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Mooring

The general place to discuss MOD''ing Freelancer!

Post Mon Nov 27, 2006 3:24 am

All you need to do is add docking points to the model. There are a few other things to consider like docking spheres and docking cameras. HardCMP is the only tool for me to do this. Best idea is grab one of the station models from FL, have a look at how it's setup, so you understand the various elements and then off you go. Don't even think about trying to add berths as this is very complicated lol

Here's a piccie of a custom base made by Nightstalker which i've added to my mod. This has two docking points either side of the base, you can see a transport trying to dock at one of the docking points i've added and works like a dream

http://i5.photobucket.com/albums/y155/W ... cility.jpg

Post Mon Nov 27, 2006 11:32 am

hey guys, long time no see..
well i made some experiments with this in the past and i think it might help, let you know my experiences.

mShipProps only handle ship docking, NOT undocking.

as you know rings and moors share the same basecode (ex. li01_01_base)
so theres 2 referers to 1 base, and no matter what, all ships will undock from the base which is written first in the systems .ini file (note: to test this, change the docking_fixture's docking_sphere property to "jump" and move the moors to the top of the systems .ini file)

but the only way to handle ship docking is mShipProps,
there is only "berth" and "moor" to restrict docking access.
however if you use "moor", theres no way i know around pressing the esc key to exit the cut sequence.


once i was working on a mod that would make mooring work properly, but like so many things, i didnt finish it.
i was making new thn files for everey planet, used a screenshot from the game as the background -with the planet, ring, etc using 3d models, it really gave the illusion of your ship still mooring in space. (tho there were no npcs flying around, lol)

anyways, i'll tell you what i would do..

i'd make moors use "jump" docking property. (no esc key, but any ship can dock)
i'd assign a new basecode to each mooring fixture (ex. li01_51_base),
i'd change the base .ini files (exclude playership, or even create new thn),
make a clone of the docking_fixture which is invisible,
duplicate the docking_fixture entry in the system's .ini file,
put it above the visible one, and turn it 180° (that's if the ship undocks from the wrong side -not sure if it's needed with the "jump" property, but iirc it is true for the "moor" property)


i think that's it, hope it helps someone.

Post Mon Nov 27, 2006 12:47 pm

Gibbon,
That's a sweet looking base.
Here is what the Ephesius Shipyard looks like with a hypergate in the background. The shipyard has a diameter of at least 2000.
I've already got all the dockmounts, dockpoints, dockcams, launchcams in place on it. It's basically ready to drop into the game once I set an ids name and ids info numbers to it. Here's the catch...there's no .sur file. The closest thing resembling a sur file for this is the standard shipyard frameworks and I don't like the idea of having "holes" in this planetary scaled behemoth.
Another thing..the idea is to handle the sale of 3 ships per bay per side. That's a total of 24 ships. So, now here's my quandry...I need to figure out how to put "rooms" in it and created a solid .sur file to pull this off.

http://usera.imagecave.com/Interceptor- ... hesius.JPG

Rimshot,
Thanks for the info. That'll probably help alot.

Now...for that shipyard.


Edited by - Rankor on 11/27/2006 12:53:10 PM

Edited by - Rankor on 11/27/2006 1:05:14 PM

Post Mon Nov 27, 2006 3:24 pm

Making a sur file for that is no problem, i can do that for u if u like, but i'd need the cmp and mat file but i can generate one for u no problems there

Post Mon Nov 27, 2006 8:28 pm

Gibbon, I'll wrap it up and send the cmp, mat and 3db files to you.
I appreciate that.

On its way.

Edited by - Rankor on 11/27/2006 8:34:17 PM

Post Wed Nov 29, 2006 3:50 am

Rankor,

Check your mail

Post Wed Nov 29, 2006 4:05 am

>i'd make moors use "jump" docking property.

Actually this solution works just fine but its not really a good solution IMO.
Issues:
Every ship can dock at such a jump-moor, and many npcs will dock there as well (instead of mooring).
There is a problem with the voice, it says like "Acknowledged please proceed to - five"..

And another thing: I saw a self-declared solution for moors that messed with the dock/moor hardpoints so that ships dont just moor, but dock when they are mooring... well it didnt work for me so this issue is still unsolved in my eyes..

Maybe we can fix this with a DLL-Hook sometime.. I think that would be quite possible, writing a Hook that, if on a multiplayer server a player reached the final mooring position, it would trigger the Dock method..
But Im not sure if the undock problems remain in that case...

Edited by - w0dk4 on 11/29/2006 4:09:21 AM

Post Wed Nov 29, 2006 4:54 pm

@ Gibbon
Edited out.
My apologies.
Thank you for trying.



Edited by - Rankor on 12/1/2006 5:43:35 AM

Edited by - Rankor on 12/1/2006 5:46:43 AM

Post Wed Nov 29, 2006 9:58 pm

o.O

Post Wed Nov 29, 2006 10:50 pm

phantom_physics = true

*sheesh*

Post Thu Nov 30, 2006 1:02 am

@ Rankor

Listen, you asked for a sur file for the model and i gave you one, that was all you asked for, of course you can't pass through it, that's why it's a sur file. You have some nerve flying off at me in an open forum, you have any issues then you email me and do it in private, but don't you ever talk to me like this you stupid f***, and as to your shipyard, all i was doing was trying to help out and i assure you from the bottom of my heart i have no intention of using your model anyway, way too basic for me....

Maybe if you'd made your intention clearer or explained it in the email then things would be different. I sometimes wonder why i bother, i've been on these forums for sometime now and it amazes me that when someone doesn't get what they want, they just throw a fit. Learn some manners you moron because you may just find that nobody will help you with a dumbass attitude like you've just shown.

And Cold Void is quite right, you never heard of the phantom physics command? Or maybe i just didn't realise i had to sink that low on the knowledgeometer...

Edited by - Gibbon on 11/30/2006 1:59:16 AM

Post Thu Nov 30, 2006 9:40 am

Edited out.

Edited by - Rankor on 12/1/2006 5:44:48 AM

Post Thu Nov 30, 2006 11:38 am

Rankor this shows just how little you know about Freelancer modding, as it stands phantom physics is the only way to get a ship through a custom SUR, why? because we haven't a clue as to how DA did it with the vanilla SURs, and believe me we have tried. If your not happy with the SUR that Gibbon made for you then tough, as that's as good as your going to get. Your plans for your model also show your lack of knowledge as a base can only have a maximum of 3 ships for sale, you may have 8+ docking points on your model but they will all lead into the same base.

**shuffles of with a new headache**

Post Thu Nov 30, 2006 1:59 pm

Edited out.




Edited by - Rankor on 12/1/2006 5:42:52 AM

Post Thu Nov 30, 2006 2:20 pm

Rankor,

I'm willing to let this go, but i'd appreciate you leaving me the hell alone, i couldn't care less about your situation in the real world, you have a major attitude problem that you need to deal with. As i said earlier, you could have dealt with this privately by simply saying, thx but that's not what i'm looking for but that wasn't what you chose to do.

Also regarding the sur file issue, you might want to think about modular station concepts like Alderberan came up with where you can individualy add sur files to seperate sections then bolt them together which would almost deal with what you're looking for on that front anyway...

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