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Theory for dockable battleship

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Post Mon Feb 16, 2004 2:21 pm

Theory for dockable battleship

I haven't been around for a while and I realized nobody has successfully made the dockable battleship yet.

In order not to crash the game. The client side file which holds the coordinate of a dockable base must be the same as the server side. In short, if the battleship moves, the coordinate of this "dockable" base moved on the server side but the clients are not getting the same coordinate so their game crash.

I am not expert in programming but I think adding an extra dll file and few new string can solve this problem. What it does is update the coordinate on the client side and by doing so the players will be able to dock on the battleship cuz it read as an base. Also before undocking it will update again for the new coordinate of the battleship. It may invovled auto update ini files and savegame files. But personally I think it's doable.

Peace doesn't exist between the livings, but the dead.

Post Mon Feb 16, 2004 7:56 pm

You can make it attach to places that have mooring capability.
Data/ships/shiparch.ini

[Ship
ids_name = 237005
ids_info = 66503
nickname = br_battleship
LODranges = 0, 500, 1000, 3000, 20000
msg_id_prefix = gcs_refer_shiparch_Breb
mission_property = can_use_large_moors <<<<<<<<***********Modify this to

mission_property = can_use_med_moors <<<<<<<********* this one

type = CAPITAL
DA_archetype = ships\bretonia\br_battleship\br_battleship.cmp
material_library = ships\bretonia\br_capships.mat

Hope this helps.

Finalday

Until that final day. /Keith Green\ (1953-1983)

Post Mon Feb 16, 2004 8:42 pm

Finalday, I was talking about player docking on player controled battleships.

Peace doesn't exist between the livings, but the dead.

Post Mon Feb 16, 2004 10:44 pm

Guardian: MAJOR PROBLEMO
What if Battleship Z is destroyed by Player X while Player Y is docked? Server crash (D) due to Y is docked at non-exsistant Z that was blown up by X. Then Players A, B and C get kicked off during great roleplay because X was a moron, and A, B, C, Y and Z get mad at X even thoguh poor programming is to blame for D.



>_<
Damn, so many variables!

"Xenos, the breakfast of champions" -YowuLing

Post Mon Feb 16, 2004 11:46 pm

haha that make sense. Maybe some file could be coded to allow the Fighter Player Y to respawn at the same dock planet/station where Battleship Player X respawned at?

Post Tue Feb 17, 2004 3:09 am

Guardian-Q , you can make the any ship buyable at a station with the Moor and use the moor adjustment.

Finalday

Until that final day. /Keith Green\ (1953-1983)

Edited by - Finalday on 2/17/2004 3:09:14 AM

Ut

Post Tue Feb 17, 2004 10:10 am

*blink*
Whatchoo talkin' bout, finalday?

I see a number of problems with this idea, which lead me to believe that it's simply not possible. Of course, there's the already mentioned destruction of the ship. But what happens if you dock your battleship wihle someone's currently docked in you? Or if you log out of the game? Jump systems while someone is trying to undock (you know, when you're actually flying through the vortex/load screen)? I think there's too many questions.

Post Tue Feb 17, 2004 4:47 pm

Restrict the conditions of the docking and undocking.
For example Player 1 is flying battleship, and player 2, 3 is trying to dock with it. The battleship must be at a complete stop before players 2, 3 are able to dock and undock. Secondly, if the battleship is destroyed while player 2, 3 is docking/docked, Player 1's battleship respawn at last planet/base where he docked and 2, 3 spawn with him. For 2, 3 died with the battleship.

It is possible but I understand it is not easy. What we really need is major modification of the way which it runs.

PS: When player is docked, some of the values stored in ini files can be changed and before player undock the game will read the new values. This maybe the advantage we have right now.

Peace doesn't exist between the livings, but the dead.

Post Wed Feb 18, 2004 10:10 am

Hey guys, I dont have any new insights to add but i just wanted to say that you guys are really onto something. If you need me to do anything just post on this forum, cause i'll be back. The only idea I have is if you can change the HUD in the battleship screen. Like have a green/red light. green means you can launch and red means you cant. I dont know if you can change the HUD, but if that doesn't work then the pilot of the battleship can simply announce over chat wether you can leave or not. I wanted to make one of these so bad so I just think you guys are doing a great job, trying to figure it out.

Post Thu Feb 19, 2004 6:11 am

Just an idea, but looking in DATA/INTERFACE/hud.ini there are three lines like this:

maneuver = FreeFlight, 1254, 1254, interface\HUD\MNVR_freeflight.3db, interface\HUD\MNVR_freeflight_gray.3db
maneuver = Goto, 3051, 3101, interface\HUD\MNVR_goto.3db, interface\HUD\MNVR_goto_gray.3db
maneuver = Dock, 993, 3104, interface\HUD\MNVR_dock.3db, interface\HUD\MNVR_dock_gray.3db
maneuver = Formation, 995, 3117, interface\HUD\MNVR_formation.3db, interface\HUD\MNVR_formation_gray.3db

Perhaps you could add another icon e.g.

maneuver = AllowDocking, 995, 3117, interface\HUD\MNVR_dock.3db, interface\HUD\MNVR_dock_gray.3db

or alter an existing one. Don't know how you'd reference it though...

Post Mon Feb 23, 2004 2:36 am

Would you be able to buy infinite Nanobots while inside the Battleship?

And keep coming out and giving them to the Battleship when it's under attack?

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