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A few problems. Adding custom ships, making random missions,

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Post Thu Aug 02, 2007 2:59 am

A few problems. Adding custom ships, making random missions,

Hello to all, I'm having a couple of problems with my mods. I posted it else where but no one replied so I'll try my luck here.

Firstly, no matter what I try I cannot add any custom ships. My server crashes every time I try to take off.
Now the strange thing is, the Train, copied from this forum, works.
The Dreadnought USED to work, then just stopped working one day for no apparent reason.
I am trying to add the Red Dragon (seen in SP in the blood dragons base. Its already in the shiparch.ini file, called "ku_dragon"
I am also trying to add the Liberty VHF (Junis' ship). I managed to turn the defender into this ship, and the new ship into the defender, but when I tried to swap it, it didn't work. Of course now it doesn't even launch.
Finally I copied exactly the "Valkyrie" and "Crusader" ships to turn them into VHF, but that didn't work either.

So far I've reinstalled the game - just in case I messed something up in the files, but it still does not work.
Unfortunately I lost my code when I reinstalled it to start from scratch so I can't post it here.
But this is what I changed:
Nanobots/shield bats
Hull
turning speed
gun/turret class levels.

if I change any of these on the other ships it doesn't break anything, so I don't think thats the problem.
Also I was building a new system called Nevada (I still have all the code but I forgot to keep my empty DLL with the names on it)
Everything was good, I had fun with tradelanes going through the sun, and backwards into planets, and bugging it so you always have the tradelane "tunnel" around you.
My problems came, however when I tried adding random missions.
I was designing this with the specific purpose of LAN games, so I wanted to make a new random mission that could be taken by a large group and still be a challenge.
The problem is I cannot find any of the files to do this.
I've checked the tutorials, the beginner modders threads and I can't find anything on making new Random Missions.

Also, I was wondering if it was possible to make Planets destructible, it wouldn't present launching problems because the docking ring would still be there. This was so opposing teams could destroy each others home planets in the LAN. I followed the same method as making bases destructible but with no results.
If I can get this working, I want them to have a massive explosion ratio, so anyone who blows it up sacrifices themself XD

Finally, I made a new torpedo, named the Planet Breaker.
I am trying to increase the explosion radius

[Motor
nickname = torpedo01_mark03_motor
lifetime = 11.250000
accel = 3.555600
delay = 0

[Explosion
nickname = torpedo01_mark03_explosion
effect = ku_torpedo01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 2000 <------------- This is the radius of the explosion?
hull_damage = 22736
energy_damage = 0
impulse = 0

[Munition
nickname = torpedo01_mark03_ammo
explosion_arch = torpedo01_mark03_explosion
loot_appearance = ammo_crate
units_per_container = 1
hp_type = hp_torpedo
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_torpedo
detonation_dist = 6.250000
lifetime = 56.250000
Motor = torpedo01_mark03_motor
force_gun_ori = false
const_effect = ku_torpedo01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 2700
seeker_fov_deg = 35
max_angular_velocity = 0.580670
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
ids_name = 458755
ids_info = 458756
mass = 1
volume = 0.000000

[Gun
nickname = torpedo01_mark03
ids_name = 458753
ids_info = 458754
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect
hit_pts = 6752
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_torpedo_special_1
damage_per_fire = 0
power_usage = 0
refire_delay = 2
muzzle_velocity = 20
toughness = 58.700001
projectile_archetype = torpedo01_mark03_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

What am I missing?

Thanks for taking the time to read.

_______________________________
Amare et sapere vix deo concetidur.

Post Fri Aug 03, 2007 1:45 am

I don't know how to add custom ships, but try this tutorial.

Tutorial on making new Random Missions

It is possible to make a destructable planet. Here's the code:

add this to Data\Solar\solararch.ini:

[Solar
nickname = destructable_planet
ids_name = 60203
ids_info = 60204
type = STATION
DA_archetype = solar\planets\planet_earthgrncld\planet_earthgrncld_4000.sph
material_library = solar\planets\planet_earthgrncld.txm
material_library = solar\planets\detailmaps\detailmap_rock01.txm
material_library = solar\planets\detailmaps\detailmap_ocean.txm
material_library = solar\planets\atmosphere.txm
material_library = solar\planets\planet_earthgrncld\planet_earthgrncld.mat
mass = 1000000
solar_radius = 4000
destructible = true
hit_pts = 10000
shape_name = NNM_SM_MEDIUM_FOREST_MOON
fuse = fuse_docking_ring, 0.000000, 1
explosion_arch = explosion_planet

add this to Data\FX\explosions.ini:

[explosion
nickname = explosion_planet
lifetime = 0.000000, 0.100000
process = shatter
debris_impulse = 275
debris_type = debris_3_minute_a, 0.930000
debris_type = debris_3_minute_b, 0.930000
debris_type = debris_3_minute_c, 0.930000
innards_debris_start_time = 0.000000
innards_debris_num = 300
innards_debris_radius = 7000
innards_debris_object = simple_asteroid_rock60
innards_debris_object = simple_asteroid_rock90
innards_debris_object = simple_asteroid_rock60
innards_debris_object = simple_asteroid_rock90
innards_debris_object = simple_asteroid_rock90
innards_debris_object = simple_asteroid_rock30

Then place an object with Archetype = destructable_planet somewhere in your system. When this planet's health is at 0, it turns into an asteroid field, howewer the asteroids disappear when you don't look at them.

If you need to have multiple types of destructable planet, you can copy and paste this solararch entry, then rename it. To change the planet appearance, you need to change "DA_archetype", "solar_radius" and all "material_library" lines. Simply erase the existing ones and copy-paste them from another planet in solararch.ini

I don't think it's possible to make an explosion for the planet, because there are no big planetary explosion effects in the game.

Edited by - NX-317 on 8/3/2007 9:24:46 AM

Post Fri Aug 03, 2007 3:06 am

Well, there is supposed to be a tutorial around here somewhere that tells you how to make "giant" & "expanding" explosions. I think this would be useful in a project like destructable planets.
I could sure use that info too.

Post Sat Aug 04, 2007 3:22 pm

Thanks for the help.
Would it be possible to make the explosion of a planet look like a sun then? it'd be big enough to count for a planet explosion. I'll investigate tonight and report back if it works.

_______________________________
Amare et sapere vix deo concetidur.

Post Tue Aug 07, 2007 12:33 am

I like this idea. And it's possible to implement:

entry in data\fx\explosions.ini:

[explosion
nickname = explosion_planet
lifetime = 0.000000, 0.100000
effect = Intro_volcanoplanet_sun, 0.000000
process = shatter
debris_impulse = 275
debris_type = debris_3_minute_a, 0.930000
debris_type = debris_3_minute_b, 0.930000
debris_type = debris_3_minute_c, 0.930000
innards_debris_start_time = 0.000000
innards_debris_num = 300
innards_debris_radius = 7000
innards_debris_object = simple_asteroid_rock60
innards_debris_object = simple_asteroid_rock90
innards_debris_object = simple_asteroid_rock60
innards_debris_object = simple_asteroid_rock90
innards_debris_object = simple_asteroid_rock90
innards_debris_object = simple_asteroid_rock30
strength = 10000
radius = 100000
impulse = 100000

entry in data\fx\effects_explosion.ini

[Effect
nickname = Intro_volcanoplanet_sun
effect_type = EFT_EXPLOSION_LARGE
vis_effect = Intro_volcanoplanet_sun
snd_effect = csx_large05

Post Tue Aug 07, 2007 1:12 am

Ah thanks, I tried to get it working but it didn't seem to work right. The game crashed when the planet blew up.
Also, I think there might be a problem with the planet, after the planet has blown up (and subsequently killed you) and you try to launch (from the space station, not the planet itself, not that it should matter since the docking ring is still there) the game crashes.
Oh and, it only seems to be destroying my shield at the moment, is there anyway to make it do more damage after your shield goes down?
_______________________________
Amare et sapere vix deo concetidur.

Edited by - Sky_Jocky on 8/7/2007 2:28:46 AM

Post Thu Aug 09, 2007 7:37 am

When the game crashes, what error message is in your FLSpew.txt file?

I made it do more damage by adding the line "hull_damage = 90000000000000" to the explosion entry, but it was unsuccessful, because no matter how much damage in the explosion, it all goes on the shield, and I didn't find any way to add second explosion which should occur shortly to breach your hull when you are unshielded. So the only solution that I see is to use ships without shields.

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