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Hyperdrive Data Compling...time to make a Hyperdrive...

The general place to discuss MOD''ing Freelancer!

Post Tue Sep 07, 2004 12:02 am

Why are you asking about .sur files? Had an idea, Aravis? Actually that gets me thinking: if ships don't have sur files they can they still hit system barriers?

Anyway: any ideas on mine? We think we've almost got it.
One thing though: HOW do you put a trigger into a weapon? And WHAT do you put into a trigger so that the trigger happens to the selected object? [Sel_Obj ?

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

Post Tue Sep 07, 2004 1:34 am

The problem is, none of the ForceLand / SpawnShip triggers are going to work in anything but the SP campaign. The mission triggers are just one small part of the engine, and they can only be used to script missions. And even in the SP campaign, you can't add a trigger to a missile - although you can set up a trigger to detect when an object is hit by the missile.

IMHO opinion, the ONLY way to get this to work - short of recoding the entire engine - is using Chips' idea about 3 pages back. It would be a LOT easier to find a way to remove the restriction on docking distance, and that's really the only obstacle in the way of it working.

Post Tue Sep 07, 2004 2:01 am

Has anyone looked through ALL the dlls for it?

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

Post Tue Sep 07, 2004 2:51 am

What - docking distance? Its in the solararch.ini file.

Post Tue Sep 07, 2004 2:57 am

If it's in there where's the problem? Does editing it there work?

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

Post Tue Sep 07, 2004 6:16 am

Nope - there's a hardcoded (I assume) limit as well. You can increase the distance in solararch.ini, but once you get above about 7-8k you cannot dock at all; you get the "Cannot dock - destination is too far" message.

RMK

Post Tue Sep 07, 2004 6:19 am

one of zacks ideas was pretty good, create an extremely large area that has the jump effect then place nav boeys in the effect that will take u to a different system.

now to prevent having 40+ bouys to go to each system have bouys that go to all the systems in the sector of the starting point and bouys that go to one system in other sectors

for example your in a liberty system theres bouys that go to all other liberty network systems and all main system like New London for Bretonia Network

Post Tue Sep 07, 2004 10:35 am

Did I say that? :S

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

RMK

Post Tue Sep 07, 2004 12:20 pm

the first part about the jump area was yours

my idea was using bouys to navigate by

Edited by - RMK on 9/7/2004 1:20:52 PM

Post Wed Sep 08, 2004 4:34 pm

These ALT+J commands and stuff is interesting...some tinkering around and i might have something...

Post Thu Sep 09, 2004 4:01 am

bottom line seems to be as follows

1) only jump holes and jumpgate archtypes seem to have the code for crossing to another system in mp.

1b)The docking sphere is limited for these even if you expand it in the solararch.ini. I also tried changing the solar radius line in solararch.ini for a jumphole along with the docking sphere, no luck.

1c)Qs for u all: is there an entry in the jumphole's 3db file for the radius as I can't see it, if not can someone add in an entry for radius similar to a planets.sph and make it very large? if the radius can be successfully changed then maybe we dont need to mess with the dock distance. Phantom physics is on so we can currently fly though jumpholes so there should be no problem with a system wide one. The only problem may be that FL may want you to find the centre point of the object where the hpdockmounta entry is. (can u increase the size of the dock mount as well?)

2) the other known way to jump is via a script.
can we embed a reference to a thn script within a hardpoint in the cmp file of the ship? I know there is a script node for the door open and closing animations. I dont know how it works though, as I'm not a ship model guy. if you could do this then maybe we could make a entry in shiparch for the hpnode calling the script and then you could mount a gun or something to activate it.

I cant really see any other ways to do this and these two sound unlikely to work to me but it may be worth a shot. I would try this myself only I dont have a clue about utf leaf and node editing.

Bane

Post Thu Sep 09, 2004 9:29 am

1c) Ans: I cant seem to open that file in milkshape.

2) That's similiar to my idea on putting a script into a weapon. We can't firgure it though.

:Spaz: If you can have a go, great! Good luck

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

Post Thu Sep 09, 2004 8:16 pm

There is on;ly one problem I see with docking distance. When you dock at maximum range. You cruise all the way to the location until it hits the double bars. You have to make the jump effect right then and there to avoid going all the way to the jump gate/hole

Post Fri Sep 10, 2004 10:25 am

Which is why there is a need for a trigger such as ForceLand embedded into a weapon or whatever. If people are worried this will have the same effect as the cloak, for all we know it might only work in SP anyway

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

Post Thu Sep 23, 2004 12:30 pm

Anyone heard anything about it?

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