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A few problems, adding new ships and random missions

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 Wed Aug 01, 2007 2:24 am

A few problems, adding new ships and random missions

Hello to all, I'm having a couple of problems with my mods.

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.

Edited by - Sky_Jocky on 8/1/2007 3:26:31 AM

Edited by - Sky_Jocky on 8/1/2007 3:27:02 AM

Post Fri Aug 31, 2007 6:06 pm

Got a few possible answers to your questions.

For the Valkyrie and Crusader: are you changing the nicknames of the ships? If you don't it could be causing the game to get confused as to which entry to look at, therefore crashing it. Don't forget to make equivalent changes in goods.ini if you change the nickname.

As far as custom missions go, check out this thread.

For the new torpedo, looks like you're bringing in the concept of a suicide bomber . Anyways that code does indeed have a blast radius of 2000m. You might not think that it works because the visual effect is still the same size, in order to change that you'll have to edit the .ale file as well as several effect ini files. Unfortunately, editing an .ale file is not possible at the moment. Not to my knowledge anyway.

Post Sun Sep 02, 2007 3:17 am

Don't worry, this thread is long dead and my problems long solved. I managed to figure some of them out myself, and some of them other people helped me with.

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