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Full working Dyson City? PLS I need help!

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Post Tue Feb 24, 2004 9:27 pm

Full working Dyson City? PLS I need help!

Ok guys, i start to going crazy with this one, please help me..

I start to make a new mod for single player called "A Nomad life".

For the starting point i choose a new nomad system made by me where i added some stuff like nebulas, rings,blackholes, and the "dyson city".

All work good, but the dyson city's beams and the sphere shield FX work only for 5 seconds after a player spawn in to the system!

I know my english isn't good, so i let you see what i mean with these 2 pics..


1 -Player Spawn

2 - After 5 seconds..

See? lol ,
now my question is..

How i can obtain a full working Dyson City for all the time and not only for 5 seconds ?

Maybe is a noob question, BTW im not a professor with freelancer modding

Thanks.

Edited by - lello on 2/25/2004 9:12:49 AM

Edited by - lello on 2/25/2004 7:29:11 PM

Post Thu Feb 26, 2004 5:18 pm

lello,

I don't know. But I'd start by looking in the solar.ini. In fact I just copied it for you;


[Solar
nickname = dyson_city
ids_name = 10913
ids_info = 10914
type = SATELLITE
DA_archetype = solar\misc\dyson_city.3db
material_library = solar\Solar_mat_dyson_city.mat
loadout = dyson_city
LODranges = 0, 100000
solar_radius = 100000
shape_name = NNM_SM_ROCK_ASTEROID
shield_link = dyson_city_shield01, HpMount, HpShield01
hit_pts = 999999961690316250000000000000000000.000000
fuse = fuse_dyson_city_wormhole_start, 0.000000, 1
fuse = fuse_dyson_city_generator_01_offline, 0.000000, 1
fuse = fuse_dyson_city_generator_02_offline, 0.000000, 1
fuse = fuse_dyson_city_generator_03_offline, 0.000000, 1
fuse = fuse_dyson_city_generator_04_offline, 0.000000, 1
fuse = fuse_dyson_city_generator_05_offline, 0.000000, 1


I notice that the generators are "off line". Try changing them to "online". You might have to experiment with the numbers as well, they may indicate a duration or a time delay or something. You'll figure it out if you have patience.


S

Post Fri Feb 27, 2004 4:23 am

the fuse entries only have the affect that the generators are turned off when the base reaches hitpoint 1 (thats the "1" in the fuse line, the hitpoints when the fuse is triggered)
donno what the 0.00000 is though - its the same value for all exsisting ships or objects, never saw anything different so far - might have missed some though.

Fjord

---------------------------------
Excelcia forever
www.excelcia.org/forum

Post Fri Feb 27, 2004 4:38 am

Hello LordFjord - nice to see ya back. Have put in my version in his other thread - but just incase he doesn't notice it - check your other thread

Post Fri Feb 27, 2004 6:52 pm

lol was my fault

I had a problem in the Fx directory, dunno what happened there, BTW some ini files inside the FX folder was damaged.
So after i installed the FLSDK files again, all start to work fine,and not only for 5 seconds

Any way, Chips thanks for your tips about how to get the solar info from the mission files, now i get all the stuff positioned in the right place without wasting my time with the position parameters of all the solars (15platforms,5generators,1dysonsphere).. NOT BAD, THANKS!

Now the strange thing is when i shot to the dyson phere objects they become red as usual, but the nomad fighters in the area do not attack me . any ideas?
( premised, i was green with nomads, lol its a nomads life mod, ya know )

Any way, thanks You all !

Post Fri Feb 27, 2004 7:16 pm

In my experience, the dyson sphere objects are inert and are not faction-mounted to the outside world.

Basically, they shoot, and ONLY they shoot, who is shooting them

Post Sat Feb 28, 2004 12:14 pm

RIght Arania, thanks for your reply.

BTW i do this modify in the solararch.ini and now if i shot to one of these objects the nomads fighters become red and start to shoting.

[Solar
nickname=dyson_city
ids_name=10913
ids_info=10914
type= CAPITAL ;SATELLITE
DA_archetype=solar\misc\dyson_city.3db
material_library=solar\Solar_mat_dyson_city.mat
loadout=dyson_city
LODranges=0, 100000
solar_radius=100000
shape_name=NNM_SM_ROCK_ASTEROID
shield_link=dyson_city_shield01, HpMount, HpShield01
hit_pts= 999999961690316250000000000000000000.000000
fuse = fuse_dyson_city_wormhole_start, 0.000000, 1
fuse = fuse_dyson_city_generator_01_offline, 0.000000, 1
fuse = fuse_dyson_city_generator_02_offline, 0.000000, 1
fuse = fuse_dyson_city_generator_03_offline, 0.000000, 1
fuse = fuse_dyson_city_generator_04_offline, 0.000000, 1
fuse = fuse_dyson_city_generator_05_offline, 0.000000, 1

[Solar
nickname=dyson_city_generator
ids_name=10913
ids_info=10914
type= CAPITAL ;SATELLITE
DA_archetype=solar\misc\dyson_generator.3db
material_library=solar\Solar_mat_dyson_city.mat
loadout=dyson_city_generator
LODranges=0, 100000
solar_radius=100000
shape_name=NNM_SM_ROCK_ASTEROID
explosion_arch=explosion_dyson_city_generator
destructible=true
hit_pts=75000
fuse=dyson_generator_fuse, 0.000000, 1

Post Sat Feb 28, 2004 12:25 pm

lol - you could have made it a WEAPONS_PLATFORM

In fact, you could ahve made it near any type in the solararch, but if its made into STATION the server console window will give a readout about the base not having a dockable base entry line to it, and of course, some things in the solararch (nontargetable) will not help either...but obviuosly, if it works, it works. One word of warning though - sometimes making things into other things might have an unknown effect on parts of the game etc. For this reason, i tend to copy the parts (like for dyson city) and then just give it another nickname. At that point i can make it destructable with a value of hitpoints that won't affect the SP aspect.........this goes for weapons platforms, making bases destructable whilst leaving the originals non destructable: like so:

Original:
[Solar
nickname = miningbase_small_ice
ids_name = 1
ids_info = 1
type = STATION
DA_archetype = solar\dockable\miningbase_small_ice.cmp
material_library = solar\asteroid_dock.mat
material_library = solar\ast_ice.mat
LODranges = 0, 7000
mass = 10000.000000
open_sound = depot_open_sound
close_sound = depot_close_sound
docking_sphere = berth, HpDockMountA, 2.500000, Sc_open dockA
docking_sphere = berth, HpDockMountB, 2.500000, Sc_open dockB
docking_sphere = moor_medium, HpDockMountC, 5.000000
docking_sphere = moor_large, HpDockMountD, 10.000000
docking_camera = 0
solar_radius = 500
shape_name = NNM_SM_DEPOT
hit_pts = 999999961690316250000000000000000000.000000
fuse = miningbase_small_ice_burning_fuse, 0, 0

[Solar
nickname = chips_miningbase_small_ice
ids_name = 1
ids_info = 1
type = STATION
DA_archetype = solar\dockable\miningbase_small_ice.cmp
material_library = solar\asteroid_dock.mat
material_library = solar\ast_ice.mat
LODranges = 0, 7000
mass = 10000.000000
open_sound = depot_open_sound
close_sound = depot_close_sound
docking_sphere = berth, HpDockMountA, 2.500000, Sc_open dockA
docking_sphere = berth, HpDockMountB, 2.500000, Sc_open dockB
docking_sphere = moor_medium, HpDockMountC, 5.000000
docking_sphere = moor_large, HpDockMountD, 10.000000
docking_camera = 0
solar_radius = 500
shape_name = NNM_SM_DEPOT
destructible = true
explosion_arch = explosion_pirate_depot ;nicked from destructable depot entry cause i am lazy and just cobbled this up.....
hit_pts = 400000
fuse = miningbase_small_ice_burning_fuse, 0, 1

This way i can have another base type which is destructable of ANY type i like, whilst retaining the originals (ie, original bases won't be destructable, only the new ones i make with THIS archetype

Just a lil ol tip

Edited by - Chips on 2/28/2004 12:30:24 PM

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