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Invisible Tradelanes? Hmm, yes I wonder.

The general place to discuss MOD''ing Freelancer!

Post Fri Aug 27, 2004 9:36 am

Invisible Tradelanes? Hmm, yes I wonder.

Both LordFjord and I are stumped over this.

; Ballista

[Solar
nickname = ballista_01
DA_archetype = solar\dockable\tlr_lod.3db
envmap_material = envmapbasic
LODranges = 0, 1500, 2200, 3000, 13000
ids_name = 60245
ids_info = 60246
type = TRADELANE_RING
mass = 10000.000000
loadout = Trade_Lane_Ring
solar_radius = 300
shape_name = NAV_tradelanering
shield_link = TLR_shield01, HpMount, HpShield01
hit_pts = 999999961690316250000000000000000000.000000

; End

The material libraries have been deleted in the effort to make the lane inivisble. However, the lane is as regular as an ordinary lane. Anyone have an explanation for this?

Post Fri Aug 27, 2004 9:44 am

I would guess it's an idea that never made it into the finished game, because its description is the "old" tradelane one, the one concerning Valhalla Research and Monument Engineering. Try putting one in a system and using it.

Post Fri Aug 27, 2004 3:05 pm

Sorry, your entry sort of confuses me. If you mean this entry above, it has already been tested and taking the material library out doesnt do anything.

Post Sat Aug 28, 2004 12:38 am

Sorry, I thought you were asking what it was. No idea about the whole mat file thing

Post Sat Aug 28, 2004 2:17 am

what if you set the lod ranges to 0

Post Sat Aug 28, 2004 7:42 am

Hmm I will try that later on when I have the time, and post back here.

Post Sat Aug 28, 2004 8:16 am

Which system is that in?

--------------------------------
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 Sat Aug 28, 2004 8:22 am

It might not be in a system, that entry looks like the one from solararch.ini

Talking of which, are you running a mod? I did a search of my unmodded solararch.ini and there was no ballista.

Post Sat Aug 28, 2004 10:59 am

This is actually for the Acadia MOD, there are many details about it on the home page of Lancer's in the news section.

The idea is for everything to be new in this mod so we are trying several ways of changing the tradelanes and jump gates.

For instance the tradelanes, now called Ballista's will be two shipyard put together to look like a large launching tube. There wont be any Ballista's inbetween the first at the start location and the last at the receiving location. So in a sense it catapults you across the system to your detination. This is also the reasoning why I was interested in tradelane speed.

Now for jumpgates we'll have one of the track rings from the dublin system be the actual part you jump with, however on both side of this ring there will be stations attached to be 'controlling' the gate, which are now called Catapult by the way.

Now i have been editting the shipyard_2x in utf editor, though for a fallback option I was hoping to make a tradelane invisible and simply place the shipyards to look like you were docking with a ballista and not a tradelane. This would be easier than utf editing as well.

EArTh

Post Sat Aug 28, 2004 11:44 am

Did you try the idea of zeroing the LOD ranges? In theory it should work...

Post Sat Aug 28, 2004 7:44 pm

Wow that worked. Thanks for your help.

Post Sat Aug 28, 2004 11:20 pm

One more thing though - don't you have to click on it to dock with it? Surely someone who's not on the mod team wouldn't know exactly where it is?

Post Sun Aug 29, 2004 8:28 am

Well, like I said, the two shipyards will be acing as the lane so you'll see it.

Post Sun Aug 29, 2004 9:31 am

You SHOULD (not tried it) be able to specify those ship docking things as having a "parent" which is the ring. How? See shipyards and stuff - the ring in Berlin is good example - parent = Rh01_02_base - or something like that...

Nickname the first tradelane ring, and that way they can select it, hit dock - and it will dock with the tradelane.........you hope..

Like i said, i haven't been arsed to try it, so do NOT know at all if this will work or not - its just a guess by yours truly

Post Sun Aug 29, 2004 9:56 am

Yeah those were my thoughts exactly. In theory it should and most likel will work, but we'll have to see

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