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Increase level requirements - PLEASE HELP

The general place to discuss MOD''ing Freelancer!

Post Thu Oct 06, 2005 5:00 am

Increase level requirements - PLEASE HELP

Anyway to increase the level requirements between missions. After you have taken out the base behind Maine, you only have to increase in value by 1,500 before June calls you to do the Ashcroft mission.

1,500 points doesn't allow you to explore very much before having to continue with the story.

(I think I asked this before, but I cannot find my thread anywhyere. Also, is there a dictionary out there of what all the codes mean in the ini file. I have figured out some of them, but the others elude me.)

"There is no such thing as a stupid question"

Post Thu Oct 06, 2005 5:42 am

Well the ini constants are huge hers 2.

[zone <--- Zone (DOH)
nickname = Zone_Hi01_path_outcasts1_2 (what it is a patrol path)
pos = 8171, 0, 6125 (The position the middle number is the altaztude just to let ya know the right is declanation and left is acimination (Thats what I call them the outhers will say in X Y Z format whitch its practicly wehat it is.
rotate = -90, -81, 0 (whitch way it pointing.
shape = CYLINDER thers loads of shapes but i dont care about em
size = 750, 41816 the sixe from the MIDDLE point
sort = 74 DONT KNOW (yet)
toughness = 18 (HOW HARD ARE AI)
density = 5 how mutych ships
repop_time = 30 how fast they respanw
max_battle_size = 4 the max ships in a battle (the outhers will flee)
pop_type = trade_path (the type)
relief_time = 20 (how mutch time you got when everything is destroyd untyil they start respwning agasin.
path_label = outcasts1, 2 (dont kno)
usage = trade Whats its for
mission_eligible = true this is for missions but checj outher topics and it explains why u need this to be true for ur missins to work
faction_weight = fc_ou_grp, 10 (Who rides the path)
density_restriction = 1, patroller (Dont knbow)
density_restriction = 1, police_patroller (Dont knbow)
density_restriction = 1, pirate_patroller (Dont knbow)
encounter = tradep_trade_trader, 18, 1.000000 the ecxounter prop 18 stands for lev they are.
faction = fc_ou_grp, 1.000000 (and this is the encounter that the line above refers 2.



The second.


[Cursor
nickname = hostile < dont change
anim = neutral, 1, 0 <--- antimation
hotspot = 32, 32 < the real pointer that makjes the pushing
blend = 4 dont kno
spin = 0 spin
scale = 0.450000 dont kno
color = 191, 29, 29, 255 color in RGB and one of em is brightness I dont remember whitch.


Oh and BTW can anyone explin this? I took it from my mod and somwane gave the code to me for a hypergate.
[fuse
name = sun01_fx
lifetime = 1.0
death_fuse = false

[start_effect
at_t = 0.000000
effect = gf_nomadwormhole
hardpoint = HpFx01

Post Thu Oct 06, 2005 7:52 am

Wrong thread or something Darth? Struggling to see how that is answering his question to be honest...

Post Thu Oct 06, 2005 9:47 am

I'm a bit rusty with this. But, i think its missions/ptough.ini
You'll need SDK if you haven't already. Anyway, this is the decrypted file, a bit of it anyway:
[PlayerToughnessScale<--removed bracket cos of forum code thing
ptough_graph_pt = 0, 0
ptough_graph_pt = 11000, 1<----These are the level requirements so just increase. The 5 digit number
ptough_graph_pt = 13750, 2
ptough_graph_pt = 17228, 3
ptough_graph_pt = 20845, 4
ptough_graph_pt = 25396, 5
ptough_graph_pt = 30475, 6
ptough_graph_pt = 36576, 7


Edited by - M-A-C-E_166 on 10/6/2005 10:48:22 AM

Post Thu Oct 06, 2005 11:34 am

(I think I asked this before, but I cannot find my thread anywhyere. Also, is there a dictionary out there of what all the codes mean in the ini file. I have figured out some of them, but the others elude me.)

Well Chips there ya go I told him a bit of the constants of ini. Oh hay I should make a dictionary in the torteval foprum about it all.

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