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Adding existing ship for sale at specific base?

The general place to discuss MOD''ing Freelancer!

Post Thu Sep 27, 2007 7:29 am

@ Rankor & dudeofthed, you two need to learn to double check what you write, other wise you'll start to look like idiots.

The Starblazer has 2 HpEngine hardpoints, so 2 exhausts are fine, and getting these wrong will not crash the game, several vanilla ships don't have the correct numbers and they don't crash the game, the Pirana has one HpEngine in the CMP but it's shiparch entry lists 3.

The "msg_id_prefix" also wont cause a CTD as you can stick any one of them on your ship without a problem, it's only a patrol identifier after all.

The problem robocop is having is down to trying to add custom content for an unmoded client to see, the shiparch is controlled client side, so any alterations the server makes will cause the client to go WTF? and either show strange results or abort(CTD). If you want clients to see new or altered ships then stop f*cking about and release a mod for them to use.

**shuffles off with a new headache**

Post Thu Sep 27, 2007 9:51 am

Robo, I'm afraid you can't add anything server-side that is not already defined in the client's "vanilla" (standard) ini files.

This ship is not present, and any difference between the client and server will cause either the server or the client to crash.

Make a Mod!

Roleplay: - the art of self-deceipt!

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