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Interesting Bug...

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Post Tue May 17, 2005 6:19 am

Interesting Bug...

I just found out a bug that could be helpful for some modders.... sounds stupid but here's the deal:

if you want bases in a system (or in all systems, didnt test that) that do not recharge their hitpoints and are also not dockable after being destroyed once, just go to the solararch.ini and edit one solar object's type to something that is not valid
(by accident I wrote SATTELITE, thats how i discovered the bug lol)
then place that solar object in your system and voila:
once the base has no hitpoints anymore, it wont recharge them...

BUT you have to know that other fl features like impulse or destroy_root entries in the fuse.ini do not work anymore as well!

Post Tue May 17, 2005 7:37 am

Is this supposed to prevent the crash when a player is docked at or last visited base was the one destroyed?

Check out the latest beta's of the Freelancer S.D.K. 1.5 and Freelancer Explorer v2.x

Post Tue May 17, 2005 7:52 am

eeh...

i mean once the base is down to 0 or 1 hitpoints, the hitpoints normally do reset after one minute...!

within this minute players cannot dock at that base but launch...

so well yeah in a way this is supposed to prevent the crash when a player is launching from that base...

Post Tue May 17, 2005 5:10 pm

That is interesting... I like the idea of Bases that could be destroyed, yet dockable.

Post Wed May 18, 2005 6:51 am

(Not that this reply really belongs in this particular thread, but...)

I think the crash while launching bug more refers to what happens when a pilot currently landed on a station, the station being destroyed while docked, and then attempting to launch from a station that no longer exists in game, no? Or even if a player docked at the now destroyed station before leaving the server and has come back to play, but now docked on the destroyed station.

What would have to happen to avoid this is to have the pilot docked on the station that was just destroyed to be moved to a nearby station by an "emergency rescue ship" or the like. To help do this in a very rough way would be to have a global message saying that "So-and-so station was destroyed, please contact an admin for transfer to a safe haven.", both when docked or just logging onto the server. The pilot then sends a msg to an admin and the admin basically kick/moves the player to another station or system. Something like that at least. Otherwise the crash would still happen.

Another option, tho I don't know how it could be done is to have a secondary base model with docking harpoints, but with no .sur file (so it can't be damaged) and somehow force freelancer to replace the now destroyed station. This condition would also have to be temporary as I believe that systems in multiplayer are reset every-so-often or when the system itself is clear of all players.

Either way, some serious scripting would have to be done. Something to think about over morning coffee, eh?

Aug



When all else fails...

RUN AUG RUN!!!

Edited by - AuGuR on 5/18/2005 7:52:11 AM

Post Wed May 18, 2005 6:55 am

I've been saying this alot lately, but I don't think that can be done, currently... Like you say it would take some serious scripting.

JohnHawke
C-in-C Wing Commander:Vega Scourge Project
E-mail: [email protected]
Website: here

Post Sun May 22, 2005 8:15 pm

Sounds like I should add this to my list of Proof-of-Concept projects. I have never tried it but based on a number of projects I have completed I believe I can make it so that bases can be destroyable but avoid the player launch crash.

Check out the latest beta's of the Freelancer S.D.K. 1.5 and Freelancer Explorer v2.x

Post Mon May 23, 2005 6:03 am

Maybe you could script it so that wjen you "destroy" a base, its archetype changes to a simlar version with no docking ability. It could have a fuse which has fire coming out of the HpTurret mounts instead. You should be able to leave though if you keep a moor open. I`ve launched from asteroind miners before when i`ve used OpenSp to check a system..

Post Mon May 23, 2005 1:10 pm

well, you can also just use a work-around...

you have one base that can be destroyed, then you have another base, somewhere else in the same system with the same base= and dockwith= entrys and mentioned in the system ini after the first base...
now, when the base gets destroyed, the players docked at that base will simply spawn at the second base...

there is still one huge problem:
If you respawn or hit F1->select new char , destroyed bases (objects) visually re-appear...

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