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Moving bases

The general place to discuss MOD''ing Freelancer!

Post Thu Jun 03, 2004 1:02 pm

Moving bases

I had a new idea for the Republic mod just now. We're building some capital ships, but I want some to be dockable and some to be used on patrols. Then I thought "is it possible to have the ones on patrol available to be docked on?"

Leader of the Republic Mod Team. http://republicmod.proboards32.com
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency

Post Fri Jun 04, 2004 11:57 am

I'm guessing not...

Leader of the Republic Mod Team. http://republicmod.proboards32.com
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency

Post Fri Jun 04, 2004 12:03 pm

I don't think so. There was a thread about this some time ago. I think it turned out that the 'base =' and 'dock with =' lines can only be used with Solar objects, which are by definition stationary. Plus, I seem to remember that destroying any base with a player in it crashes the game or something

Post Fri Jun 04, 2004 12:49 pm

The Republic Mod is so far intended only as SP: no worry about players being inside. And these are capital ships we're talking about: they're not destroyed easily. And outside gameplay could be paused until the player undocks

Leader of the Republic Mod Team. http://republicmod.proboards32.com
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency

Post Thu Jul 08, 2004 4:26 pm

I know this is old, but does anybody else have ideas on this?

Leader of the Republic Mod Team. http://republicmod.proboards32.com
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency

Post Fri Jan 14, 2005 1:35 pm

Well, ideas ideas ideas

I think Nighthound may have ya solution

Post Wed Jan 19, 2005 10:26 pm

Sigh its a far sided idea but the Arav has an idea taken from somewhere else that he remembered...If you made a station somewhat like this...




P----------------------------------------S

Where p is a pivot point and S is the station you could technically make a station rotate around a given point. The sun or something else. Set a patrol to always be in the area, and set various pirate areas in the way...I'll make a diagram in a sec.

Post Sat Jan 22, 2005 11:45 am

Yup, I think I mentioned that a while ago but I never had a chance to try it out. Like the spinning planets, if you create a model which is basically a huge circle with the object at the edge and set it to rotate, you should get a ship that orbits around a central pivot.

Post Sat Jan 22, 2005 12:50 pm

with this you could also make more realistic asteroids, planets

Post Sun Jan 23, 2005 8:46 am

Think it would work?

--------------------------------
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Leader of the Republic-Second Contact Team.
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency

Post Sun Jan 23, 2005 1:56 pm

I dont know im not a moddler

Post Sun Jan 23, 2005 9:41 pm


Think it would work?I


Depends on how it's done. I recently tried to simply having a base rotating around its own axis. I used one of those bases that look like an asteroid.

I could undock from it (I used it as a starting location) but when I flew away I saw that the dock door did not move with the base; it seemed to remain at a fixed point and it looked like if it was "eaten" by the rocky asteroid base (it was crunched into it).

The game didn't crash, and I didn't try to dock again at the base, but I guess that would have one of those never-ending docking scenes (you know, where the game doesn't seem to get the ship at the right position). (I should have been a little more observing. I think the guns and lights did move along with the base, but only because I can't remember that they didn't. which I would certainly have noticed.)

So, imho, this idea would only have a chance of working if the docking sequence is totally omitted. From what I've read from certain posts, I got the impression that people have done that (removing the docking sequence).


Besides, I have a feeling (but I'm not a 3d modeller) that the model should be a one piece thing. No pieces "glued" to it.


Finally, selecting the base (either in space or from your scanner) would place the brackets with the object name at the center of the entire base, not just the visible part. So, If the rotating base would be a planet orbiting a sun, selecting the planet would place the brackets at the position of the sun.


But apart from this, it's a great idea and it would certainly add to the game.


Edited by - moonhead on 1/23/2005 9:42:35 PM

Post Thu Jan 27, 2005 3:02 am

Making "insta-dock" objects is simple... put the docking hardpoint outside the custom dockable object, and then set the docking spheres to something quite large.

It's a technique I made use of in Warriors of the Sky (Beta 1's out btw), and it's easy to do.

As Moonhead pointed out, though... the position bracket would be placed in a funny position. This has to do with the SUR file. I'm currently trying to talk Anton into making it possible to change the origin of a SUR manually (FLModel Tool does so automatically right now), so that things like what you're describing... are a lot more practical.

And I think there might be another way to do this... with THNs. I haven't looked at all of that yet, but it might very well be possible.

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