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I''m Stumped - Please Help

The general place to discuss MOD''ing Freelancer!

Post Sat Jun 05, 2004 6:02 pm

I''m Stumped - Please Help

Making these wrecks in the Bretonian system of Cambridge. Problem is that it crashes, and myself and a few others cannot find a solution.

[Object
nickname = rbaf_heavy_fighter_alpha_strike_force_omega_5_hole_1
ids_name = 524292
pos = 41270, 0, 46235
rotate = 12, 39, -21
Archetype = suprise_br_elite
visit = 16
ids_info = 524293
loadout = rbaf_alpha_strike_force_omega_5_hole_loadout_2

[Object
nickname = rbaf_battleship_alpha_strike_force_omega_5_hole_2
ids_name = 524292
pos = 41670, 15, 46130
rotate = 24, 19, -21
Archetype = suprise_br_elite
visit = 16
ids_info = 524293
loadout = rbaf_alpha_strike_force_omega_5_hole_loadout_3

[Object
nickname = rbaf_battleship_alpha_strike_force_omega_5_hole_3
ids_name = 524292
pos = 41170, 19, 46035
rotate = 35, 29, -31
Archetype = suprise_br_elite
visit = 16
ids_info = 524293
loadout = rbaf_alpha_strike_force_omega_5_hole_loadout_4

Any help that can be submitted is greatly appreciated, thanks.

Excelcia!
Liberty Rogue General
Western Division
EArTh

Post Sat Jun 05, 2004 8:10 pm

? Don't see anything wrong with it at all. Have you tried following convention and making your loadout start with SECRET? What about your entries in shiparch and loadouts? Have you triple checked them as well?

Post Sat Jun 05, 2004 9:26 pm

there are none, these are wrecks that have no damage so far and no loot, but these three crash the game. Reason unknown.

Excelcia!
Liberty Rogue General
Western Division
EArTh

Post Sat Jun 05, 2004 9:51 pm

O.K. you have to have an entry in solararch though, have you triple checked that? Made sure it's pointing in all the right directions? Why don't you make a basic loadout so that you can see if that could be the source of your problem. By "the source of your problem" I mean a wreck with no loadout.

Edit= Um, sorry, please don't take this the wrong way but you do have an entry in solararch, don't you?

Edited by - kaegogi on 6/5/2004 11:08:28 PM

Post Sat Jun 05, 2004 10:20 pm

You dont need an entry in solararch, except for the "surprise_br_elite" when you dont want any loot or damages.

Excelcia!
Liberty Rogue General
Western Division
EArTh

Post Sun Jun 06, 2004 2:09 am

Lets get this right from this point onwards.

Search the solararch.ini file - is there an object called suprise_br_elite??

Secondly - is there a loadout in the loadouts.ini file for rbaf_alpha_strike_force_omega_5_hole_loadout_4, and what is it? Post up all the entries


If you don't have those, then you will crash the game.

Right now it reads like your saying you don't need anything apart from the system entry..........

Post Sun Jun 06, 2004 7:27 am

@Chips: exactly.
@EArTh: When FL goes to load up your wrecks it looks in solararch.ini for the archetype=surprise_br_elite. If all you have in solararch is this:
[SOLAR
nickname=surprise_br_elite

then FL can't find anything to place. It can't paint anything on your navmap, it can't rotate the object because it has nothing to rotate, it can't even determine the bahavior of the object because it doesn't know the type of object.
I can buy the idea that you could get away without a loadout, but there's simply no way you can put a wreck in a system without an entry in your solararch.

Start there. Just follow the conventions set out with other wrecks. When I asked you if you had triple checked your shiparch and loadouts I meant the loadout in your ship folder not solar folder. You just need to check that your loadout is made for the ship you're going to be using. (ie you have all the correct hardpoints) You don't need to make a new shiparch entry as long as you point to an existing ship in your solararch entry.

Edit = Oh! Good luck.

Edited by - kaegogi on 6/6/2004 8:40:26 AM

Post Sun Jun 06, 2004 8:06 am

Ok well I have the surprise_br_elite, that's a must of course, but i do not have a loadout for them because i dont wish them to have any loot (i have 4 other wrecks that work perfectly without a loadout in solararch.ini. So anyway, If I have to add them, how can I add a loadout and have it with no loot?

Excelcia!
Liberty Rogue General
Western Division
EArTh

Post Sun Jun 06, 2004 8:24 am

Remove the loadout then.

Post Sun Jun 06, 2004 8:40 am

I never had a loadout to begin with. All I have are those few liens i pasted above, and it crashes, and now the original 4 I had also crash, when earlier they worked. The game works perfectly with them all commented out.

Something like this:
[Object
nickname = rbaf_3rd_torpedo_division_omega_5_hole_1
ids_name = 524289
pos = 42460, 0, 46865
rotate = 82, 3, -21
Archetype = surprise_br_fighter
visit = 16
ids_info = 524288
loadout = rbaf_3rd_torpedo_division_omega_5_hole_loadout_1

Should work perfectly just alone like that, but it crashes.

Excelcia!
Liberty Rogue General
Western Division
EArTh

Post Sun Jun 06, 2004 9:02 am

@EArTh:
[Object
nickname = rbaf_3rd_torpedo_division_omega_5_hole_1
ids_name = 524289
pos = 42460, 0, 46865
rotate = 82, 3, -21
Archetype = surprise_br_fighter <---FL looks for this in solararch.ini
visit = 16
ids_info = 524288
loadout = rbaf_3rd_torpedo_division_omega_5_hole_loadout_1

If FL can't find that then it can't finish loading, it can't place the object, can't rotate the object, can't mark the object etc. Try just copying and changing the nickname of an appropriate entry in your solararch as a place holder to see if that stops the crashes. Take this:
[Solar
type = MISSION_SATELLITE
nickname = suprise_bw_elite2
LODranges = 0, 75, 125, 1000
DA_archetype = ships\border_world\bw_vheavy_fighter\bw_vheavy_fighter.cmp
material_library = ships\border_world\bw_ships.mat
surface_hit_effects = 0, small_hull_hit
mass = 100000.000000
solar_radius = 800
shape_name = NAV_surpriseX
explosion_arch = explosion_li_elite
hit_pts = 3600
destructible = true
fuse = fuse_suprise_bw_elite2, 0.000000, 3601
fuse = fuse_suprise_drop_loot, 0.000000, 3590

and copy and change it to this:
[Solar
type = MISSION_SATELLITE
nickname = suprise_br_fighter (or br_elite per your earlier example)
LODranges = 0, 75, 125, 1000
DA_archetype = ships\border_world\bw_vheavy_fighter\bw_vheavy_fighter.cmp
material_library = ships\border_world\bw_ships.mat
surface_hit_effects = 0, small_hull_hit
mass = 100000.000000
solar_radius = 800
shape_name = NAV_surpriseX
explosion_arch = explosion_li_elite
hit_pts = 3600
destructible = true
fuse = fuse_suprise_bw_elite2, 0.000000, 3601
fuse = fuse_suprise_drop_loot, 0.000000, 3590

If you still get a crash then find the loadout for this wreck and put that nickname into your loadout line.
Personally I think you're going about this bass ackwards. The [Solar entry should be your first stop, then loadouts entry then your system entry. But each to his own.

Edit = Also, you've got two people in here trying to help and both of them are indicating to you that you need an entry in your solararch.ini, however you keep coming back with "but it should work". Why did you ask people to "please help" if you're not going to take our advice? Please, try making all the correct entries in all the right places if for no other reason than to narrow down the range of possible crash causes.



Edited by - kaegogi on 6/6/2004 10:13:21 AM

Post Sun Jun 06, 2004 9:10 am

There's already a default one in solararch:

[Solar
type = MISSION_SATELLITE
nickname = suprise_br_fighter
LODranges = 0, 60, 130, 1000
DA_archetype = ships\bretonia\br_fighter\br_fighter.cmp
material_library = ships\bretonia\br_playerships.mat
surface_hit_effects = 0, small_hull_hit
mass = 100000.000000
solar_radius = 800
shape_name = NAV_surpriseX
explosion_arch = explosion_li_elite
hit_pts = 3600
destructible = true
fuse = fuse_suprise_br_fighter, 0.000000, 3601
fuse = fuse_suprise_drop_loot, 0.000000, 3590

These are the default ships to use:
suprise_li_elite
suprise_transport
suprise_transport_large
suprise_li_fighter
suprise_li_freighter
suprise_br_fighter
suprise_br_elite
suprise_br_freighter
suprise_ku_fighter
suprise_ku_elite
suprise_ku_freighter
suprise_rh_fighter
suprise_rh_elite
suprise_rh_freighter
suprise_bh_fighter
suprise_bh_elite
suprise_bh_elite2
suprise_pi_fighter
suprise_pi_elite
suprise_pi_freighter
suprise_co_fighter
suprise_co_elite
suprise_co_elite2
suprise_ge_fighter ;starflier
suprise_ge_fighter2 ;startracker
suprise_ge_fighter4 ;hawk
suprise_ge_fighter5 ;falcon
suprise_ge_fighter6 ;eagle
suprise_bw_fighter
suprise_bw_elite
suprise_bw_elite2
suprise_bw_freighter
suprise_no_fighter ;nomad fighter <-- entry in solararch.ini seems a bit bugged, use with caution
suprise_ge_armored ;armored transport
suprise_ge_train
suprise_ge_csv

- Taken from Haenlomal's tutorial:
http://www.lancersreactor.com/t/forum/t ... ng&M=False

=
Excelcia!
Liberty Rogue General
Western Division
EArTh

Post Sun Jun 06, 2004 9:20 am

Well, now I feel very silly. *removing proverbial foot from proverbial mouth*
Sorry.

Edit = Going back up to the idea of a placeholder. Why don't you make a place holder loadout so that you can remove that as a possible cause of crashes? Or do you already have one of them as well and you just haven't posted it?

Edited by - kaegogi on 6/6/2004 10:30:27 AM

Post Sun Jun 06, 2004 9:31 am

For pitty's sake, just copy and paste this into the loadouts.ini file:

[Loadout
nickname = rbaf_3rd_torpedo_division_omega_5_hole_loadout_1
archetype = br_elite
equip = br_gun01_mark02, HpWeapon01
equip = br_gun01_mark02, HpWeapon02
equip = missile01_mark01, HpWeapon03
cargo = missile01_mark01_ammo, 4
equip = missile01_mark01, HpWeapon04
cargo = missile01_mark01_ammo, 4
equip = br_gun01_mark02, HpWeapon05
equip = br_gun01_mark02, HpWeapon06
equip = cruise_disruptor01_mark01, HpTorpedo01
cargo = cruise_disruptor01_mark01_ammo, 5
equip = mine01_mark01, HpMine01
cargo = mine01_mark01_ammo, 20
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20

[Loadout
nickname = rbaf_3rd_torpedo_division_omega_5_hole_loadout_2
archetype = br_elite
equip = br_gun01_mark02, HpWeapon01
equip = br_gun01_mark02, HpWeapon02
equip = missile01_mark01, HpWeapon03
cargo = missile01_mark01_ammo, 4
equip = missile01_mark01, HpWeapon04
cargo = missile01_mark01_ammo, 4
equip = br_gun01_mark02, HpWeapon05
equip = br_gun01_mark02, HpWeapon06
equip = cruise_disruptor01_mark01, HpTorpedo01
cargo = cruise_disruptor01_mark01_ammo, 5
equip = mine01_mark01, HpMine01
cargo = mine01_mark01_ammo, 20
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20

[Loadout
nickname = rbaf_3rd_torpedo_division_omega_5_hole_loadout_3
archetype = br_elite
equip = br_gun01_mark02, HpWeapon01
equip = br_gun01_mark02, HpWeapon02
equip = missile01_mark01, HpWeapon03
cargo = missile01_mark01_ammo, 4
equip = missile01_mark01, HpWeapon04
cargo = missile01_mark01_ammo, 4
equip = br_gun01_mark02, HpWeapon05
equip = br_gun01_mark02, HpWeapon06
equip = cruise_disruptor01_mark01, HpTorpedo01
cargo = cruise_disruptor01_mark01_ammo, 5
equip = mine01_mark01, HpMine01
cargo = mine01_mark01_ammo, 20
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20

[Loadout
nickname = rbaf_3rd_torpedo_division_omega_5_hole_loadout_4
archetype = br_elite
equip = br_gun01_mark02, HpWeapon01
equip = br_gun01_mark02, HpWeapon02
equip = missile01_mark01, HpWeapon03
cargo = missile01_mark01_ammo, 4
equip = missile01_mark01, HpWeapon04
cargo = missile01_mark01_ammo, 4
equip = br_gun01_mark02, HpWeapon05
equip = br_gun01_mark02, HpWeapon06
equip = cruise_disruptor01_mark01, HpTorpedo01
cargo = cruise_disruptor01_mark01_ammo, 5
equip = mine01_mark01, HpMine01
cargo = mine01_mark01_ammo, 20
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20




IF you don't want ANYTHING to be looted, then change the lines in the SYSTEM file to be these below instead.

[Object
nickname = rbaf_heavy_fighter_alpha_strike_force_omega_5_hole_1
ids_name = 524292
pos = 41270, 0, 46235
rotate = 12, 39, -21
Archetype = suprise_br_elite
visit = 16
ids_info = 524293

[Object
nickname = rbaf_battleship_alpha_strike_force_omega_5_hole_2
ids_name = 524292
pos = 41670, 15, 46130
rotate = 24, 19, -21
Archetype = suprise_br_elite
visit = 16
ids_info = 524293

[Object
nickname = rbaf_battleship_alpha_strike_force_omega_5_hole_3
ids_name = 524292
pos = 41170, 19, 46035
rotate = 35, 29, -31
Archetype = suprise_br_elite
visit = 16
ids_info = 524293


Basically, the rule is that you CANNOT say that it has a loadout, and then NOT give it one - as it will crash the game. This will occur with nearly everything in the game. If you put a line saying it has a loadout, then make the loadout like i said earlier. If it NEEDS the loadout line cause it crashes, then make the loadouts like this instead:
[Loadout
nickname = rbaf_3rd_torpedo_division_omega_5_hole_loadout_4
archetype = br_elite
equip = ge_s_scanner_02
equip = ge_s_tractor_01


Or something like that.


Edited by - Chips on 6/6/2004 10:32:49 AM

Post Sun Jun 06, 2004 11:50 am

Wow, Chips, it works now. Thanks a lot, you're a life saver . Btw excuse my noobishness at object placing, im an encounter/fx guy. Thanks again.

Excelcia!
Liberty Rogue General
Western Division
EArTh

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