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Mission Solars Firing - Think I got it nailed now

The general place to discuss MOD''ing Freelancer!

Post Wed Jun 16, 2004 1:56 pm

Mission Solars Firing - Think I got it nailed now

Ok, I think this fix will really work. I need people to test this in MP for me though as I am logging in from work (just moved and have no phone for a bit).
It's gonna be a long next post but you'll get the whole script i've used. In SP testing this gives full weapons loadout and lights visible...

The essential details are to put a 'loadout = ' line into the solararch.ini definitions (the weapons platform has this in vanilla FL.) Testing this in NY and Leeds, the stations had different guns so the resulting solars will not be limited to the first loadout and seem to be overwritten by the killablesolars.ini definition.

For completeness the script also contains Wasabe's prize winning FLServer error fix with the appropriate lines added to the definitions there. The fix seemed to work better with this done.

Post Wed Jun 16, 2004 2:05 pm

Awesome! I'm dying to test this out Anton - you will be my hero if it works =)

Post Wed Jun 16, 2004 2:14 pm

D*mn dial-up... Ok back on so here goes...

<script>
<scriptversion>
1.0
</scriptversion>

<data file="data\ships\shiparch.ini" method="append">
<source>

[Ship
nickname = wplatform
LODranges = 0, 200, 400, 4000
ids_name = 261164
ids_info = 66171
type = MISSION_SATELLITE
DA_archetype = solar\misc\weapons_platform_lod.cmp
material_library = solar\Solar_mat_dockable03.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
mass = 10000.000000
loadout = weapon_platform
solar_radius = 300
shape_name = NAV_weaponplatform
destructible = true
explosion_arch = explosion_wplatform
hit_pts = 1600

[Ship
nickname = small_wplatform
LODranges = 0, 200, 500, 1000, 1800
ids_name = 261164
ids_info = 66171
type = MISSION_SATELLITE
DA_archetype = solar\misc\weapons_platform_small.3db
material_library = solar\Solar_mat_misc02.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
mass = 10000.000000
loadout = small_weapon_platform
solar_radius = 300
shape_name = NAV_weaponplatform
destructible = true
explosion_arch = explosion_small_wplat
hit_pts = 1600

[Ship
nickname = rm_space_freeport01
ids_name = 329689
ids_info = 329689
type = MISSION_SATELLITE
DA_archetype = solar\dockable\space_freeport01.cmp
material_library = solar\Solar_mat_tink.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 2000, 15000
mass = 10000.000000
solar_radius = 600
shape_name = NAV_depot
explosion_arch = explosion_space_mod_base
destructible = true
hit_pts = 4800
fuse = fuse_space_mining01, 0.000000, 1
loadout = rm_space_freeport_loadout

[Ship
nickname = rm_space_police01
ids_name = 329691
ids_info = 329691
type = MISSION_SATELLITE
DA_archetype = solar\dockable\space_police01.cmp
material_library = solar\Solar_mat_dockable03.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 2000, 15000
mass = 10000.000000
solar_radius = 600
shape_name = NAV_depot
explosion_arch = explosion_space_mod_base
destructible = true
hit_pts = 4800
fuse = fuse_space_police01, 0.000000, 1
loadout = rm_space_police_loadout

[Ship
nickname = rm_depot
ids_name = 329682
ids_info = 329682
type = MISSION_SATELLITE
DA_archetype = solar\dockable\depot_lod.cmp
material_library = solar\Solar_mat_dockable02.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 800, 1200, 2000, 15000
mass = 10000.000000
solar_radius = 300
destructible = true
explosion_arch = explosion_pirate_depot
hit_pts = 4800
fuse = pirate_base_explode_fuse, 0.000000, 1
loadout = rm_depot_loadout

[Ship
nickname = rm_miningbase_small_ice
ids_name = 329690
ids_info = 329690
type = MISSION_SATELLITE
DA_archetype = solar\dockable\miningbase_small_ice.cmp
material_library = solar\asteroid_dock.mat
material_library = solar\ast_ice.mat
LODranges = 0, 7000
mass = 100000000
solar_radius = 500
shape_name = NNM_SM_DEPOT
explosion_arch = explosion_rock_base
destructible = true
hit_pts = 4800
fuse = fuse_miningbase_small_rock, 0.000000, 1
loadout = rm_miningbase_small_loadout

[Ship
nickname = rm_miningbase_small_rock
ids_name = 329690
ids_info = 329690
type = MISSION_SATELLITE
DA_archetype = solar\dockable\miningbase_small_rock.cmp
material_library = solar\asteroid_dock.mat
material_library = solar\ast_rock.mat
LODranges = 0, 7000
mass = 100000000
solar_radius = 500
shape_name = NNM_SM_DEPOT
explosion_arch = explosion_rock_base
destructible = true
hit_pts = 4800
fuse = fuse_miningbase_small_rock, 0.000000, 1
loadout = rm_miningbase_small_loadout

[Ship
nickname = rm_Roid_Miner
LODranges = 0, 500, 1300, 5000
ids_name = 329687
ids_info = 329687
type = MISSION_SATELLITE
DA_archetype = Ships\utility\mining\mining.cmp
material_library = ships\utility\utility_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
mass = 10000.000000
solar_radius = 350
shape_name = NNM_SM_MINING
explosion_arch = explosion_asteroid_miner
destructible = true
hit_pts = 4800
fuse = miner_death_fuse, 0.000000, 1
loadout = rm_Roid_Miner_loadout

[Ship
nickname = rm_wplatform
LODranges = 0, 200, 400, 4000
ids_name = 329680
ids_info = 329680
type = MISSION_SATELLITE
DA_archetype = solar\misc\weapons_platform_lod.cmp
material_library = solar\Solar_mat_dockable03.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
mass = 10000.000000
loadout = weapon_platform
solar_radius = 300
shape_name = NAV_weaponplatform
destructible = true
explosion_arch = explosion_wplatform
hit_pts = 1600

[Ship
nickname = rm_wplatform_rock
ids_name = 329680
ids_info = 329680
type = MISSION_SATELLITE
DA_archetype = solar\asteroids\models\ast_rock02_platform.3db
material_library = solar\ast_rock.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 5000
mass = 10000.000000
solar_radius = 300
shape_name = NAV_weaponplatform
destructible = true
explosion_arch = explosion_rock_wplatform
fuse = fuse_rock_wplatform, 0.000000, 1
hit_pts = 1600
loadout = weapon_platform

[Ship
nickname = rm_wplatform_ice
ids_name = 329680
ids_info = 329680
type = MISSION_SATELLITE
DA_archetype = solar\asteroids\models\ast_ice_platform.3db
material_library = solar\ast_ice.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 5000
mass = 10000.000000
solar_radius = 300
shape_name = NAV_weaponplatform
destructible = true
explosion_arch = explosion_ice_wplatform
fuse = fuse_ice_wplatform, 0.000000, 1
hit_pts = 1600
loadout = weapon_platform

[Ship
nickname = rm_space_mining01
ids_name = 329688
ids_info = 329688
type = MISSION_SATELLITE
DA_archetype = solar\dockable\space_mining01.cmp
material_library = solar\Solar_mat_tink.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 2000, 15000
mass = 10000.000000
solar_radius = 600
shape_name = NAV_depot
explosion_arch = explosion_space_mod_base
destructible = true
hit_pts = 4800
fuse = fuse_space_mining01, 0.000000, 1
loadout = rm_space_mining_loadout
</source>
</data>

<data file="data\solar\loadouts.ini" method="append">
<source>

[Loadout
nickname = rm_miningbase_small_loadout
equip = infinite_power
equip = ge_s_scanner_02
equip = sfx_rumble_station_large
equip = Large_station_turret, HpTurret_S2_01
equip = Large_station_turret, HpTurret_S2_02
equip = Large_station_turret, HpTurret_S2_03
equip = Large_station_turret, HpTurret_S2_04
equip = SlowXLargeRed, HpRunningLight01
equip = SlowXLargeRed, HpRunningLight02
equip = SlowXLargeBlue, HpRunningLight03
equip = SlowXLargeBlue, HpRunningLight04
equip = SlowXLargeBlue, HpRunningLight05
equip = SlowXLargeBlue, HpRunningLight06
equip = SlowXLargeBlue, HpRunningLight07
equip = SlowXLargeBlue, HpRunningLight08
equip = SlowXLargeBlue, HpRunningLight09
equip = SlowXLargeBlue, HpRunningLight11
equip = SlowXLargeBlue, HpRunningLight12
equip = SlowXLargeBlue, HpRunningLight13
equip = SlowXLargeBlue, HpRunningLight14

[Loadout
nickname = rm_Roid_Miner_loadout
equip = infinite_power
equip = ge_s_scanner_02
equip = mining_ship_enhaust, HpExhaust01
equip = mining_ship_enhaust, HpExhaust02
equip = mining_ship_dust01, HpDust01
equip = mining_ship_dust02, HpDust02
equip = mining_ship_armhit01, HpDust01
equip = mining_ship_armhit02, HpDust02
equip = mining_ship_hitsparks, HpDust01
equip = mining_ship_sucking01, HpSuck01
equip = mining_ship_sucking02, HpSuck02
equip = mining_ship_arms
equip = co_miner_turret01, HpTurret_U1_01
equip = co_miner_turret01, HpTurret_U1_02
equip = co_miner_turret01, HpTurret_U1_03
equip = co_miner_turret01, HpTurret_U1_04
equip = co_miner_turret02, HpTurret_U2_01
equip = co_miner_turret02, HpTurret_U2_02
equip = co_miner_turret02, HpTurret_U2_03
equip = co_miner_turret02, HpTurret_U2_04
equip = co_miner_turret03, HpTurret_U3_01
equip = co_miner_turret03, HpTurret_U3_02
equip = armor_scale_17
equip = SlowLargeWhite, HpRunningLight01
equip = SlowLargeWhite, HpRunningLight02
equip = SlowLargeWhite, HpRunningLight07
equip = SlowLargeWhite, HpRunningLight08
equip = LargeWhiteSpecial, HpRunningLight09
equip = LargeWhiteSpecial, HpRunningLight10
equip = mining_ship_engine_sound,

[Loadout
nickname = rm_space_mining_loadout
equip = infinite_power
equip = ge_s_scanner_02
equip = LargeBlue, HpRunningLight01
equip = LargeBlue, HpRunningLight02
equip = LargeBlue, HpRunningLight03
equip = LargeBlue, HpRunningLight04
equip = LargeBlue, HpRunningLight05
equip = LargeBlue, HpRunningLight06
equip = LargeBlue, HpRunningLight07
equip = LargeBlue, HpRunningLight08
equip = LargeBlue, HpRunningLight09
equip = LargeBlue, HpRunningLight10
equip = LargeBlue, HpRunningLight11
equip = LargeBlue, HpRunningLight12
equip = LargeBlue, HpRunningLight13
equip = LargeBlue, HpRunningLight14
equip = LargeBlue, HpRunningLight15
equip = LargeBlue, HpRunningLight16
equip = LargeBlue, HpRunningLight17
equip = LargeBlue, HpRunningLight18
equip = LargeBlue, HpRunningLight20
equip = LargeBlue, HpRunningLight21
equip = LargeBlue, HpRunningLight22
equip = LargeBlue, HpRunningLight23
equip = LargeBlue, HpRunningLight24
equip = LargeBlue, HpRunningLight25
equip = LargeBlue, HpRunningLight26
equip = sfx_rumble_trading_depot
equip = armor_scale_11
equip = co_Small_station_turret01_mark03, HpTurret_S1_01
equip = co_Small_station_turret01_mark03, HpTurret_S1_02
equip = co_Small_station_turret01_mark03, HpTurret_S1_03
equip = co_Small_station_turret01_mark03, HpTurret_S1_04
equip = co_Small_station_turret01_mark03, HpTurret_S1_05
equip = co_Small_station_turret01_mark03, HpTurret_S1_06

[Loadout
nickname = rm_space_freeport_loadout
equip = infinite_power
equip = ge_s_scanner_02
equip = LargeBlue, HpRunningLight01
equip = LargeBlue, HpRunningLight02
equip = LargeBlue, HpRunningLight03
equip = LargeBlue, HpRunningLight04
equip = LargeBlue, HpRunningLight05
equip = LargeBlue, HpRunningLight06
equip = LargeBlue, HpRunningLight07
equip = LargeBlue, HpRunningLight08
equip = LargeBlue, HpRunningLight09
equip = LargeBlue, HpRunningLight10
equip = LargeBlue, HpRunningLight11
equip = LargeBlue, HpRunningLight12
equip = LargeBlue, HpRunningLight13
equip = LargeBlue, HpRunningLight14
equip = LargeBlue, HpRunningLight15
equip = LargeBlue, HpRunningLight16
equip = LargeBlue, HpRunningLight17
equip = LargeBlue, HpRunningLight18
equip = armor_scale_21
equip = sfx_rumble_trading_depot
equip = co_Small_station_turret01_mark03, HpTurret_S1_01
equip = co_Small_station_turret01_mark03, HpTurret_S1_02
equip = co_Small_station_turret01_mark03, HpTurret_S1_03
equip = co_Small_station_turret01_mark03, HpTurret_S1_04
equip = co_Small_station_turret01_mark03, HpTurret_S1_05
equip = co_Small_station_turret01_mark03, HpTurret_S1_06

[Loadout
nickname = rm_space_police_loadout
equip = infinite_power
equip = ge_s_scanner_02
equip = LargeBlue, HpRunningLight01
equip = LargeBlue, HpRunningLight02
equip = LargeBlue, HpRunningLight03
equip = LargeBlue, HpRunningLight04
equip = LargeBlue, HpRunningLight05
equip = LargeBlue, HpRunningLight06
equip = LargeBlue, HpRunningLight07
equip = LargeBlue, HpRunningLight08
equip = LargeBlue, HpRunningLight09
equip = armor_scale_7
equip = co_Small_station_turret01_mark02, HpTurret_S1_01
equip = co_Small_station_turret01_mark02, HpTurret_S1_02
equip = co_Small_station_turret01_mark02, HpTurret_S1_03
equip = co_Small_station_turret01_mark02, HpTurret_S1_04
equip = co_Small_station_turret01_mark02, HpTurret_S1_05
equip = co_Small_station_turret01_mark02, HpTurret_S1_06
equip = co_Small_station_turret01_mark02, HpTurret_S1_07
equip = co_Small_station_turret01_mark02, HpTurret_S1_08
equip = sfx_rumble_trading_depot

[Loadout
nickname = rm_depot_loadout
equip = infinite_power
equip = ge_s_scanner_02
equip = LargeBlue, HpRunningLight01
equip = LargeBlue, HpRunningLight02
equip = LargeBlue, HpRunningLight03
equip = LargeBlue, HpRunningLight04
equip = LargeBlue, HpRunningLight05
equip = LargeBlue, HpRunningLight06
equip = LargeBlue, HpRunningLight07
equip = LargeBlue, HpRunningLight08
equip = LargeBlue, HpRunningLight09
equip = LargeBlue, HpRunningLight10
equip = sfx_rumble_trading_depot
equip = armor_scale_11
equip = co_Small_station_turret01_mark03, HpTurret_S1_01
equip = co_Small_station_turret01_mark03, HpTurret_S1_02
equip = co_Small_station_turret01_mark03, HpTurret_S1_03
equip = co_Small_station_turret01_mark03, HpTurret_S1_04
equip = co_Small_station_turret01_mark03, HpTurret_S1_05
equip = co_Small_station_turret01_mark03, HpTurret_S1_06
equip = co_Small_station_turret01_mark03, HpTurret_S1_07
</source>
</data>

<data file="data\solar\solararch.ini" method="sectionappend">
<section>
[Solar
nickname = rm_miningbase_small_ice
</section>
<source>
loadout = rm_miningbase_small_loadout
</source>
</data>

<data file="data\solar\solararch.ini" method="sectionappend">
<section>
[Solar
nickname = rm_miningbase_small_rock
</section>
<source>
loadout = rm_miningbase_small_loadout
</source>
</data>

<data file="data\solar\solararch.ini" method="sectionappend">
<section>
[Solar
nickname = rm_Roid_Miner
</section>
<source>
loadout = rm_Roid_Miner_loadout
</source>
</data>

<data file="data\solar\solararch.ini" method="sectionappend">
<section>
[Solar
nickname = rm_space_police01
</section>
<source>
loadout = rm_space_police_loadout
</source>
</data>

<data file="data\solar\solararch.ini" method="sectionappend">
<section>
[Solar
nickname = rm_wplatform_rock
</section>
<source>
loadout = weapon_platform
</source>
</data>

<data file="data\solar\solararch.ini" method="sectionappend">
<section>
[Solar
nickname = rm_wplatform_ice
</section>
<source>
loadout = weapon_platform
</source>
</data>

<data file="data\solar\solararch.ini" method="sectionappend">
<section>
[Solar
nickname = rm_space_mining01
</section>
<source>
loadout = rm_space_mining_loadout
</source>
</data>

<data file="data\solar\solararch.ini" method="sectionappend">
<section>
[Solar
nickname = rm_space_freeport01
</section>
<source>
loadout = rm_space_freeport_loadout
</source>
</data>

<data file="data\solar\solararch.ini" method="sectionappend">
<section>
[Solar
nickname = rm_depot
</section>
<source>
loadout = rm_depot_loadout
</source>
</data>

<data file="data\solar\solararch.ini" method="sectionappend">
<section>
[Solar
nickname = rm_r_battleship
</section>
<source>
loadout = rh_battleship
</source>
</data>

<data file="data\solar\solararch.ini" method="sectionappend">
<section>
[Solar
nickname = rm_l_dreadnought
</section>
<source>
loadout = li_dreadnought
</source>
</data>

<data file="data\solar\solararch.ini" method="sectionappend">
<section>
[Solar
nickname = rm_b_battleship
</section>
<source>
loadout = br_battleship
</source>
</data>

<data file="data\solar\solararch.ini" method="sectionappend">
<section>
[Solar
nickname = rm_k_battleship
</section>
<source>
loadout = ku_battleship
</source>
</data>

</script>

Post Wed Jun 16, 2004 2:21 pm

Uhm......why not simply have the script utilize already exisitng loadouts from the \SOLAR\loadout.ini???

EG: nickname = rm_Roid_Miner_co_01 - > rm_Roid_Miner_co_04? The only difference between the 4 are the type of turrets used in each mount, the rest of the equipment is exactly identical.

(Having _just_ finished teaching the loadouts.ini file a leason in INHERITance, I'm somewhat adverse to seeing data propigated needlessly.)

In fact, your listed is an exact duplicate of rm_Roid_miner_co_04.

Edited by - zacam on 6/16/2004 3:23:13 PM

Post Wed Jun 16, 2004 2:27 pm

Forgot to change that... Was v happy it worked and popped it on a disk so i could post it tonight... That however is also exactly what worked for me and, as i said, only a test to be tried... Guess it can be tweaked later when we know if it works in MP game or not

Post Wed Jun 16, 2004 2:34 pm

True enough. I'll certainly be testing it against my project (which should be wrapped up _very_ soon now).

I'm certainly hopefull that this works with the changes I've made, since I'd rather not have to redo anything I've just done. :-)

***
(I used to think that the commentaries about Glock going of the deep end when annotating files was just a humor play, a gag bit. Now, I'm dead certain that it's utterly serious.)
***

Note the caps on inheritance. You'll see what I mean.

also, on roid_miners......"equip = mining_ship_engine_sound," for the Roids, but not for the regulars? (Note the , at the end). Significant? Perhaps so.

***
Last edit, I promise, don't anybody shoot me!

Why is it that the loadout for the regular weapons_platform includes archetype = wplatform, but the loadout for the small_weapons_platform doesn't have an archetype declaration?


Edited by - zacam on 6/16/2004 3:37:07 PM

Edited by - Zacam on 6/16/2004 3:41:23 PM

Edited by - Zacam on 6/16/2004 3:48:20 PM

Post Wed Jun 16, 2004 2:48 pm

I don't know why Anton, but it still is not working for me - no weapons are showing up on the solars. Maybe it's because I'm only doing it in MP - I'll try it in SP and see if it works there for me.

Post Wed Jun 16, 2004 2:52 pm

*pout* d*mn it! i was letting solars shoot me last night...

Post Wed Jun 16, 2004 3:04 pm

I'm trying to test it with OpenSP, but my freelancer crashes as soon as I click on "New Game". . . I've never actually used OpenSP before. hmm, maybe I'll try Chips version instead of Xerx. . .

Post Wed Jun 16, 2004 3:24 pm

I have a tweaked version of Starfyre Studios OpenSP running with my mod and it works fine there... Are you using 1.1 or 1.0 server? I'm working with 1.0 setup and SDK installed to FL directory...

Hope you can get some joy from this Wasabe, I'm gonna hit the hay as have to work again in 7 hours I'll be back on Friday

Post Wed Jun 16, 2004 3:41 pm

The problem was with my saved games folder - I moved it and now OpenSP works great. And guess what?? It works! The Solars had weapons!

So it looks like it works great in SP, but just not in MP. =(

Though, now that I know that, maybe I can figure out why it won't work in MP - I'll have to think about it. . .

Post Wed Jun 16, 2004 9:11 pm

great work Anton!
I hope the MP part can also be solved.
I will have a look at all those weaponplatforms and bases, maybe i can figure out something or get a weird idea to make it work...

---------------------------------
Excelcia Mod Leading Developer

Post Fri Jun 18, 2004 8:14 am

Yay! Vindication that SP works! Boo! Not working on MP!

Hope you have some joy there Fjord. I should have inet back next week or so (glastonbury festival first for those that know it - much joy )

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