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Question about Nomad effects

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Post Wed May 03, 2006 6:11 am

Question about Nomad effects

I've put the nomad city into a system and mounted shield generators on to its HpGenerator mounts and added the reactor glow to the mounts alos and it looks pretty good.. For about 1 second. Then the effects stop. The dyson shield disappears, the beams go and the generator glow goes too.
It isn't a power thing as i have given the dyson city infinite power and even modified the generators to give power rather than draw from it.
I can't see why it works only for such a short time and am getting nowhere in finding the solution.
Any help that you could give would be appreciated.

Post Wed May 03, 2006 8:52 am

Hi!

Not exactly sure, what the problem is, may be a loadout, or also the solars themselves, if you changed anything. However, in my mod "Monkey Universe 1.85" I also have a system with the Nomad city in it. There the shield and the glows work perfectly and not just for a second. So, you might want to download the mod and look into the files there. The system is called "Nomadia" and the ini is "No02.ini". If this does not help, post the relevant files for the Nomad city, their loadouts and the entries in the systems ini you made, so that we can search for mistakes.

Hope this helps!

Black Eagle, leader of the Monkey Universe Modding Team

Post Wed May 03, 2006 9:34 am

Thanks Blackeagle, but i've already checked pretty much everything and all of the details are the same as SDK. I also added the Dyson city to another smaller mod a made and that works ok too. It gets me because it works, but only for a little while. I'll download your mod anyway i've been meaning to give it a go.

Post Wed May 03, 2006 10:06 am

How close are you to it? it might be a range thing...

If not, could you tell me what you did to make them stop?
I tried making torps with the nomadwormhole effect but it never went away...

Post Wed May 03, 2006 12:18 pm

I don't think its a range thing, i've tried from 30k out to banging my head against it and either way it just goes away. Can you add LODs to effects? The model itself is perfectly visable.
My nomad explosions work ok, i don't think i've touched them at all. Did you try using the nomad cruise disruptor effect?

Post Wed May 03, 2006 2:56 pm

Actually I meant that I was using gf_nomadwormhole for the effect. I was trying to make a subspace disruptor from ST: Insurrection. It worked, sort of. I ended up taking it out...

I think it has to do with the effect itself isn't coded to go away. Ironic that my problem is what you want, and your problem is what I want.

Post Thu May 04, 2006 4:33 am

Hmm, that's strange. However, in this other small mod, did you add the dyson city just like it is, or did you also add shields to it, like in the non-workin version.
I'm not sure, but it might be a problem that you want a shielded dyson city, with a destructible shield and this conflicts with the shield effect of the normally indestructible shield around the nomad city.
So, if you don't really need your added shields on HpGenerator, then try to add the city just as it is, with or if you want without the indestructible shield.

Black Eagle

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