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custom weapon models, crazy ship sur

The general place to discuss MOD''ing Freelancer!

Post Sun May 29, 2005 2:19 pm

custom weapon models, crazy ship sur

i have three problems right now with custom weapon models & a ship sur.Please help me find the causes of these problems because I'm out of ideas
1.custom weapons models (mounted on a ship) aren't visable on base, do i need to add them as props maybe?
2.my custom weapons can't be unmounted without a CTD,worse than that they never appear in your hold when they're unmounted they just disappear.this one is really bugging me
3.my custom ship isn't detecting collision damage but it bounces off other objects and receives damage from projectiles,wtf?yeah i've tried different sur's and they all act the same way - wtf.

C-in-C Wing Commander:Vega Scourge Project
Babylon 5 TC
Freeklancer

Edited by - Cold_Void on 5/29/2005 3:19:41 PM

Post Sun May 29, 2005 4:58 pm

*bumpity bump* *bump*

Edited by - Cold_Void on 5/29/2005 9:49:18 PM

Post Sun May 29, 2005 9:51 pm

1.custom weapons models (mounted on a ship) aren't visable on base, do i need to add them as props maybe?

No, you should not have to do so. They should have coding just like regular weapons specifying that they use hp_gun_type... and they need a Goods reference. They also need LOD specifications that are correct. If they're totally custom, then they need a LOD just like a custom ship- i.e., 0, 1000 instead of 0, 20, 40, 80, 100 or whatever. In short... custom weapons (assuming you've implemented them correctly, period) only have one LOD...

Now, the above is assuming that when you say "custom weapon model", you mean that you've followed my Tutorial about how to do this, and you're using a totally custom CMP that was implemented correctly (which is very tricky, believe you me, even if you're following my instructions). If you've just tried re-naming a FL CMP and assigning different MAT values or whatever... all bets are off.

And... did you "make" a SUR? Weapons and other equipment must have a SUR associated with them, or they'll be both invisible and impossible to hit... and probably won't function right in other ways.

2.my custom weapons can't be unmounted without a CTD,worse than that they never appear in your hold when they're unmounted they just disappear.this one is really bugging me

Again, they need a Goods reference, I'm guessing. Can't tell unless you post your code, though.

3.my custom ship isn't detecting collision damage but it bounces off other objects and receives damage from projectiles,wtf?yeah i've tried different sur's and they all act the same way - wtf.

Umm... you're using FLModel Tool, right? The latest version? And you say it's bouncing off of things, shots are causing damage, but running into things isn't working?

Well, first off... have you tested other ships, to see whether this is just effecting your custom ship? If the answer to this is "no", go test, and make sure your Constants changes are still in place (however you're implementing that).

If the answer is "yes, it's only effecting this ship", then my guess is that if you're using the current version of FLModel Tool... and have selected the "make all components part of the hull" option... and are re-sizing the SUR to the CMP... then you might have a damaged copy of FLModel Tool or something else going on with your computer. If you're not sure... it may be time to run a virus scanner and anti-spyware security check...

Post Mon May 30, 2005 12:29 pm

nope my weapons don't have surs and they do take damage(and they're visable without SURs).adding goods entries cleared up the not-visable-on-base problem.thanks argh.my flmodeltool is v1.0a Beta6.all i've got wrong now is the collision damage non-detection problem & one bad goods entry that keeps crashing the base when i uncomment its lines(i've gone through its references and it should work,grr).also i am using the XML toolkit instead of messy INI's now - INI's suck!

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