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How do u add fire to a base

Do you want to start editing Freelancer, but have no clue where to begin? This is the place for you to find things and talk about getting started on Freelancer Modding

Post Sat Oct 09, 2004 8:53 am

How do u add fire to a base

hi all im wondering how to add fire to a base any ideass ??

thax for any relpys

Post Sat Oct 09, 2004 12:33 pm

Fire to a base? A visual? Or do you want to add a wep to the base? A little more information is needed with your question.

Post Thu Oct 21, 2004 9:14 pm

Well, *activate open-mindedness* Perhaps we find out what causes fire on a ship, see if its on a hardpoint and just attach the affect to a station hardpoint.

Post Fri Oct 22, 2004 4:23 am

It can be done through fuses!

What type? Well - in all honestly, Lord Fjord is a bit of a master at the fuse, So i will leave that to him (although explain a little bit here) and then show you what I would do

For a ship (in mission 1 of storyline) you see a transport that is 'on fire' with only a small amount of life left. The truth is that the 'life' and the 'fire' were added by the game.....using a special 'fuse'. The fuses add effects (like when your ship catches fire during damage) and are set to go off on ships etc when you reach a certain hit points (ie - taken a certain amount of damage). However, you can actually ADD the effect onto the ship/station from the start if you wished! - That is how some stations have 'smoke stacks' and moving parts...animations/visiuals are added to it.

Here is a stations loadout in solar/loadouts.ini file:
[Loadout
nickname = space_shipping01_co_01
equip = infinite_power
equip = ge_s_scanner_02
equip = LargeBlue, HpRunningLight01
equip = LargeBlue, HpRunningLight02
equip = LargeBlue, HpRunningLight03
equip = LargeBlue, HpRunningLight04
equip = LargeBlue, HpRunningLight05
equip = LargeBlue, HpRunningLight06
equip = LargeBlue, HpRunningLight07

You see lights are 'equipped' on the said hardpoints? You can add effects to those instead if you wished....
Those effects are in the select_equip.ini file that you can just 'nail' onto things in their loadouts - here is a selection:


[AttachedFX
nickname = mission01_prison_smoke
particles = gf_prisonattack_smallsmoke

[AttachedFX
nickname = mission02_derelict_engine01
particles = gf_derelictflash

[AttachedFX
nickname = mission02_derelict_engine02
particles = gf_derelictflash#1

[AttachedFX
nickname = mission02_derelict_electric
particles = gf_derelictelectric

[AttachedFX
nickname = mission02_derelict_sparks
particles = gf_derelictsparks#1

[AttachedFX
nickname = mission02_derelict_smoke
particles = gf_derelictsmoke

[AttachedFX
nickname = mission02_derelict2_sparks
particles = gf_derelict2_esparks

[AttachedFX
nickname = mission02_derelict2_tail_sparks
particles = gf_derelict2_tail_sparks

[AttachedFX
nickname = mission02_derelict2_smoke
particles = gf_derelictflash#3

[AttachedFX
nickname = mission02_derelict2_fire
particles = gf_derelictflash#2

[AttachedFX
nickname = mission02_derelict2_smallfires
particles = gf_derelict2_smallfires

[AttachedFX
nickname = gasminer_exhaust
particles = gf_gasminer_exhaust

[AttachedFX
nickname = gasminer_intake
particles = gf_gasminer_intake

[AttachedFX
nickname = mplatform_smoke_green
particles = gf_manufacturingplatformgreen

[AttachedFX
nickname = mplatform_smoke_black
particles = gf_manufacturingplatformblack

[AttachedFX
nickname = mplatform_smoke_white
particles = gf_manufacturingplatformwhite

[AttachedFX
nickname = mplatform_smoke_red
particles = gf_manufacturingplatformred


There are more - like jumphole glows etc. You can equip one on a hardpoint if you wanted too for instant visuals......

[Loadout
nickname = space_shipping01_co_01
equip = infinite_power
equip = ge_s_scanner_02
equip = mplatform_smoke_white, HpRunningLight01
equip = fx_nomadwormhole, HpRunningLight02
equip = fx_dyson_city_beam, HpRunningLight03
equip = planet_storm_5000, HpRunningLight04
equip = blhazard_effect, HpRunningLight05
equip = mission01_prison_smoke, HpRunningLight06
equip = LargeBlue, HpRunningLight07

What you would have is a massively hideous amount of effects on that station.....

Which station? Find the base in the systems file - and then find its loadout. Now go into the solar/loadouts.ini and find that loadout. You may wish to make a custom loadout, as all other stations using the same loadout would have the same horrible effects.

No doubt LordFjord will come along and post a FAR superior and indepth example/explanation than I have!

Edited by - Chips on 10/22/2004 5:23:56 AM

Post Fri Oct 22, 2004 6:35 am


What type? Well - in all honestly, Lord Fjord is a bit of a master at the fuse..

nah, thats Wasabe - and the player lootdrop (although i was pretty close to that as well ).
I was just among the first (or the first, donno) to write down a tutorial about them.


No doubt LordFjord will come along and post a FAR superior and indepth example/explanation than I have!

well, here i am, ... ROFL

My old tut is gone, lost in a not-recoverable forum crash - but i could extract the data and will repost it very soon - both here in the tut forums and on Infinity.
(will do this with all my tuts, dont want to lose them again.)

-----------------------------------

ok, to the fuses, i will not go too much into detail - you want fire, you will get it.

A fuse is a sequence of "events" that are triggered when an object - may it be a ship, station, ... reaches a hitpoint level that is lower than the one specified in the fuse.
In this thread you will find a bit more complex things what you can do with them, setting a base on fire and let a shockwave go through all its turrets is also part of it.
i will copy the most inportant info to this thread.

in solararch.ini (i the case of a station) or shiparch.ini (for a ship)
add this line:
fuse = dockingmodule_death_fuse, 0.000000, 10000
dockingmodule_death_fuse is the name of the fuse - this will be the nickname in fuse.ini
0.000000 - i have no clue what this means. i have a guess but i dont have time to verify it - ("could" be a hitpoint range for the fuse)
10000 - this is the trigger level. when the object reaches this amount of hitpoints, the fuse is triggered. this base would set fire when it is damaged to <= 10000 hitpoints. when you set this to a value that is higher than the object's hitpoints, then the fuse will trigger again and again and again, ...

now to the fun part:
fuse.ini:
[fuse <-------- always close these brackets!
name = dockingmodule_death_fuse <-- this is the name we used in the shiparch/solarach.ini
lifetime = 5.000000 <-- duration of the fuse in secs

; *** set a mount on fire ***
[start_effect
effect = mission01_prison_smoke <-- name of the FX - i just took one from Chip's list here
hardpoint = HpRunningLight01 <-- the fire will appear where the light was - can be any mount of the base - the thing that was attached before this will not be affected
at_t = 0.2 <-- shortcut for at_time - must be lower than [fuse lifetime - its in seconds - you can delay subsequent effects within the fuse by using this
attached = true <-- important only for moving objects - does the effect move with the object or not (true/false)

you need a few more requirements that this works - first of all - as Chips noted - you need to find the archetype of the base that you want to set on fire.
then you need to find and edit it in solararch.ini.
you need to make it destructible by adding
destructible = true
to it, and you need to adjust the hitpoints to a reasonable value.

so much for a first test - extemded fuses can be quite long from code, ut imo they are worth the work. you can do a lot more with fuses - player lootdrop is one thing, but there are more interesting things (and i gonna use most of them excessively in Infinity )

I will post my overworked fuse tutorial soon.

I hope this is of some use for you,
Fjord

---------------------------------
Infinity TC Mod Leading Developer

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