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The general place to discuss MOD''ing Freelancer!
I've seen a few features in another server that I would like to incorporate into mine, but after searching the forums and website I can't figure out how to make them happen. I was hoping you could help. The features are:
1. PvP is disabled in New York. Players take no damage from other players, only in New York. Solves the problem of enforcing the rule. How is this done?
2. Players are lootable, but when players die, bats, bots, and ammo are not lost, only unmounted items and commodities. Comments I have found in the forums indicate that this can not be done with TATE's playerlooting mod, but I don't see why not. I just can't figure out how. Also, when you use TATE's mod, you don't get the "Player killed" messages. How do you get them back?
3. I love the "/autobuy" function. Is this mod available somewhere?
Thanks for any help you can provide.
Edited by - BlackBeard on 3/2/2007 12:36:28 PM
1. PvP is disabled in New York. Players take no damage from other players, only in New York. Solves the problem of enforcing the rule. How is this done?
2. Players are lootable, but when players die, bats, bots, and ammo are not lost, only unmounted items and commodities. Comments I have found in the forums indicate that this can not be done with TATE's playerlooting mod, but I don't see why not. I just can't figure out how. Also, when you use TATE's mod, you don't get the "Player killed" messages. How do you get them back?
3. I love the "/autobuy" function. Is this mod available somewhere?
Thanks for any help you can provide.
Edited by - BlackBeard on 3/2/2007 12:36:28 PM
To change it so there is no energy drained when a weapon is fired, you will need to go to goods.ini and look for this section:
[Good
nickname = gf1_package
category = ship
hull = gf1_hull
addon = ge_gf1_engine_01, internal, 1
addon = ge_fighter_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark01_lf, HpShield01, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallOrange, HpRunningLight01, 1
addon = SlowSmallOrange, HpRunningLight02, 1
addon = SlowSmallOrange, HpRunningLight05, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1
change addon = ge_fighter_power01, internal, 1 to addon = infinite_power, internal, 1.
This changes only the Starflier, not other ships.
to edit other ships you have to look for their nickname in the file, then change the power plant.
Thiss is when you BUY a Starflier it comes with infinite power plant. So when you start out with a starflier it will still have a weak power plant.
So we will have to edit some loadouts!!! Go to loadouts.ini.
the first section:
[Loadout
nickname = msn_playerloadout
archetype = ge_fighter
equip = ge_gf1_engine_01
equip = shield01_mark01_lf, HpShield01
equip = ge_fighter_power01
equip = ge_s_scanner_01
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = li_gun01_mark01, HpWeapon01
equip = li_gun01_mark01, HpWeapon02
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallOrange, HpRunningLight01
equip = SlowSmallOrange, HpRunningLight02
equip = SlowSmallOrange, HpRunningLight05
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02
cargo = ge_s_battery_01, 3
cargo = ge_s_repair_01, 3
Change equip = ge_fighter_power01, (the starting power plant) to equip = infinite_power (infinite power plant instead of the weak one).
Hull Breach!!! - themilkman
[Good
nickname = gf1_package
category = ship
hull = gf1_hull
addon = ge_gf1_engine_01, internal, 1
addon = ge_fighter_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark01_lf, HpShield01, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallOrange, HpRunningLight01, 1
addon = SlowSmallOrange, HpRunningLight02, 1
addon = SlowSmallOrange, HpRunningLight05, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1
change addon = ge_fighter_power01, internal, 1 to addon = infinite_power, internal, 1.
This changes only the Starflier, not other ships.
to edit other ships you have to look for their nickname in the file, then change the power plant.
Thiss is when you BUY a Starflier it comes with infinite power plant. So when you start out with a starflier it will still have a weak power plant.
So we will have to edit some loadouts!!! Go to loadouts.ini.
the first section:
[Loadout
nickname = msn_playerloadout
archetype = ge_fighter
equip = ge_gf1_engine_01
equip = shield01_mark01_lf, HpShield01
equip = ge_fighter_power01
equip = ge_s_scanner_01
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = li_gun01_mark01, HpWeapon01
equip = li_gun01_mark01, HpWeapon02
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallOrange, HpRunningLight01
equip = SlowSmallOrange, HpRunningLight02
equip = SlowSmallOrange, HpRunningLight05
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02
cargo = ge_s_battery_01, 3
cargo = ge_s_repair_01, 3
Change equip = ge_fighter_power01, (the starting power plant) to equip = infinite_power (infinite power plant instead of the weak one).
Hull Breach!!! - themilkman
Ok, I have a problem. Ive made a mod that adds the Heavy Lifter, Escape Pod (no really, goes real fast too has like 10000000 hitpts), and the Large Transport. I used to have the Luxury Liner but when I hit Select Ship the game crashes to-desktop. But thats not really the big huge problem.
My problem is when the Large Transport explodes all the pieces come off and are 1/4 transparent. (I know, wth), same with Heavy Lifter, all the pieces come off like the engines, tower, and lifter (the wierd thing on the front). Another thing is, the engine for the Heavy Lifter is exactly like NPC Lifter Engines, but the engine only shows up on the left engine. (?) The large Transport's explosionarch is ge_atransport (I know, its wrong) and Heavy Lifters explosionarch was originally explosion_li_fighter, but I changed it and not its shatter_utility. (?)
Hull Breach!!! - themilkman
My problem is when the Large Transport explodes all the pieces come off and are 1/4 transparent. (I know, wth), same with Heavy Lifter, all the pieces come off like the engines, tower, and lifter (the wierd thing on the front). Another thing is, the engine for the Heavy Lifter is exactly like NPC Lifter Engines, but the engine only shows up on the left engine. (?) The large Transport's explosionarch is ge_atransport (I know, its wrong) and Heavy Lifters explosionarch was originally explosion_li_fighter, but I changed it and not its shatter_utility. (?)
Hull Breach!!! - themilkman
Blackbeard, I just created a zone that pretty much encircled all of the new york system and put lvl 10 nomads in it. Upped the number to 12 per encounter and changed their gun refire rate to 0.250000 . A starflyer can evade them as long as they don't try to fight them. But, that also pretty much takes care of the newb killers 'cause the nomads will keep 'em busy lighting them up.
Hey milkman...
you gotta take into account that the infinate power supply takes up something like 400 units of cargo space. (volume thing)
You can still use it, but if you reduce the volume of the power supply to 0, that will eliminate any cargo handling concerns for smaller vessels.
On the engine display problem, make sure it has a hardpoint for the missing engine. ( kind of sounds like its missing for some reason). For the explosion arch..I'd just change it to something like that of the nomad gunboat.
Edited by - Rankor on 3/4/2007 4:48:15 PM
Edited by - Rankor on 3/4/2007 4:53:17 PM
Hey milkman...
you gotta take into account that the infinate power supply takes up something like 400 units of cargo space. (volume thing)
You can still use it, but if you reduce the volume of the power supply to 0, that will eliminate any cargo handling concerns for smaller vessels.
On the engine display problem, make sure it has a hardpoint for the missing engine. ( kind of sounds like its missing for some reason). For the explosion arch..I'd just change it to something like that of the nomad gunboat.
Edited by - Rankor on 3/4/2007 4:48:15 PM
Edited by - Rankor on 3/4/2007 4:53:17 PM
hi guys, when accushot posted this on page 4:
To create bounty hunter gunboats !!:
Right at the bottom of DATA/MISSIONS/faction_prop.ini there should be a scetion of text for the bounty hunters, "nickname = gd_bh_grp". At the bottom of this section add these two lines:
npc_ship = rh_n_rh_gunboat
formation = gunboats, gunboat_rh_n
This allows the bounty hunters to use gunboats. Now, in your system add these encounter parameters, if you havent got them already:
[EncounterParameters
nickname = area_gunboats
filename = missions\encounters\area_gunboats.ini
In the zone you want these ships to appear add these lines:
encounter = area_gunboats, 12, 1.000000
faction = gd_bh_grp, 1.000000
Thats it! Change the last number on the first line to a lower number to decrease the chance of the gunboats appearing, and change the second-to-last number to adjust the difficultyu of the gunboats.
I did it, but when i hit launch off manhatten, the game crashes to desktop.
I used Fl Explorer to put encounters gunboats> bountyhuters in the INI.
Any tips?
To create bounty hunter gunboats !!:
Right at the bottom of DATA/MISSIONS/faction_prop.ini there should be a scetion of text for the bounty hunters, "nickname = gd_bh_grp". At the bottom of this section add these two lines:
npc_ship = rh_n_rh_gunboat
formation = gunboats, gunboat_rh_n
This allows the bounty hunters to use gunboats. Now, in your system add these encounter parameters, if you havent got them already:
[EncounterParameters
nickname = area_gunboats
filename = missions\encounters\area_gunboats.ini
In the zone you want these ships to appear add these lines:
encounter = area_gunboats, 12, 1.000000
faction = gd_bh_grp, 1.000000
Thats it! Change the last number on the first line to a lower number to decrease the chance of the gunboats appearing, and change the second-to-last number to adjust the difficultyu of the gunboats.
I did it, but when i hit launch off manhatten, the game crashes to desktop.
I used Fl Explorer to put encounters gunboats> bountyhuters in the INI.
Any tips?
Check that the EncounterParameters for the gunboats has been added to the list at the start of the INI your editing.
Everything you see in these two NOOB threads is for hand coding, using FLE for them is a bad idea especially encounters as FLE is seriousely crap at doing them.
**shuffles of with a new headache**
Everything you see in these two NOOB threads is for hand coding, using FLE for them is a bad idea especially encounters as FLE is seriousely crap at doing them.
**shuffles of with a new headache**
I have a server that runs a mod that enables several ships and weapons on Manhattan. It usually works, but sometimes (and now) people who buy the new weapons get kicked for "Ship/equipment not sold on base." How do I change my server so that FLServer does not kick people who buy the weapons on Manhattan?
about capships...i want to add the bretonian destroyer and the liberty cruiser.the Bretonian Gunboat works fine,but i don't know what do i have to do to make the destroyer work.shall i do the same thing as for the gunboat?
and question 2:if i make a new system,how do i change it's name?it keeps showing New London
help would be appreciated...
question 3: how can i make the gunboat's hull stronger?
Edited by - ~sunslayer~ on 6/19/2007 12:46:18 AM
and question 2:if i make a new system,how do i change it's name?it keeps showing New London
help would be appreciated...
question 3: how can i make the gunboat's hull stronger?
Edited by - ~sunslayer~ on 6/19/2007 12:46:18 AM
does anyone know if it is possible to make ships consume fuel as they move around a system and then replenish the amount of fuel you have by buying it in either the equipment dealer or the commodity dealer and make it so that buyable power supplies consume different amounts of fuel?
could anyone help me out???????????
could anyone help me out???????????
@mega_cleva_tom; I don't think there is any particular way you can hard-code that feature into the game. However, Certain commodities such as MOX (a reactor fuel) has a limited life span. In a role play aspect, I've used MOX as a fuel for a ship to determine how many units I needed to go a certain distance. If I miscalculated how much MOX I needed for a trip..I ran out of fuel. The only problem is, I had to make sure I also had room for standard cargo.
For role play..it works fine. Players just have to be honest about it.
Perhaps someone has figured out how to really make this aspect work. All I can suggest is to keep looking.
For role play..it works fine. Players just have to be honest about it.
Perhaps someone has figured out how to really make this aspect work. All I can suggest is to keep looking.
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