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mod script

The general place to discuss MOD''ing Freelancer!

Post Mon Feb 02, 2004 10:50 pm

mod script

I am trying to learn/figure out mod scripts with FLMM. Can anyone point me in the direction of some sort of tag reference, and their proper use. I've looked at the docs, and looked at some of the included mods, and I'm still confused, especially concerning source and dest tags (and can source ref ini files?).

Post Tue Feb 03, 2004 5:20 am

There is a function in FLMM called "How to make my mod compatible with FLMM" - where the creator gives examples of scripts and what to use them for etc. Suggest you start there. Don't be expecting to have your first project using a combination of 20 different functions, including 15 individual options menus with 20 variables each. You gotta start simple til you get used to it. use copyfile, filerename, sectioappend, append, sectionreplace. All these are in the examples of FLMM - and are the simplest ones. They also happen to be the ones used by 98% of mods, so knowing all scripting inside out and back to front is NOT necessary.

Post Tue Feb 03, 2004 6:06 am

Like Chips said. You can also download this FLMM script tutorial to get you started. Hope it helps



What The Lancers Reactor has joined together let no man put asunder

Post Tue Feb 03, 2004 9:18 am

I've read through 'how to make my mod work' file, but I was looking for more information on the options tag. The language used in the docs is not very clear to me, I keep staring at it hoping for a revelation.

I'm also curious if there is a command to take data from a file (source for the mod) and append or sectionappend to a FL ini file so I can make som of the mods I've DLed more modular.

For now I'm happy, I cleaned up the f-22/su-35 mod making it just the two addon ships and modular enough to be compatable with other mods. The only problem left may be covered on the board some place.

Post Fri Feb 13, 2004 9:00 am

One thing you can do to help you understand how the scripts work and how to make the scripts would be to look at one from a Mod that has already been made. I'm not suggesting that you use the script just look at it to get an idea of how to go about making one.

A few people come to mind from the scripts I have seen, as to which scripts are advanced.
Lets start with:
FireBase, his Ship Pack Version 1.01 has an excellent script.
Then there is the Titan mod v2.2.5 made by Eugene with lots of options in it.
And another of my favorite Mod Makers scripts is Freelancer: Evolutions Mod version 1.27 by Chips...

There are allot more but these should get you going in the right direction.

Instructions
If you don't know how to get the script out of the mod all you have to do is rename the mod file and remove the .flmod extension so that it just leaves the file name with the .zip extension.
example
MyMod.zip.flmod <<-----Original Mods name...
MyMod.zip <<-------------New name...
Now just extract the file to a folder and look in the main folder for script.xml open it with wordpad and there you go the text is all there for your reading enjoyment.
The FireBase Folder has several scripts in it like script.xml and FBTBase.xml and FBTShips.xml and a few more to look at to get an idea of how he did it.
I Hope FireBase, Eugene and Chips don't mind me using there scripts as examples but they are good enough to be tutorials for this particular word of advice.
You could also look in the Freelancer Mod Manager Folder
C: \ Program Files \ Freelancer Mod Manager \ mods
where there are Mods already extracted - or install the Mod you want to look at into the Mod Manager. Then look in the folder.

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