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Dragonfire

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Post Thu Sep 30, 2004 1:56 pm

Dragonfire

This supposed to be m new mod. It replaces the Justice Mk1 as the starting weapon on the StarFlier to the outcast weapon DragonFire. It is designed to make the story a heck of a lot easier. But it won't work. Here is the code from NOTEPAD:

<script>
<header name="DragonFire Mod" savesafe="true">
<scriptversion>
1.2
</scriptversion>
<description>
Makes the Justice Mk1 gun into the DragonFire weapon!
(works with Trial version)
</description>
</header>

<xmldata name="Dragonfireinfo">
<?xml version="1.0" encoding="UTF-16"?>
<RDL>
<PUSH/>
<TRA data="1" mask="1" def="-2"/>
<JUST loc="center"/>
<TEXT>
Outcast Advanced Weapon
</TEXT>
<PARA/>
<TEXT> </TEXT>
<PARA/>
<TRA data="0" mask="1" def="-1"/>
<JUST loc="left"/>
<TEXT>
This is the Outcast's new devastating weapon. Fight at your own risk!
</TEXT>
<PARA/>
<TEXT> </TEXT>
<PARA/>
<POP/>
</RDL>
</xmldata>
<stringdata name="DragonFirename" data="DragonFire">
</stringdata>

<data file="data\fx\beam_effects.ini" method="filereplace">
<dest>
[Beam
nickname = Li_laser_01_beam
tip_length = 5
tail_length = 6
head_width = 2
core_width = 2
tip_color = 256, 444, 345
core_color = 255, 255, 255
outter_color = 200, 200, 255
tail_color = 55, 55, 155
head_brightness = 1
trail_brightness = 1
head_texture = ball
trail_texture = thick
flash_size = 3
</dest>
<source>
[Beam
nickname = Li_laser_01_beam
tip_length = 25
tail_length = 25
head_width = 40
core_width = 40
tip_color = 232, 555, 155
core_color = 276, 136, 349
outter_color = 245, 245, 165
tail_color = 15, 80, 210
head_brightness = 1
trail_brightness = 1
head_texture = star
trail_texture = wide
flash_size = 4
</source>
</data>

<data file="data\equipment\weapon_equip.ini" method="filereplace">
<dest>
[Munition
nickname = gd_im_gun01_mark05_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 20
Hull_Damage=900
energy_damage = 0
weapon_type = W_Tachyon01
one_shot_sound = fire_tachyon2
munition_hit_effect = ci_tachyon_02_impact
const_effect = ci_tachyon_02_proj
lifetime = 2
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = gd_im_gun01_mark05
ids_name = 263256
ids_info = 264256
DA_archetype = equipment\models\weapons\li_laser_beam.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 4215
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_8
damage_per_fire = 0
power_usage =0
refire_delay = 0.560000
muzzle_velocity = 700
use_animation = Sc_fire
toughness = 8.500000
flash_particle_name = ci_tachyon_02_flash
flash_radius = 15
light_anim = tachyon_02_flash
projectile_archetype = gd_im_gun01_mark05_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100
</dest>
<source>

[Munition
nickname = li_gun01_mark01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 750
hull_damage = 200
energy_damage = 0
weapon_type = W_Laser01
one_shot_sound = fire_tachyon2
munition_hit_effect = ci_tachyon_02_impact
const_effect = ci_tachyon_02_proj
lifetime = 1
force_gun_ori = false
mass = 1
volume = .001

[Gun
nickname = li_gun01_mark01
ids_name = 0 ;GENERATESTRRES(DragonFire)
ids_info = 0 ;GENERATEXMLRES(fireinfo)
DA_archetype = equipment\models\weapons\li_laser_beam.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 750
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_10
damage_per_fire = 0
power_usage = 0
refire_delay = 0.560000
muzzle_velocity = 1000
use_animation = Sc_fire
toughness = 1.800000
flash_particle_name = ci_tachyon_02_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = li_gun01_mark01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100
</source>
</data>

<data file="data\equipment\weapon_good.ini" method="sectionreplace">
<section>
[Good
nickname = li_gun01_mark01
</section>
<dest>
ids_name = 263357
ids_info = 264357
</dest>
<source>
ids_name = 0 ;GENERATESTRRES("DragonFire"
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Outcast Advanced Weapon</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>This is the Outcast's new devastating weapon. Fight at your own risk! </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>"
</source>
</data>
</script>

This is what it says on FLMM 1.3, describing why it won't work:
Unable to load mod!
Error: unable to find 'script' tag in script
Reading mod script...
Parsing mod script...
Found mod: C:\Program Files\Freelancer Mod Manager\mods\DragonFire

Can someone help me!!!

Most people fear the unknown.
Most people haven't met me.

Post Thu Sep 30, 2004 2:20 pm

<script>
<header name="DragonFire Mod" savesafe="true">
<scriptversion>
1.2
</scriptversion>

<description>
Makes the Justice Mk1 gun into the DragonFire weapon!
(works with Trial version)
</description>
</header>

The bold section is what you need to change. Because you are using FLMM 1.3 then it wont be able to work with 1.2 scripts. Simply change the scriptversion to the version of you mod manager and your problem will be solved

Post Thu Sep 30, 2004 2:40 pm

No, that has nothing to do with flmm, my 1.0 scripts work fine, it's just that flmm is only compatable with 1.0 script. Just set it to 1.0.

Post Thu Sep 30, 2004 6:01 pm

It still says:
Unable to load mod!
Error: unable to find 'script' tag in script
Reading mod script...
Parsing mod script...
Found mod: C:\Program Files\Freelancer Mod Manager\mods\DragonFire

What should I do now?

Most people fear the unknown.
Most people haven't met me.

Post Fri Oct 01, 2004 12:19 pm

please help me!!!

Most people fear the unknown.
Most people haven't met me.

Post Mon Oct 04, 2004 9:27 pm

Most scripts will run quite happily without all the script version nonsense, i normally start mine with an append section and off i go, u don't need to put the version number in for sure

Gibbons power comes from bananas

Post Tue Oct 05, 2004 7:58 am

At the beginning you have used a 'filereplace' which is meant for replacing files, instead of a 'sectionreplace' or something similar.

Post Tue Oct 05, 2004 3:07 pm

He is right - do a section replace on the first part, and do either a section replace on the blooming right gun (why you doing the skyblast b with a second li_gun01_mark01 - which may/will cause a crash) when you can either do:

Section replace on the correct gun
or
append a whole new entry at the end of the file - call the guns nickname li_gun03_mark01


In essence:
<data file="data\fx\beam_effects.ini" method="sectionreplace">
<section
[Beam
nickname = Li_laser_01_beam
</section>
<dest>
tip_length = 5
tail_length = 6
head_width = 2
core_width = 2
tip_color = 256, 444, 345
core_color = 255, 255, 255
outter_color = 200, 200, 255
tail_color = 55, 55, 155
head_brightness = 1
trail_brightness = 1
head_texture = ball
trail_texture = thick
flash_size = 3
</dest>
<source>
tip_length = 25
tail_length = 25
head_width = 40
core_width = 40
tip_color = 232, 555, 155
core_color = 276, 136, 349
outter_color = 245, 245, 165
tail_color = 15, 80, 210
head_brightness = 1
trail_brightness = 1
head_texture = star
trail_texture = wide
flash_size = 4
</source>
</data>

<data file="data\equipment\weapon_equip.ini" method="sectionreplace">
<section>
[Munition
nickname = li_gun01_mark01_ammo
</section>
<dest>
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 16.299999
energy_damage = 0
weapon_type = W_Laser01
one_shot_sound = fire_laser1
munition_hit_effect = li_laser_01_impact
const_effect = li_laser_01_proj
lifetime = 0.800000
force_gun_ori = false
mass = 1
volume = 0.000100
</dest>
<source>
hp_type = hp_gun
requires_ammo = false
hit_pts = 750
hull_damage = 200
energy_damage = 0
weapon_type = W_Laser01
one_shot_sound = fire_tachyon2
munition_hit_effect = ci_tachyon_02_impact
const_effect = ci_tachyon_02_proj
lifetime = 1
force_gun_ori = false
mass = 1
volume = .001
</source>
</data>

<data file="data\equipment\weapon_equip.ini" method="sectionreplace">
<section>
[Gun
nickname = li_gun01_mark01
</section>
<dest>
ids_name = 263357
ids_info = 264357
DA_archetype = equipment\models\weapons\li_heavy_ion_blaster.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 400
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_1
damage_per_fire = 0
power_usage = 5.090000
refire_delay = 0.120000
muzzle_velocity = 750
use_animation = Sc_fire
toughness = 1.300000
flash_particle_name = li_laser_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = li_gun01_mark01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 40, 80, 100
</dest>
<source>
ids_name = 0 ;GENERATESTRRES(DragonFire)
ids_info = 0 ;GENERATEXMLRES(fireinfo)
DA_archetype = equipment\models\weapons\li_laser_beam.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 750
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_10
damage_per_fire = 0
power_usage = 0
refire_delay = 0.560000
muzzle_velocity = 1000
use_animation = Sc_fire
toughness = 1.800000
flash_particle_name = ci_tachyon_02_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = li_gun01_mark01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100
</source>
</data>

<data file="data\equipment\weapon_good.ini" method="sectionreplace">
<section>
[Good
nickname = li_gun01_mark01
</section>
<dest>
ids_name = 263357
ids_info = 264357
</dest>
<source>
ids_name = 0 ;GENERATESTRRES("DragonFire"
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Outcast Advanced Weapon</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>This is the Outcast's new devastating weapon. Fight at your own risk! </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>"
</source>
</data>
</script>



Edited by - Chips on 10/5/2004 4:11:59 PM

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