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Different Starting Ships/Locations/Factions

The general place to discuss MOD''ing Freelancer!

Post Tue May 30, 2006 9:56 am

Different Starting Ships/Locations/Factions

I know your probably thinking hey use search theres a couple of tutorials out there for this.

I've looked at these two:

Changing Server Starting Ship-Money-Base
Changing MP Start Details, Adding New Pilots w- Locations & Factions

But I'm not getting closer to a solution to my problem (I'm finding the more important second one a little hard to understand...

If I'm not understanding how these files relate to eachother then I can't understand how to accomplish what I want to do...

I've seen on other servers (I forget which) a mod that you can download so that you are able to set your own starting setup, location and reputation (starting as a corsair with appropriate light fighter rep and starting location etc) and I am trying to accomplish the same.

As far as I understand it this is done by setting a pilot nickname with a mod on the clientside for players, say for example corsair1, with the stuff required.

I just need a little help on how these files interact with eachother, what is clientside and what is not, and an example how-to for an alternate setup seperate from the default one.

If someone could do that for me I will be able to do the rest once I've understood correctly.

Like I said I just find the bottom tutorial listed above to not be easy to read, I'd re-write it but I'd need to actually understand it to do that.

Thanks

Post Tue May 30, 2006 11:44 am

sorry about that - i have been meaning to fix it up a little, perhaps i can help you out and you can help me out by fixing it, once you understand how things work

the MOD you're thinking of is probably my 'CVFC' mod - but you can't select your own ship if you're a client, its a server option for all new characters. BTW it's 'open-source' for the community to use as it wishes, so feel free to blatantly plaigarize from it as long as some credit's given for the script and method

email me any questions and if you have MSN/Xfire messenger services that would be excellent, as i hate trying to have a conversation via email.

p.s. i'm thinking if the "tutorial" is to be re-written it should be expanded to a step-by-step procedure for creating a cvfc-like MOD & script - that would alleviate some confusion i'm sure

Edited by - Cold_Void on 5/30/2006 12:47:07 PM

Edited by - Cold_Void on 5/30/2006 12:47:52 PM

Post Tue May 30, 2006 11:52 am

Well the way I've seen it work is, that there are different setups (ship, money, rep, base) in the serverside under different nicknames for the pilots I imagine ... and all a user needs do is download the client mod that helps them select their starting place and reputation.

At least thats how I see it ...

I'm wishing to create a new version of FLMM with some layout editing etc, and to create a new mod package (the ones you get with FLMM, which I hope to put some of the more useful mods with, such as arghs toolkit, modular base stuff, the more advanced opensp, etc etc. Plus a revamp of the how do I make my mod work with FLMM pages...

But right now I would really love that mod, because I'm hoping to create a patch that included 1.1/FLHook and this server side mod, to allow servers to use it as standard instead of just plain vanilla. I think the game needs a new vanilla standard and thats what I hope to achieve somehow.

As for my msn its: pwn4ge -at- hotmail dot co dot uk, I await a message

Post Tue May 30, 2006 12:34 pm

Found your mod,

With a little examination I am at a loss with how you don't seem to have implemented varying packages ... whether it be limitation or something else.

Doing something that large for regular use is over the top, I now wish to create a simpler roleplay expansion pack.

What this will basically entail is giving the user with the client mod the ability to select between the common roleplay types which will give them the appropriate startup credits, ship, rep, and base.

This I believe would help players settle into roles a little better.

I would start a Freelancer with a fully loaded and maxed StarTracker.
I would start pirates with maybe a maxed Dagger.
I would start traders with a maxed Dromedary.

You get the idea...

Post Tue May 30, 2006 1:10 pm

well i wish you luck figuring out the ship problem - i coded it into the server script, it replaces the %%PACKAGE%% at the bottom with raw data ie

ship_archetype = bw_fighter
equip = fc_lr_gun_01, HpWeapon01
etc

- because theres no way to variably-point to a specific loadout.

all the roleplay stuff you want is in CVFC, minus the individual-starting-ships and money. its just not possible, because of the raw format of mpnewchar.fl which doesn't let you point to a loadout. newcharacter.ini can do that, but changing it only on the server side or client side results in a cheat-detect/dump. i suspect money is the same way, but i never bothered to confirm that it can't be variable


Edited by - Cold_Void on 5/30/2006 2:10:36 PM

Post Wed May 31, 2006 7:59 am

well, you could just use flshell to give the players simple commands to join the factions..

btw. you can vary the money the same way Cold_Void did it with the different start locations
money = %%VOICE%%
and voice = 10000 (in newcharacter.ini at the given pilot)

btw. @ Void: the client does not send its faction = entry to the server, therefore the client-side faction selection did not work for me...
the only thing the clients sends, is the pilot nickname, the server then looks up the %% variables in newcharacter.ini

the problem is, there are not that many variables to use :/



Edited by - w0dk4 on 5/31/2006 9:05:12 AM

Post Wed May 31, 2006 10:58 am

Unless I'm misunderstanding, you can't just specify multiple packages and just basically identify one by the selection. Or of you can't have multiples, have FLMM decomment the appropriate package required...

I'm probably getting confused as to whats client/server side..

Post Wed May 31, 2006 12:43 pm

if its setup like so:

initial_rep = %%FACTION%%

it *should* work!

if %%PACKAGE%% is used then the {Package} on client and server must match - and yep, only one package will be recognized

Edited by - Cold_Void on 5/31/2006 1:44:52 PM

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