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The general place to discuss MOD''ing Freelancer!

Post Fri Nov 10, 2006 5:13 pm

@sabreman

unfortunatly no lol

1. you cant dock with a moving object

2. if you expolode youll cause a crash because if any players are docked (not NPC i dont think) you cant die while dock and it just makes the server or single player crash.

sorry but it aint possible ^_^ you could od it with bases as ive seen with the FL:CE mod

put a few docking points made out of bouys and have just a destrusctible base next to it. the only thing that would be linking the actual base to the docking bouys would be rep that way you have a destructable base with docking points

Cheese On Toast:
Like the name
Beware the player

Post Mon Nov 13, 2006 7:22 am

Thanks

Post Thu Nov 23, 2006 9:25 pm

Man, My eyes are tired.

I would greatly appreciate it if someone could point me in the right direction to find what I need to edit the Intro Screens.
The reason is that I've make alot of changes in a mod I'm working on as well as added about 43 cutom ships. (~85% of those ships are my own creations).
So, I want to edit the intro screens to reflect this.
More specifically, those "scripts" in the INTRO folder. It has four of them in there and I'm planning on changing every one of them.

So far, I've met with alot of resistance to disclosure of this information and frankly, I'm fed up with the lack of cooperation.
**RANT** What's the big secret here huh??? **END RANT**
I'm not asking anyone to do this for me.
All I'm asking is to point me in the right direction and I'll take it from there.

Regards.

In regards to a dockable player controlled battleship...
there is a tenuous quasi workaround for that....
but in this case, the fighters don't "dock" with the ship.
Instead, they "join formation" with the ship at close spacing.

Edited by - Rankor on 11/23/2006 9:28:48 PM

Post Sat Dec 09, 2006 7:12 pm

Hi there.. I got well and truly lost in the huge amount of info here, so I couldn't find ~ understand ~ the answer to this question/request in any of the the FAQ's and tuts.... so I'm sorry if its answered elsewhere on the forum. ~

I've followed a few of the great tuts, and extracted some of the ships from the game (several times), but for some reason, the capitol ships are giving me grief. I'm getting / extracting only part of the vessels. I must be looking in the wrong place for the other parts...Anyway HELP

What I'm doing ~

*On a Full install of the game ~ I import the .cmp file of a capitol ship into Milkshape and select the lod0-112 file, which imports fine.

All the lod0-212 files I import seem to be just junk, or are just getting imported that way ~ the cmp plugin has the vertices window is highlighted in RED = is this the problem?

Could someone please explain what I'm doing wrong, or point me to a tut that covers this, OR has anyone already extracted the capitol ships so that can I get a hold of them?

Thanks for any help

Post Wed Dec 13, 2006 9:24 am

@Rankor to edit your intros youll need to do this in this order

change your folders view so you dont hide known extensions

go to \Freelancer\DATA\SCRIPTS\INTRO

and add on the end of each file.lua

then go here and download this program

Lua Edit LuaForge

use this to look at the existing files and see how they work, you see such things as HP/fixed/Engine for example things that you would be familiar with, i dont do much with intros but that is what i have picked up, so playing with the code is really the only way you can get to grips with it.

Hope this helps

Cheese On Toast:
Like the name
Beware the player

Post Thu Dec 14, 2006 8:15 am

@ cheese, nice little prog but it's of no use the way you've suggested, the THN's are compressed files and need to be decompressed with Fled-Thorn before you can read them properly.

@ Gearz77, it's a common problem, the plug-in is old and doesn't work properly any more, the 112.vms are the only ones that still load but thier not perfect either.

**shuffles of with a new headache**

Post Wed Dec 27, 2006 5:40 pm

Thanks Bejaymac.. at least I know now... shame, there are only a few ships that are a problem, typically they were the ones I was after.. I was trying to make some paper models of the Rhineland capitol ships. Like this one from HOMEWORLD.

http://gearz.cabspace.com/HW1.jpg

Guess I'll stick to the smaller craft.

Post Fri Feb 09, 2007 10:20 pm

I am just getting back into Freelancer running my own dedicated server with a few friends...I am beginning to want to mod a bit but not sure where to start to begin with i would just like to know how to replace default ships with other new models in game, and also if possible how to add completely new ships to buy onto the already existing stock of ships available. And also are the SL custom Ships listed on this site compatible with freelancer??? any help would be greatly appreciated. Thanks

Post Sat Feb 10, 2007 1:37 am

@ vapor

http://www.lancersreactor.com/t/forum/t ... e=&M=False

this is a good topic about ship editing

toy

Post Sat Feb 10, 2007 2:52 pm

How do I make destructable bases?(You know, ones that blow up like the Rouge Base in Mission 1 of SP.)

toy

Post Sat Feb 10, 2007 5:10 pm

How do I make destructable bases?(You know, ones that blow up like the Rouge Base in Mission 1 of SP.)

Post Wed Feb 21, 2007 5:23 pm

just download the Destructible universe mod

Post Sun Feb 25, 2007 5:49 am

You could edit solararch.ini and change the hitpoints part for some of the base models, or go into C:\Program Files\Microsoft Games\Freelancer\DATA\UNIVERSE\SYSTEMS\LI01\LI01.ini, and look for this section:

[Object
nickname = Li01_10
ids_name = 196775
pos = -92447, 0, -12925
Archetype = depot
ids_info = 65753
base = Li01_10_base
dock_with = Li01_10_base
voice = atc_leg_f01
space_costume = pl_female5_head, sc_female1_body
reputation = co_vr_grp
behavior = NOTHING
difficulty_level = 3
loadout = depot_co_01
pilot = pilot_solar_easy

change Archetype = depot to d_depot and now Detroit Munitions is destructable exactly like the other base in Mission 1.

You can also go to C:\Program Files\Microsoft Games\Freelancer\DATA\UNIVERSE\SYSTEMS\rh02\rh02.ini and look for this section:

[Object
nickname = Rh02_02
ids_name = 196813
pos = -24733, 0, -45922
rotate = 0, -135, 0
archetype = r_battleship
ids_info = 65625
dock_with = Rh02_02_Base
base = Rh02_02_Base
reputation = rh_n_grp
behavior = NOTHING
voice = atc_leg_f01
space_costume = pl_female2_head, rh_female_elite_body
difficulty_level = 10
loadout = rh_battleship_rh_01
pilot = pilot_solar_hardest

change archetype = r_battleship to d_r_battleship and now youve changed Battleship Westfalen in the Hamburg System into a destructable rheinland battleship! also you can do the same for any Kusari battleships, just replace k_battleship with d_k_battleship and its destructable! THis doesnt work with Liberty Dreadnoughts or Bretonia Battleships however.

PS: Editing hitpoints in solararch.ini was my idea and might not work
After all it was just a theory

Hull Breach!!! - themilkman

Edited by - themilkman on 2/25/2007 5:51:15 AM

Post Sun Feb 25, 2007 6:39 pm

Cheese,
Sorry for the extremely latent reply.
Thanks for that information.
I've got the THN's decompressed and am looking into them...
Jeeeezzzzzzzzz..... (scratching head)
Got my work cut out for me.

Post Mon Feb 26, 2007 7:43 am

lol no worries its been a while since i last checked in here too >.>

www.mod.pff-clan.us

Openlancer

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