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Couple of questions

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Post Wed Mar 10, 2004 2:05 am

Couple of questions

1. I made a Order base, but I don't want the player to be able to dock to it untill he actually joines the Order. Is there any other way to do that except setting the order as hostile in the beggining?


2. How are LOD's and breakebale ship parts made? I assume that LOD's are completely new model that are converted with the cmp Exporter(selected as add to cmp and lod 1 or 2)...Is this correct?

3. One must allso update the mat file even if other lod's use the same texture, right?

4. I want to make a Order patrol. I not quite sure how to do it (alltough I have a pretty good idea). Can anyone tell me how?

- Escfalowne Worshiper
- Pasionate modder and modeler

Post Wed Mar 10, 2004 3:15 pm

1. On reading many posts asking that question, the answer is its not possible.

2 & 3. Theres a ship making thread where question like that can be answered.

4. Chips newbie thread has an answer to that in it.



S

Post Sat Mar 13, 2004 11:27 am

1. K

2&3... I decided to scrap that idea...breakeble parts only complicate matters...As for LOD's....I'll see about that...

4. WEll, I did try to make my own patrol...

----------------In faction_prop.ini:
[FactionProps
affiliation = fc_or_grp
legality = unlawful
nickname_plurality = singular
msg_id_prefix = gcs_refer_faction_fc_or
jump_preference = jumphole
npc_ship = fc_or_Anubis_d14
npc_ship = fc_or_Anubis_d19
npc_ship = fc_or_Guardian_d19
npc_ship = fc_or_Phoenix_d20
npc_ship = fc_or_Armageddon_d20
voice = pilot_f_ill_m01
voice = pilot_f_ill_m02
mc_costume = mc_fc
space_costume = pi_pirate1_head, pi_orillion_body, comm_br_guard
space_costume = pi_pirate4_head, pi_orillion_body, comm_rh_alaric
space_costume = sh_male4_head, pi_orillion_body, comm_br_guard
space_costume = ge_male2_head, pi_orillion_body, comm_rh_alaric
space_costume = ge_male4_head, pi_orillion_body, comm_br_guard
space_costume = ge_male1_head, pi_orillion_body, comm_rh_alaric
firstname_male = 226608, 226741
lastname = 227008, 227307
rank_desig = 197128, 197129, 197130, 10, 15
formation_desig = 197808, 197820
formation = fighters, fighter_basic
formation = freighters, freighter_basic
formation = freighters2, freighter2_basic

----------in NPCShips.ini:
[NPCShipArch
nickname = fc_or_Anubis_d14
level = d14
loadout = fc_or_Anubis_loadout01
ship_archetype = or_elite
state_graph = FIGHTER
pilot = pilot_company_ace
npc_class = lawful, class_fighter, d14, d15, d16

[NPCShipArch
nickname = fc_or_Anubis_d19
level = d19
loadout = fc_or_Anubis_loadout02
ship_archetype = or_elite
state_graph = FIGHTER
pilot = pilot_company_ace
npc_class = lawful, class_fighter, d17, d18, d19

[NPCShipArch
nickname = fc_or_Guardian_d19
level = d19
loadout = fc_or_Guardian_loadout01
ship_archetype = li_elite2
state_graph = FIGHTER
pilot = pilot_company_ace
npc_class = lawful, class_fighter, d17, d18, d19

[NPCShipArch
nickname = fc_or_Phoenix_d20
level = d20
loadout = fc_or_Phoenix_loadout01
ship_archetype = Phoenix
state_graph = FIGHTER
pilot = pilot_company_ace
npc_class = lawful, class_fighter, d20, d21, d22

[NPCShipArch
nickname = fc_or_Armageddon_d20
level = d20
loadout = fc_or_Armageddon_loadout01
ship_archetype = Armageddon
state_graph = FIGHTER
pilot = pilot_company_ace
npc_class = lawful, class_fighter, d20, d21, d22

----------LOADOUTS.INI...
[Loadout
nickname = fc_or_Anubis_loadout01
archetype = or_elite
equip = ge_oe_engine_01
equip = order_shield, HpShield01
equip = or_elite_power01
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = armor_scale_2
equip = fc_or_gun01_mark03, HpWeapon01
equip = fc_or_gun01_mark03, HpWeapon02
equip = fc_or_gun01_mark03, HpWeapon03
equip = fc_or_gun01_mark03, HpWeapon04
equip = fc_or_gun01_mark03, HpWeapon05
equip = fc_or_gun01_mark03, HpWeapon06
equip = fc_or_turret01_mark02, HpTurret01
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallYellow, HpRunningLight01
equip = SlowSmallYellow, HpRunningLight02
equip = SlowSmallYellow, HpRunningLight03
equip = SlowSmallYellow, HpRunningLight04
equip = SlowSmallYellow, HpRunningLight05
equip = SlowSmallYellow, HpRunningLight06
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02

[Loadout
nickname = fc_or_Anubis_loadout02
archetype = or_elite
equip = ge_oe_engine_01
equip = order_shield, HpShield01
equip = or_elite_power01
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = armor_scale_2
equip = fc_or_gun02_mark03, HpWeapon01
equip = fc_or_gun02_mark03, HpWeapon02
equip = fc_or_gun02_mark03, HpWeapon03
equip = fc_or_gun02_mark03, HpWeapon04
equip = fc_or_gun02_mark03, HpWeapon05
equip = fc_or_gun02_mark03, HpWeapon06
equip = fc_or_turret02_mark02, HpTurret01
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallYellow, HpRunningLight01
equip = SlowSmallYellow, HpRunningLight02
equip = SlowSmallYellow, HpRunningLight03
equip = SlowSmallYellow, HpRunningLight04
equip = SlowSmallYellow, HpRunningLight05
equip = SlowSmallYellow, HpRunningLight06
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02


[Loadout
nickname = fc_or_Guardian_loadout01
archetype = li_elite2
equip = ge_lf_engine_01
equip = order_shield, HpShield01
equip = or_elite_power01
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = armor_scale_6
equip = fc_or_gun01_mark02, HpWeapon01
equip = fc_or_gun01_mark02, HpWeapon02
equip = fc_or_gun02_mark02, HpWeapon03
equip = fc_or_gun02_mark02, HpWeapon04
equip = fc_or_gun01_mark03, HpWeapon05
equip = li_turret01_mark01, HpTurret01
equip = mine01_mark02, HpMine01
cargo = mine01_mark02_ammo, 20
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallBlue, HpRunningLight01
equip = SlowSmallBlue, HpRunningLight02
equip = SlowSmallBlue, HpRunningLight03
equip = SlowSmallBlue, HpRunningLight04
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02
cargo = ge_s_battery_01, 10
cargo = ge_s_repair_01, 10

[Loadout
nickname = fc_or_Phoenix_loadout01
archetype = Phoenix
equip = Phoenix_engine_01
equip = Phoenix_shield, HpShield01
equip = Phoenix_power01
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = armor_scale_6
equip = fc_or_gun01_mark03, HpWeapon01
equip = fc_or_gun01_mark03, HpWeapon02
equip = fc_or_gun02_mark03, HpWeapon03
equip = fc_or_gun02_mark03, HpWeapon04
equip = mine01_mark02, HpMine01
cargo = mine01_mark02_ammo, 20
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallBlue, HpRunningLight01
equip = SlowSmallBlue, HpRunningLight02
equip = SlowSmallBlue, HpRunningLight03
equip = SlowSmallBlue, HpRunningLight04
equip = SlowSmallBlue, HpRunningLight05
equip = SlowSmallBlue, HpRunningLight06
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = contrail01, HpContrail03
equip = contrail01, HpContrail04
equip = contrail01, HpContrail05
equip = contrail01, HpContrail06
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02
cargo = ge_s_battery_01, 10
cargo = ge_s_repair_01, 10

[Loadout
nickname = fc_or_Armageddon_loadout01
archetype = Armageddon
equip = Bomber_engine_01
equip = Bomber_shield, HpShield01
equip = Bomber_power01
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = armor_scale_6
equip = fc_or_turret02_mark02, HpTurret01
equip = fc_or_turret02_mark02, HpTurret02
equip = fc_or_turret02_mark02, HpTurret03
equip = fc_or_turret02_mark02, HpTurret04
equip = fc_or_turret02_mark02, HpTurret05
equip = fc_or_turret02_mark02, HpTurret06
equip = torpedo01_mark01, HpTorpedo01
equip = torpedo01_mark01, HpTorpedo02
equip = torpedo01_mark01, HpTorpedo03
cargo = torpedo01_mark01_ammo, 30
equip = mine01_mark02, HpMine01
cargo = mine01_mark02_ammo, 20
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallBlue, HpRunningLight01
equip = SlowSmallBlue, HpRunningLight02
equip = SlowSmallBlue, HpRunningLight03
equip = SlowSmallBlue, HpRunningLight04
equip = SlowSmallBlue, HpRunningLight05
equip = SlowSmallBlue, HpRunningLight06
equip = SlowSmallBlue, HpRunningLight07
equip = SlowSmallBlue, HpRunningLight08
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02
equip = DockingLightRedSmall, HpDockLight03
equip = DockingLightRedSmall, HpDockLight04
cargo = ge_s_battery_01, 10
cargo = ge_s_repair_01, 10
-------------

Every tutorial I found on bringing a system to life (making ships fly around, partols and missions) are very confusing and the game just keeps chrashing if I try to add encounters into a zone...

DUH.....

Post Sat Mar 13, 2004 11:30 am

Allmost forgot.... I editend the initialworld.ini and now the Order hates Liberty Rouges and vice versa. However, I fly around a Order station with LR on my back and the station does nothing.....Why doesn't it fire on them?

Post Sat Mar 13, 2004 7:56 pm

Your faction and loadouts look ok. Could be your encounter causing the crashes. Lets have a look.


Your NPC's don't look ok. You can have only one type of ship per difficulty level up to level 19. You've 5 ships there make one for each level, ie one for levels 14 and 15, then one each for levels 16, 17, 18 and 19. I've read in posts that ships over level 19 don't work. That may be causing your encounter crashes too.




Your base not firing on the LR's sounds like your reputation for your base not set right;




[Object
nickname = Ew02_01
ids_name = 196719
pos = 1742, 0, 851
ids_info = 65803
base = Ew02_01_Base
dock_with = Ew02_01_Base
reputation = fc_ou_grp------------------------------this line----------------------
behavior = NOTHING
visit = 0
voice = atc_leg_m01
space_costume = sh_male1_head, pi_pirate3_body, prop_mask_outcast
difficulty_level = 16
archetype = miningbase_nomad
loadout = miningbase_nomad_pi_01
pilot = pilot_solar_hardest







Theres some good tutorials on encounters. I copied this one from a battleship tutorial by Nethylim I think, not sure (apologies if I've got it wrong). It explains a lot of the entries. Like I said if you post it myself or someone else will have a look at it.






[Zone}
nickname = Zone_DP07_pop_ambient_05
pos = 20463, 0, 19826
rotate = 0, 0, 0
shape = SPHERE
size = 2063 ; -zone size should be larger if you add more encounters in the zone...
sort = 51 ; Is this one important. ??? -answer- No this is not very important...
toughness = 4 ; Same here. -answer- This is the level of the npc pilots...
density = 20 ; How does this effect the zone with the encounters. -answer- This is how many ships can be in the zone and how many can respawn in the zone...
repop_time = 10 ;Well i suppose it has something to do with the respawn rate -answer- your right this is the respawn time...
max_battle_size = 6 ;Seems easy enough but when you put 6 here you still end up with 10 fighters :s -answer- It depends on the encounter type you use...And how many encounters you have/add to the zone... This again has to do with how many enemy fighters can be in the zone I usually set this to 32 max....
pop_type = Background ; A few options here but kinda clueless -answer- Just leave this alone. You will notice the difference in zones where there is not any encounters...
relief_time = 20 ; hit me -answer- Time between respawing new npc ships...After the last ship is destroyed usually.
population_additive = false ; whats the diffrence bewteen true and false ?? -answer- Population_additive = true for encounters to respawn...
faction_weight = fc_c_grp, 20 faction weight in a zone should not total over 100... total for all the factions... so if you have 10 different factions in the zone each could be 10 and that still would not go over the 100 cap.
encounter = area_defend, 19, 1.000000
faction = fc_c_grp, 1.000000 ;---- 1.000000 = 100% chance an encounter will happen 0.750000 = a 75% chance 0.500000 = a 50% chance.... and so on...



Don't forget you need a [EncounterParameters} for each encounter type at the top of the System files...
The ini files that define each encounter are in the MISSIONS\ENCOUNTERS folder -example- area_trade_freighter_pirate.ini ...for each type of encounter you put in a zone... the [EncounterParamerers are at the top of each system file...A different file gives all the information of what an encounter consists of.



Chips has started an encounter tutorial. Keep an eye out for any updates.
Best of luck.


S

Post Sun Mar 14, 2004 11:52 am

The base reputation is set o.k....it doesn't fire...

Corrected NPC ships...thanks for that info...

Will try an encounter now...

Post Sun Mar 14, 2004 12:42 pm

I'm making my own system and it's full of stations and planets. Now I don't want to have hunderds of bases, so:

In order to make a station or ship undockable all I have to do is remove the "dock_with = some base" line...right?

Post Sun Mar 14, 2004 4:05 pm

Firewing'

with your base not firing, have you got a valid station loadout?

I've made a nondockable station as seen below. No 'dock_with' entry or 'universe' entry. Just enter the archetype you need in.



[Object
nickname = Bw02_miningbase_abandoned2
ids_name = 245237
pos = 7974, 0, -45523
Archetype = miningbase_abandoned2
visit = 0
behavior = NOTHING
ids_info = 66635

for your encounter have a look in Chips newbie thread for an example. He and Accushot are very helpfull if you need any newbie questions answered.

Best of luck.

S

Post Sun Mar 14, 2004 4:13 pm

One more thing. The Order is only enemies with the Nomads, so if you set up an encounter with anyone else there will be no fight. You'll have to adjust the Orders empathy in initial world and if you use a current save you'll have to edit that too, if you want them to fight a pirate faction.

If you are setting an encounter with nomads you can only use the "area_nomads" encounter type. Theres some really good tutorials in Chips newbie threads. Try and read through the tutorials on systems in there. I found all my answers there.

S

Post Sun Mar 14, 2004 4:16 pm

sorry you already mentioned you set the Order to fight the Rogues. Ignore my last.

S

Post Mon Mar 15, 2004 12:11 am

Thanks for your help lads....

But now I have a bigger problem on my shoulders..chrashiola...
things I did:
Made my own 3 ships
Made my own weapons
Changed npc shields so that they re-charge
Changes some capship/stations weapons
Made some custom loadouts
Made my own system with 3 planets and several bases (including base population and custom rumors)
Increased cruise speed
Changed empathy and initialworld.ini to make the Order hate Rouges
Made all stations destructable (save tradelanes, planets and docking rings)
------------------game works so far-----

Added HpShield01 to all capships
Changed their loadouts and gave them shields (in missions too)
Made scanners sellable and made my own scanner
Increased random mission money

Now the game started chrashing to desktop randomly.
I load a save game from my custom system (Planet Carnil). I leave the planet and cruise around. I fire at a battleship and my shots go trough it??? I fire at a station my shots go trough it???
I load another save game (Planet Tyrion, but the same system). When I leave the planet the game chrashes????? THE SAME SYSTEM!?!?!?

So I went and uninstalled the game (making a backup of all files I changed that worked). I installed the game again and put all files back in.
Game starts normally, but when I leave Manhattan on the first mission the game chrashes AGAIN...
Now I'm really confused...I tought it might have something to do with my custom DLL and the fact that I have used the Realspace MOD when I started making modifications...now I'm just stupmped....

Post Mon Mar 15, 2004 4:02 am

Crashes could be due to encounters with NPC's - shots passing through things are SUR files - so if you remade a CMP file or copied and renamed one, you need to do the same for the original sur file - copy it and then rename the copy to match your CMP files name.

Crashes sound more like you have encounters to be honest, but in Open SP - m13.ini file:
[Trigger
nickname = bse_initialize_init_li01
InitState= Active
Cnd_True= no_params
system = hi01
Act_ForceLand = hi01_01_base
Cnd_BaseEnter = hi01_01_base

Cnd_SpaceExit = no_params
Act_SetShipAndLoadout = ge_fighter, msn_playerloadout

I change the bits in bold to where-ever i want to start- note its for omicron alpha - Malta
Now do this for your new systems bases one at a time to check them, and delete teh autosave/save games before you do...........as they could be problems as well

It really is most likely to be encounters - what did you change for NPC's? Did you spell it right? Did you change the name of anything? If its changing a ship they are flying, it takes 3 files to do this properly (you can do it in one, but that is so sloppy and terrible way of doing it )

Post Mon Mar 15, 2004 3:55 pm

Well..forget it....
After a system chrash I re-installed the game and descovered thet alltough I made a backuup, I accidentaly deleted stuff from the backup...
My system is completely lost...

Good thing is, I managed to save my ships, weapons, loadouts and some other stuff..
I allready begun to make the system anew and it looks like It will be better then the first one... I'm allos using the Realspce mod files... the game lights looks better, alltough I put the nebula backgrounds back...I kinda like them...

Oh...Tested the new system and it works!
But Order ships/station still don't want to fire on the rouges (empathy, initialworld and loadouts are o.k.)

Post Mon Mar 15, 2004 4:16 pm

Firewing.
its best to mod via FLMM. Don't use the original files. Set up the FL directory system in a mod file within FLMM and put your modded files in there. That way you don't lose work if you have to reinstall. More importantly you won't effect your system if you mess up a dll.

The Order should attack the Rogues if you've edited any save files your using as well as initial world.

S

Post Mon Mar 15, 2004 9:43 pm

It seems the crashes started after you added shields to capships, did you only add the hp in the shiparch file, or did you also modify the cmps? If the HP is not in the original model, but being used in shiparch, that might cause a problem, though I don't think it would crash the game... but it could explain the shots going through the capships... I donno, good luck.

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