data entry in the freelancer.ini file (don't know if this has been posted yet).


How did you do that? I asked if something like that was possible months ago and no one ever responded with any knowledge.

What kinds of files and how?

Could it be used to link executables to manipulate the market inis to more accurately simulate a dynamic economy?

You don't have to answer that last question if you don't know, I was more throwing that out into the void for someone with that focus to answer.

Sir S

Post Fri Jan 02, 2004 9:12 pm

in the freelancer.ini there is a section that mounts the ini to the game or refers them or something like that (I am new to modding so I don't know what to call it)

it looks like this

[Data

;;; ************************************************************************
;;; SNICHOLS: There is a multi-player optimization that has been made to
;;; the archetype system. This optimization allows archetype-holding packets
;;; to store those values in 16 bits instead of 32 bits. It is vital that
;;; the order of shared archetype initialization is kept in sync between
;;; the client and server. This must be verified before releasing any patch
;;; without increasing the "build number". Otherwise, unpredictable results
;;; will occur.
;;; ************************************************************************

;EMAURER must load solar archetypes before universe. Universe inspects solar

in this section there is the pointers and you can add new entries to load up files of your own making so you don't have to edit the original files

the pointers look like this:

equipment = equipment\light_equip.ini

so if you wanted to link a file cal custom_weapons.ini in the equipment folder you add a line like this:

equipment = equipment\custom_weapons.ini
market = equipment\custom_market.ini
goods = equipment\custom_goods.ini

I used this method to make a ini that contained some new weapons for manhattan. and bcause I did it this way the only file I had to backup was freelancer.ini nothing else was changed.

take a look and if you have questions I can try to awnser them.

also I don't know about the last question you had.

Smile for today you live, tomarrow the clowns will eat you.

Edited by - KickAssClown on 1/2/2004 9:31:37 PM

Post Fri Jan 02, 2004 10:25 pm

@Clown (Or how do like to be referred? KAC? Kick?)


I used this method to make a ini that contained some new weapons for manhattan. and bcause I did it this way the only file I had to backup was freelancer.ini nothing else was changed.


That's a really good idea. I can't believe I've never seen anybody doing that in other mods. However, admittedly, my computer is unable to do anything of an intense graphical nature right now so I can't play FL or any mods so I am by no means up to date. But I do try to read on all the neat editing techniques and I've never seen that and I've been on TLR for 7 months.

You could conceivably have an .ini in an .ini in an .ini in an .ini in an .ini etc. I wonder what potential lies there? ...

Sir Spectre

Edited by - Sir Spectre on 1/2/2004 10:26:39 PM

Post Fri Jan 02, 2004 10:49 pm

well I for see future mods using this technique to function with minimal frustration. you could install a mod and the only thing you would need to chage to go back and forth between mods in the freelancer.ini you can completely change the game unmount all the original stuff and mount your own stuff with out worrying about backing up the originals or editing the (sometimes tempermental) files and needing to swap and all that. i was kinda suprised that this wasn't on the forum before.

Smile for today you live, tomarrow the clowns will eat you.

Post Fri Jan 09, 2004 1:21 pm

if this is possible, then you had to create a FLmodmanager that only changes the FL.ini but with some dynamic structure so that you can run several mods with each other...that could be possible, couldn't it?

----------------------------------------
"Just for a good shot - for what else?"
----------------------------------------
[/img
blaXXer.de

Post Fri Jan 09, 2004 2:14 pm

@Blaxxer --> most ini structured games do not allow for that sort of thing to happen, as files with the same name cannot be combined without some serious source code hax0ring.
Sorry
Still, I may be wrong.

+++++++++MESSAGE ENDS+++++++++++

Post Fri Jan 09, 2004 7:19 pm

I think it's very possible. I would like to talk to the people involved with making the FLMM as this would increase the compatiblity of mods. I've also been trying to learn the FLMM dynamic naming method and I think that with these two you could expand the universe of FL quite a bit. the only thing then that really needs to change is the way mods are made so as to not over write each others files as you ambershee so accurately point out.

Now how to get the word out.....

Smile for today you live, tomarrow the clowns will eat you.

Post Sat Jan 10, 2004 4:15 am

Some mods aren't designed to be compatible - especially in MP - where it will crash either the client and even the server. Not good. Mods can be made compatible as it is already - by using FLMM scripting. They append things to the end of the file instead for you. Although this might sound like the perfect solution - it could cause MP havoc - not to mention the running of cheats or other mods alongside those that have it removed or something - that will get you banned.

OH - and no - not the first - as anyone who had the pirated copy of new Universe beta download (several months ago) will tell you - this method was used.

Edited by - Chips on 1/10/2004 4:16:20 AM

Post Sat Jan 10, 2004 7:53 am

Chips I would like you to more clearly iterate what you mean and also no where in this post is it mentioned that this is a first. I mearly stated that I wasn't sure if this had be posted yet.

Most specificly i don't understand the last part about the MP havoc and running mods along side... ? if you could shine some more light on what you mean we can learn and adapt a better solution.

Also i understand that a great deal of mods are compatible but I also under stand that a great deal are not. I know that my little mod that I've been working on is not compatible with alot of mods because my mod uses the old method of id_names and id_info where dll's are incompatible and is incompatible with the nointro mod because the nointro mod removes or adds something in the freelancer.ini and because my mod over writes the freelancer.ini the nointro simply does not work or vice versa.

All in all what I am saying in trying to promote this method is that like all things there is always room for improvement.

Well Enlighten us all it's what were're here for. :-)

Smile for today you live, tomarrow the clowns will eat you.

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