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Weapon Mod Problems (updated)

This is where you can ask for help and post your knowledge on error messages from using the various tools that describe error messages in MODs such as DataStorm the Freelancer MOD Scanner the server console and FLSpit.

Post Wed Jul 25, 2007 9:57 pm

Weapon Mod Problems (updated)

hey, going straight to the point.

i was creating this variation of the advanced beam weapon mod but i got this error on FLMM...

~((( updated yet again )))~

Error: FLMM has determined that 'Shadowhaunt Mod' won't properly activate.
Error: Unable to find dest 'hull_damage = 16.299999'(...) in 'C:\Arquivos de programas\Microsoft Games\Freelancer\data\equipment\weapon_equip.ini'

i'll post in the next post what the code is like inside the script.xml.. i doubt there will b enough room on here.. heh

can someone point out what i did wrong please? o_< or what am i missing?

edit5: ok i updated the code below. my other 2 mods work perfectly now - why will this not work? <_<;;
note that i did doublecheck the beam_effects.ini file and it matches perfectly. before, it didnt lol
edit6: renamed the thread to fit more with my problem.. now i only have a problem with THIS mod, not the other one.
edit7: added contact information... this is really getting annoying ¬¬

if someone could please contact me at xkaliboor @gmail .com (no spaces xD)
or add me on msn - xkaliboor @gmail. com
or gtalk (i prefer gtalk) - xkaliboor@ gmail .com
yes. i know. theire all the same XD lol makes it easier to contact me

~x marks the spot. step and burn!

Edited by - xkaliboor on 7/28/2007 8:26:54 AM

Post Wed Jul 25, 2007 9:58 pm

~((( updated )))~

<stringdata name="shadowhauntname" data="Shadowhaunt Beam">
</stringdata>

<data file="data\fx\beam_effects.ini" method="sectionreplace">

<section> ;;matches perfectly with the beam_effects.ini entry
[BeamSpear
nickname = Li_laser_01_beam
tip_length = 2500
tail_length = 2500
head_width = 4
core_width = 4
tip_color = 255, 255, 255
core_color = 234, 234, 149
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
</section>

<dest>
core_color = 234, 234, 149 ;;my problem..............
outter_color = 245, 245, 165
tail_color = 15, 80, 210
flash_size = 4
</dest>

<source>
core_color = 0, 0, 0 ;;i tried putting this as 10, 10, 10 but it didnt help with anything.. same error as above....
outter_color = 240, 240, 240
tail_color = 10, 10, 10 ;;changed these also to keep it neater
flash_size = 2
</source>
</data>

<data file="data\equipment\weapon_equip.ini" method="sectionreplace">
<section>
[Munition
nickname = li_gun01_mark01_ammo
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

[Gun
nickname = li_gun01_mark01
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
</section>

<dest>
hull_damage = 16.299999
energy_damage = 0
one_shot_sound = fire_laser1
munition_hit_effect = li_laser_01_impact
const_effect = li_laser_01_proj
lifetime = 0.800000
volume = 0.000100
</dest>

<source>
hull_damage = 500
energy_damage = 300
one_shot_sound = fire_laser2
munition_hit_effect = ci_laser_03_impact
const_effect = ci_laser_03_proj
lifetime = 2
volume = .001
</source>

<dest>
ids_name = 263357
ids_info = 264357
DA_archetype = equipment\models\weapons\li_heavy_ion_blaster.cmp
hit_pts = 400
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
toughness = 1.300000
flash_particle_name = li_laser_01_flash
auto_turret = false
LODranges = 0, 20, 40, 80, 100
</dest>

<source>
ids_name = 0 ;GENERATESTRRES(shadowhauntname)
ids_info = 0 ;GENERATEXMLRES(shadowhauntinfo)
DA_archetype = equipment\models\weapons\li_laser_beam.cmp
hit_pts = 1750
hp_gun_type = hp_gun_special_4
damage_per_fire = 2
power_usage = 1
refire_delay = 0.001
muzzle_velocity = 2000
toughness = 1.800000
flash_particle_name = ci_laser_03_flash
auto_turret = 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("Shadowhaunt"
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Kuati Shadowhaunt Weapon</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>This is a top-secret beam weapon that was "leaked" from the Kuat Drive Yards research division. It is a mystery how it works so well, but there's no disputing its power: it can take down a battleship in seconds!</TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>"
</source>
</data>

~x marks the spot. step and burn!

Edited by - xkaliboor on 7/26/2007 7:12:45 PM

Edited by - xkaliboor on 7/26/2007 7:19:45 PM

Edited by - xkaliboor on 7/26/2007 7:23:45 PM

Edited by - xkaliboor on 7/26/2007 8:08:12 PM

Post Wed Jul 25, 2007 10:58 pm

FLMM error below:

Error: FLMM has determined that 'Tractor Mod' won't properly activate.
Error: Unable to find section '[Scanner' in 'C:\Arquivos de programas\Microsoft Games\Freelancer\data\equipment\misc_equip.ini'

then what i have on there.

<dest>
[Scanner
nickname = ge_s_scanner_01
ids_name = 263750
ids_info = 264750
volume = 0.000000
mass = 10
range = 2500
cargo_scan_range = 2000
lootable = false
</dest>

<section>
[Scanner
nickname = ge_s_scanner_01
</section>

<source>
ids_name = 263750
ids_info = 264750
volume = 0.000000
mass = 10
range = 10000
cargo_scan_range = 7000
lootable = false
</source>

NOW what am i doing wrong....? T__T;

Ogu

Post Thu Jul 26, 2007 3:18 am

For replace, it should go Section, Dest, Source.

It willl try to find the <dest> under the specified <section> and will replace that <dest> with <source>.

I'll post a tutorial sometime, but here's a snippet.

sectionreplace replaces code in a file. Here's an example:
;-------------
<data file="data\equipment\weapon_equip.ini" method="sectionreplace">
<section>
[Motor
nickname = li_wp_turret02_mark03_motor
lifetime = 1.875000
delay = 0
accel = 71.111099
</section>

<dest>
lifetime = 1.875000
delay = 0
accel = 71.111099
</dest>

<source>
lifetime = 100
delay = 0
accel = 568.8889
</source>
</data>
;---------------

<section> is where you specify where in the file you are making changes.
<dest> is where you specify what you are changing. This must be taken exactly from the <section> block.
<source> is the code you have changed - it will replace everything in the <dest> regardless of whether the entries are the same. If delay = 0 was not included in the <source>, it would get removed. Likewise, if there was nothing included in the <source> and it was left blank, you would remove the code in <dest>.

---------
Error: Unable to find dest '[BeamSpear'(...) (#1) in 'C:\Arquivos de programas\Microsoft Games\Freelancer\data\fx\beam_effects.ini'
I don't use filereplace, only sectionreplace - it just makes more sense to me. If you want to use sectionreplace, just include a <section> - you won't need to put the [BeamSpear line under <dest>, just everything else. Anything under <dest> should be original, and the <source> should be the new stuff with all the changes you made.

Edited by - Ogu on 7/26/2007 4:24:34 AM

Post Thu Jul 26, 2007 11:12 am

ohh thats why...
thanks, i'll do that today once i come back from class

so basically, the <source> tag is the same as the <dest> tag, but with the modifications?

Ogu

Post Thu Jul 26, 2007 11:24 am

Yep.

Post Thu Jul 26, 2007 1:48 pm

Scanner and Tractor are actually 2 separate items....aren't they?

Post Thu Jul 26, 2007 1:50 pm

yea i know but i was gonna make a mod to.. erhm.. mod.. the 2 in one file lol

but it still didnt work.. so im working on the scripts right now to see if it helps or not

~x marks the spot. step and burn!

Post Thu Jul 26, 2007 6:16 pm

ok i got the scanner and tractor mods to activate. havent tested them yet tho...
but the weapon mod is still not being activated.....

here's a fresh error log by FLMM

Error: FLMM has determined that 'Shadowhaunt Mod' won't properly activate.
Error: Unable to find dest 'core_color = 234, 234, 149'(...) in 'C:\Arquivos de programas\Microsoft Games\Freelancer\data\fx\beam_effects.ini'

i dont understand why it's saying that, since the section and dest tags match perfectly, and the section tag is exactly the same as the beam_effects.ini entry....

ideas?

Post Thu Jul 26, 2007 6:33 pm

ah! forgot to ask

how can i add an effect to my weapon?
more specifically the one that looks like a separate ring that seems to go with the tip of the fire

it looks like this:

~x marks the spot. step and burn!

Edited by - xkaliboor on 7/26/2007 7:34:05 PM

Post Fri Jul 27, 2007 3:33 am

double check your spelling and references carefully.

Ogu

Post Fri Jul 27, 2007 4:58 am

Error: Unable to find dest 'core_color = 234, 234, 149'(...) in 'C:\Arquivos de programas\Microsoft Games\Freelancer\data\fx\beam_effects.ini'
- Post this part of your script so we can check it out.

To change the effect you have now to a different one, you need to edit the const_effect line in weapon_equip.ini for your [Munition.

The effect you posted is the one for the Liberty Cruiser Forward Gun - I think it's something like li_cruiser_forward_gun01 or something like that. Search for "Forward" and you'll see what const_effect it uses.

Post Fri Jul 27, 2007 6:53 am

@Rankor: yes i've checked and double, triplechecked everything.. i always make sure i spell everything right - i even copied and pasted the original code and edited it then...

@Ogu: the code is on the 2nd post. its updated - but i'll post just the section in this one again

ok i'll try that... what, do i just add an effects line or something? fileappend or sectionappend? or sectionreplace?
and which section?

GOD i feel like a nooby ><;;

edit: forgot the code. lol

~x marks the spot. step and burn!

<data file="data\fx\beam_effects.ini" method="sectionreplace">

<section> ;;matches perfectly with the beam_effects.ini entry
[BeamSpear
nickname = Li_laser_01_beam
tip_length = 2500
tail_length = 2500
head_width = 4
core_width = 4
tip_color = 255, 255, 255
core_color = 234, 234, 149
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
</section>

<dest>
core_color = 234, 234, 149 ;;my problem..............
outter_color = 245, 245, 165
tail_color = 15, 80, 210
flash_size = 4
</dest>

<source>
core_color = 0, 0, 0 ;;i tried putting this as 10, 10, 10 but it didnt help with anything.. same error as above....
outter_color = 240, 240, 240
tail_color = 10, 10, 10 ;;kept these changed also to keep it neater
flash_size = 2
</source>
</data>

Edited by - xkaliboor on 7/27/2007 7:54:03 AM

Ogu

Post Fri Jul 27, 2007 8:45 am

Ah, easy to fix.

core_color = 234, 234, 149
outter_color = 245, 245, 165
tail_color = 15, 80, 210
flash_size = 4

See how there are a bunch of lines between tail_color and flash_size in the <section>? You need to make sure that the <dest> is taken exactly (from start to finish) as it's written in the <section>. So your first 3 lines are right, but you need to add the rest down to flash_size (even if you don't change them) so that FLMM can find everything.

If you're editing li_gun01_mark01 with your sectionreplace bit above, you could just edit your <source> by putting the new effect in the const_effect line instead of "const_effect = ci_laser_03_proj".

Edited by - Ogu on 7/27/2007 9:52:22 AM

Post Fri Jul 27, 2007 9:33 am

oohhh.. right..
ok i'll do that and i'll get back to u

also about the effects, isnt there a way to add more than 1 effect per shot?

im sure i read it somewhere in the tutorial section... cant find it tho >_<

ok. let me go try that. be right back ^^

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