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new bases

The general place to discuss MOD''ing Freelancer!

Post Mon Jan 30, 2006 11:04 am

new bases

ok, making a completely new dockable base sounds hard to do, for me anyway. how would i go about using a previously made base, such as a small depot and conecting it with a new solar model, like, make it overlap so one berth sticks out of the new model?
i know possitioning would be tedious, but how would i make the objects act as one? like with the ring station in reihnland, its made up of multiple objects that all act as the same targetable object.
Also, is there an ini reference, that points to a bases docking hardpoints? so i can disable a berth that is inside another model without editing the model itself?

"I hope that when the world comes to an end, I can breathe a sigh of relief, because there will be so much to look forward to." -D.D.

Post Mon Jan 30, 2006 12:06 pm

To get bits to attach to a main base, in the entry for the bit that is being attached:

parent = base_name (i.e. LI01_06).

This name must be the name the central object is known by in the systems actual ini file. (i.e. LI01_06 not LI01_06_Base). Clicking on that object will then select the base.

The hardpoints for docking are determined in DATA\SOLAR\Solararch.ini, just look up the archetype name for the base you are editting. However, editting one base in this way will effect all bases with the same archetype in the same manner, so you may wish to copy the entry, calling the archetype whatever the original name was followed _b or something and then do your alterations to that one and set your new base up with that archetype instead of the original.

Freeworlds Mod Developer
Author of Modular Station

'There is no Good nor Evil in the universe, just perceptions and circumstances.'

Post Mon Jan 30, 2006 3:01 pm

oh, ok, thanks alot.

"I hope that when the world comes to an end, I can breathe a sigh of relief, because there will be so much to look forward to." -D.D.

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