Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

Weird Gun Problem

The general place to discuss MOD''ing Freelancer!

5i1

Post Fri Jan 13, 2006 8:59 pm

Weird Gun Problem

Ok I added a few guns to FL yesterday and they worked really well but now all of a sudden they stopped working after i changed some info cards on a few stars ( They WORKED BEFORE I changed th infocards on the Suns.
My codes on next post:

Have you triedWinampif not you don't know what you missing

5i1

Post Fri Jan 13, 2006 9:00 pm

<data file="data\equipment\weapon_equip.ini" method="append">
<source>
[Munition
nickname = fc_c_gun01_mark06_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 700
energy_damage = 0
weapon_type = W_Neutron01
one_shot_sound = fire_neutron5
munition_hit_effect = pi_neutron_04_impact
const_effect = pi_neutron_04_proj
lifetime = 1.000000
force_gun_ori = false
mass = 1
volume = 0.000100
[Gun
nickname = fc_c_gun01_mark06
ids_name = 0 ;GENERATESTRRES("Salamanca Mk III"
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Corsair "Salamanca" Neutron Blaster Mk III</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>This is a neutron-based weapon which, though very energy efficient has a shorter effective range than most energy weapons. This weapon is most effective against molecular shields, and weakest against positron shields. Corsair weapons use a bit more energy, but have better ranges and damage outputs. This is the best Neutron Blaster the Corsairs have to offer.</TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>"
DA_archetype = equipment\models\weapons\li_plasma_blaster.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 19000
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_10
damage_per_fire = 0
power_usage = 120
refire_delay = 0.250000
muzzle_velocity = 600
use_animation = Sc_fire
toughness = 6.300000
flash_particle_name = pi_neutron_04_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = fc_c_gun01_mark06_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100
[Munition
nickname = fc_c_gun02_mark04_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 80
energy_damage = 1400
weapon_type = W_Pulse01
one_shot_sound = fire_pulse5
munition_hit_effect = pi_pulse_03_impact
const_effect = pi_pulse_03_proj
lifetime = 1
force_gun_ori = false
mass = 1
volume = 0.000100
[Gun
nickname = fc_c_gun02_mark04
ids_name = ;GENERATESTRRES("Tizona del Cid Mk II"
ids_info = ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Corsair "Tizona del Cid" Pulse Weapon Mk II</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>This is a pulse-based weapon that does enormous amounts of shield damage, but virtually no hull damage. This weapon is most effective against positron shields, and weakest against graviton shields. Corsair weapons use a bit more energy, but have better ranges and damage outputs. This is the best Pulse Weapon the Corsairs have to offer.</TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>"
DA_archetype = equipment\models\weapons\ge_shredder_shotgun.cmp
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect
hit_pts = 19000
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_10
damage_per_fire = 0
power_usage = 120
refire_delay = 0.250000
muzzle_velocity = 600
use_animation = Sc_fire
toughness = 1.600000
flash_particle_name = pi_laser_03_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = fc_c_gun02_mark04_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 40, 80, 100
</source>
</data>

<data file="data\equipment\weapon_good.ini" method="append">
<source>
[Good
nickname = fc_c_gun01_mark06
equipment = fc_c_gun01_mark06
category = equipment
price = 345680
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_gun.3db
combinable = false
ids_name = 0 ;GENERATESTRRES("Salamanca Mk III"
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Corsair "Salamanca" Neutron Blaster Mk III</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>This is a neutron-based weapon which, though very energy efficient has a shorter effective range than most energy weapons. This weapon is most effective against molecular shields, and weakest against positron shields. Corsair weapons use a bit more energy, but have better ranges and damage outputs. This is the best Neutron Blaster the Corsairs have to offer.</TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>"
shop_archetype = equipment\models\weapons\li_plasma_blaster.cmp
material_library = equipment\models\li_equip.mat
[Good
nickname = fc_c_gun02_mark04
equipment = fc_c_gun02_mark04
category = equipment
price = 345680
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_gun.3db
combinable = false
ids_name = ;GENERATESTRRES("Tizona del Cid Mk II"
ids_info = ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Corsair "Tizona del Cid" Pulse Weapon Mk II</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>This is a pulse-based weapon that does enormous amounts of shield damage, but virtually no hull damage. This weapon is most effective against positron shields, and weakest against graviton shields. Corsair weapons use a bit more energy, but have better ranges and damage outputs. This is the best Pulse Weapon the Corsairs have to offer.</TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>"
shop_archetype = equipment\models\weapons\ge_shredder_shotgun.cmp
material_library = equipment\models\ge_equip.mat
</source>
</data>

Can someone please help me figure out my problem?

NOTE: I Also can't unmount or sell them and there called Object Unknown.

Post Fri Jan 13, 2006 10:05 pm

an invalid reference somewhere? check FLspit.

Post Sat Jan 14, 2006 12:43 am

some of the ;GENERATE commands are missing the necessary prefix 0 before them

5i1

Post Sat Jan 14, 2006 11:41 am

Blackhole:
how do you use FLspit? I have it but i don't know how to use it

Cold_Void:
hmm i didn't notice that but i fixed that and it still doesn't work

This is just a idea but could it be my saved games?

Post Sat Jan 14, 2006 3:56 pm

it could be - but the important thing to note about save-crashes is they only result because OLD equipment still in saves can't be found - so if removing your saved games works it will be a problem with some of the equipment in said save.

FLspit is a vb-script program that creates a nice(and more importantly easy to find)debugging output that can help greatly if you understand the error messages somewhat

5i1

Post Sun Jan 15, 2006 12:14 pm

I finally made it to the base that sells the guns and they STILL don't work even after I deleated the saved games



Sorry about the smileys if you want me to dealte them i can

Btw HOW do you USE FlSpit not what does it do lol

Sorry i don't mean to yell

Edited out excess smiles, makes the page scroll.

Edited by - Finalday on 1/15/2006 5:20:13 PM

5i1

Post Sun Jan 15, 2006 2:35 pm

I'm going to see what happens if I convert it to .ini and .dll way

Post Sun Jan 15, 2006 2:36 pm

you download it from the downloads section. It is a debugging tool. It will produce something like this:

WARNING:General:set_gamma_function() called outside of create_buffers/destroy_buffers
ERROR: ArchDB::Get(2553359424) failed
WARNING:General:create_device: D3DERR_INVALIDCALL
WARNING: RenderMgr - failed to create_buffers(1024,768) -1,-1

After this, use Anton's CRC tool
And use it to create a database of your MODDED freelancer directory.

Put the CRC number from Flspit(2553359424) in the search, with the database set as the source. If it turns up an entry, check the INI version of that entry,
if not, check your script.

5i1

Post Sun Jan 15, 2006 2:49 pm

WTF
hmm look what I found when I opened up Weapon_equip.ini lol:

[Munition
nickname = fc_c_gun01_mark06_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 700
energy_damage = 0
weapon_type = W_Neutron01
one_shot_sound = fire_neutron5
munition_hit_effect = pi_neutron_04_impact
const_effect = pi_neutron_04_proj
lifetime = 1.000000
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = fc_c_gun01_mark06
ids_name = 0
ids_info = 0
a bit more energy, but have better ranges and damage outputs. This is the best Neutron Blaster the Corsairs have to offer.</TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>" =
DA_archetype = equipment\models\weapons\li_plasma_blaster.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 19000
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_10
damage_per_fire = 0
power_usage = 120
refire_delay = 0.250000
muzzle_velocity = 600
use_animation = Sc_fire
toughness = 6.300000
flash_particle_name = pi_neutron_04_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = fc_c_gun01_mark06_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Munition
nickname = fc_c_gun02_mark04_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 80
energy_damage = 1400
weapon_type = W_Pulse01
one_shot_sound = fire_pulse5
munition_hit_effect = pi_pulse_03_impact
const_effect = pi_pulse_03_proj
lifetime = 1
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = fc_c_gun02_mark04
ids_name =
ids_info =
ut have better ranges and damage outputs. This is the best Pulse Weapon the Corsairs have to offer.</TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>" =
DA_archetype = equipment\models\weapons\ge_shredder_shotgun.cmp
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect
hit_pts = 19000
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_10
damage_per_fire = 0
power_usage = 120
refire_delay = 0.250000
muzzle_velocity = 600
use_animation = Sc_fire
toughness = 1.600000
flash_particle_name = pi_laser_03_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = fc_c_gun02_mark04_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 40, 80, 100

MY GUNS LOL FLMM had added them to the .inis and never took them back out weird bug i better report this to IGx89

i'm going to see what happens when I take them out of the .ini lol
and that might explain why it did that lol

Post Sun Jan 15, 2006 2:57 pm

It usually does that if you edit your mod but forget to de-activate it first, I do this a lot and can find myself spending an hour removing the crap from my FL directory.

**shuffles of with a new headache**

5i1

Post Sun Jan 15, 2006 3:05 pm

It works again YAY thanks guys

Post Mon Jan 23, 2006 9:26 pm

I copyied the code for the IDS info and name generator thing, and now the weapon/ammo doesnt show up in the dealer anymore?

Return to Freelancer General Editing Forum