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BS Wreck Problems

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Post Wed Sep 05, 2007 8:45 am

BS Wreck Problems

I have problems with my bretonia bs wreck.Liberty bs wreck works fine but this one not.Here are my files:

Solararch.ini:

[Solar
type = MISSION_SATELLITE
nickname = suprise_br_batttleship
DA_archetype = ships\bretonia\br_battleship\br_battleship.cmp
material_library = ships\bretonia\br_capships.mat
LODranges = 0, 9999
surface_hit_effects = 0, small_hull_hit
mass = 100000.000000
solar_radius = 800
shape_name = NAV_surpriseX
explosion_arch = explosion_li_elite
hit_pts = 3600
destructible = true
fuse = fuse_BS_wreck_Br_smoking, 0.000000, 3601
fuse = fuse_suprise_drop_loot, 0.000000, 3590

fuse_suprise_solar.ini:

[fuse
lifetime = 0.100000
name = fuse_suprise_br_batttleship

[destroy_group
at_t = 0.990000
group_name = Br_frnt_lod1
fate = debris

[destroy_group
at_t = 1.000000
group_name = Br_main_lod1
fate = disappear

[destroy_group
at_t = 0.990000
group_name = Br_thruster_lod1
fate = debris

[destroy_group
at_t = 1.000000
group_name = Br_tail_lod1
fate = disappear

[destroy_group
at_t = 1.000000
group_name = Br_cntrl_twr_lod1
fate = disappear

[destroy_group
at_t = 1.000000
group_name = Br_engine_lod1
fate = disappear

[destroy_group
at_t = 1.000000
group_name = Br_port_gen_lod1
fate = disappear

[destroy_group
at_t = 1.000000
group_name = Br_starboard_gen_lod1
fate = disappear

[fuse
name = fuse_BS_wreck_Br_smoking
lifetime = 1.000000
death_fuse = false

[start_effect
effect = explosion_sfx_csx_large02
hardpoint = HpFx01
at_t = 0.000000

[start_effect
effect = gf_continuous_sparks
hardpoint = HpTurret_B4_03
at_t = 0.000000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_continuous_sparks
hardpoint = HpTurret_B4_04
at_t = 0.000000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_prisonattack_bigsmoke
hardpoint = HpTurret_B4_05
at_t = 0.000000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[fuse
name = fuse_BS_wreck_Br_inv
lifetime = 1.000000
death_fuse = true

[make_invincible
at_t = 0.000000
turn_on = true

[start_effect
effect = gf_piratestationexplode
hardpoint = HpTurret_B4_03
at_t = 0.000000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_piratestationexplode#1
hardpoint = HpTurret_B4_04
at_t = 0.000000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_piratestationexplode#2
hardpoint = HpTurret_B4_05
at_t = 0.000000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[impulse
at_t = 0.330000
hardpoint = HpTurret_B4_03
pos_offset = 0, 0, 0
radius = 1500
force = 28000000
damage = 1000

[impulse
at_t = 0.330000
hardpoint = HpTurret_B4_04
pos_offset = 0, 0, 0
radius = 1500
force = 28000000
damage = 1000

[impulse
at_t = 0.330000
hardpoint = HpTurret_B4_05
pos_offset = 0, 0, 0
radius = 1500
force = 28000000
damage = 1000

[start_effect
effect = gf_burningdoor
hardpoint = HpTurret_B4_03
at_t = 0.660000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_continuous_fire
hardpoint = HpTurret_B4_05
at_t = 0.660000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

loadouts_special.ini:

[Loadout
nickname = suprise_br_bat_loadout
archetype = br_battlehip
equip = infinite_power
equip = ge_s_scanner_02
equip = sfx_rumble_battleship
equip = ge_bb_engine_01
equip = special_gun09, 1
equip = special_gun09, 1
equip = special_gun14, 1
equip = special_gun14, 1
equip = special_gun07, 1
equip = special_gun07, 1

system file - Br07.ini:

[Object
nickname = Br07_suprise_br_battleship
pos = 1488, 0, 40029
visit = 16
ids_name = 458848
rotate = 0, 0, 0
archetype = suprise_br_battleship
ids_info = 458849
loadout = suprise_br_bat_loadout

What have i done wrong?Help please!

Post Wed Sep 05, 2007 9:22 pm

Found my error lol:

[Loadout
nickname = suprise_br_bat_loadout
archetype = br_battlehip <- battleship*

I'll see if that will solve my problems.

EDIT: I have find more spelling errors, fixed them and now works.

Edited by - OuterStar on 9/5/2007 10:34:27 PM

Ogu

Post Thu Sep 13, 2007 3:15 pm

Try downloading FL Error Checker (by Lancer Solurus) - it makes a list of all nicknames and checks your mod to make sure they are all referenced properly (and much, much more). So for finding little spelling mistakes, this is probably the best utility there is. Coupled with FLScan, you can fix just about every error you could possibly get in a mod.

Post Sat Sep 15, 2007 1:22 am

Thx!

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