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Base hard points

The general place to discuss MOD''ing Freelancer!

Post Sun Mar 13, 2005 6:29 pm

Base hard points

Hello guy, I'm currently in the proccess of making a new mod but I've hit a snag (ship bulding tutorial was excellent btw) My problem is that I've designed a new base, I can dock at it but when I launch the server crashes. Because it's only in a basic stage right now, I've not added any turrets yet. Heres the Hard points I've added so far so that I could test it.

HP/Fixed/HpDockcamA
HP/Fixed/DockMountA
HP/Fixed/DockPointA01
HP/Fixed/LaunchCamA

Have I missed anything that will allow me to launch?? I've searched high and low for base hardpoints on the forums, but cant seem to find any.

Cheers in advance

Post Sun Mar 13, 2005 10:10 pm

HP/Fixed/HpDockcamA
HP/Fixed/HpLaunchCamA

HP/Fixed/HpDockMountA
HP/Fixed/HpDockPointA01
HP/Fixed/HpDockPointA02

Post Mon Mar 14, 2005 12:37 am

ok thanks I'll try that

Post Mon Mar 14, 2005 4:53 pm

Now I can't dock with it at all.. Has any one had any success with bases? and would ya like to tell me what your results where?

Post Mon Mar 14, 2005 5:49 pm

I have put quite a few Bases into Warriors of the Sky... and... at least, thus far... I haven't really had any serious problems. Dunno what to tell you, other than you should add the Hps with HardCMP... make sure the docking radii are decently-sized... and that your entries in Solar.ini and the Solar\loadouts.ini are all correct.

Here are my entries for a Base in my mod called alpha_city:

Solararch.ini:

[Solar
nickname = alpha_city
ids_name = 60203
ids_info = 60204
type = STATION
DA_archetype = solar\islands\alpha_city.cmp
material_library = solar\islands\alpha_city.cmp
LODranges = 0, 20000
mass = 10000.000000
loadout = alpha_city
docking_sphere = berth, HpDockMountA, 5000
docking_sphere = berth, HpDockMountB, 5000
docking_camera = 0
solar_radius = 2000
shape_name = NNM_SM_DEPOT
hit_pts = 999999961690316250000000000000000000.000000

Loadouts:

[Loadout
nickname = alpha_city
equip = infinite_power
equip = ge_s_scanner_02
equip = fifty_cal_turret_AI, HpTurret01
equip = fifty_cal_turret_AI, HpTurret02
equip = fifty_cal_turret_AI, HpTurret03
equip = fifty_cal_turret_AI, HpTurret04

Lastly, the CMP itself just has a few HPs:

HpDockCamA
HpDockMountA
HpDockPointA01 (the 02 is not necessary, but adds a flight path).

...and the same, but with "B" instead of "A", and 4 HpTurrets. And that's all there is to it, other than the necessary entries in my System, which look like this. Keep in mind that the XML is there because I put my Systems into my mod via FLMM, to automatically generate the appropriate names and descriptions.

[Object
nickname = Li_Po
pos = 5000, 0, 27500
ids_name = 0 ;GENERATESTRRES("Li_Po"
ids_info = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TEXT>CLASS: City</TEXT><PARA/><TEXT>POPULATION: </TEXT><TRA data="65280" mask="-32" def="31"/><TEXT>113202</TEXT><PARA/><TRA data="96" mask="-32" def="-1"/><TEXT>ARMAMENT: </TEXT><TRA data="65280" mask="-32" def="31"/><TEXT>NONE</TEXT><PARA/><TRA data="96" mask="-32" def="-1"/><TEXT> </TEXT><PARA/><TEXT>Li_Po is one of the few cities that remained after the Change. Nobody is sure why it was so lucky.</TEXT><POP/></RDL></xml>"
behavior = NOTHING
pilot = pilot_ships
dock_with = Li_Po_Base
base = Li_Po_Base
reputation = rh_n_grp
rotate = 0, 185, 0
archetype = alpha_city
loadout = alpha_city
difficulty_level = 1
space_costume = benchmark_male_head, benchmark_male_body
voice = atc_leg_m01

Edited by - Argh on 3/14/2005 6:28:52 PM

Post Tue Mar 15, 2005 11:32 am

ok.. That worked but the flight path is a little screwed.. the ships go in kinda side ways. Would I be right in thinking that if I add more dock points the flight path would be bigger? I've added A01 and A02 already.

Post Tue Mar 15, 2005 11:34 am

You can only have two. The angle of the Hps determines the direction the ship will face whilst going through the docking sequence.

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