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The general place to discuss MOD''ing Freelancer!

Post Sat Aug 02, 2003 9:13 pm

follow up answer
shield03_mark10_hf

Post Sat Aug 02, 2003 9:15 pm

Another follow up answer, read back through this post to see other things about the ships loadouts! It's already in their i think.....

Post Sun Aug 03, 2003 1:47 am

I already asked how to find out what transports carry in different locations. I got no good answer though.

So I'll put it in a different way:

How do I add transportsencounters with diamonds or any other good (maybe those mission critical goods =P) to a system?

Like putting cargo trains filled with cardamine in new york for example.

Post Sun Aug 03, 2003 3:16 am

Ok, i asked this before, but cant get it to work. I want to change the animation of the REaver Mk II to the Vengeance Mk II.

I was given instructions before, but they did not work. This is currently what i have entered in the Weapons_equip.ini

-----

[Munition
nickname = gd_bh_gun01_mark05_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 106
energy_damage = 0
weapon_type = W_Laser01
one_shot_sound = fire_laser4
munition_hit_effect = pi_laser_03_impact
const_effect = pi_laser_03_proj
lifetime = 0.928000
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = gd_bh_gun01_mark05
ids_name = 263282
ids_info = 264282
DA_archetype = equipment\models\weapons\li_heavy_ion_blaster.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 4215
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_8
damage_per_fire = 0
power_usage = 39.750000
refire_delay = 0.120000
muzzle_velocity = 700.400024
use_animation = Sc_fire
toughness = 8.500000
flash_particle_name = pi_laser_03_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = gd_bh_gun01_mark05_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

but the animation is still that of the Reaver. plz help/.

Post Sun Aug 03, 2003 3:18 am

I'm fairly new to modding, and my problem is probably a simple one:
I've created a station in Omicron Theta, mostly by following the instructions given by Acushot on the first page of this thread. The station is an exact replica of Freeport 9, except for its location. You can see and dock on the station just fine, but all the rooms (bar, ship/equipment dealer, commodity dealer) are empty. I'd obviously like to populate the station so as to make it functional; and once that is solved, I'd like to know how to rename it (how it shows up on the NavMap and the little printout you see, once you dock on it). Thanks.

Post Sun Aug 03, 2003 3:43 am

History Buff - I THINK I CAN SOLVE THE PROBLEM DUDE!!!! LOL
first - that is the reaver mk1 you are looking at - the reaver mark 2 is the 6!!!....lol - so get the right gun!!! (hint - the class should give it away!)
ie - i mean the reaver mk2 is then gd_bh_gun01_mark06
Try to then put your light anim and flash part for the vengance in for the reaver mk2 <---that is teh gd_bh_gun01_mark06 and see how it goes!!!!!!!!!!!!
LOL- dam that made me laugh - i have done it before though too!!!!!!!!!!!
Chips

Post Sun Aug 03, 2003 6:00 pm

@chips

lol, thx. I kinda thought that was the problem. I was in a hurry, and looking back on it, i probably should have noticed. Thanks

Ok, aparently i asked for tyhe wrong thing. When i changed the DA arch tpe whatever, the gun itself looked like a liberty gun. but what i wanted is to have the laser beam have the cool blue effect.

Edited by - History Buff on 03-08-2003 19:16:03

Post Sun Aug 03, 2003 6:14 pm

OK...AccuShot....how do build an image of your brain and make it a forboding alien planet inside the FL universe? HA.

All this MOD stuff sounds great and all but is just a little too deep for me...afterall, I just want to enjoy playing a game without getting frustrated when I enter an area with a pretty decent ship (or so I thought) and get blown away within a minute or so. Case in point...mission 3, I think where I'm with Juni escorting freighters from Cal. Minor approaching Boey 3. With a full weapons load (all 5 hardpoints decently equipped on my "whatever", you know, the same "great" military Fighter that Juni is flying...<sarcasm> and the best shielding available for this ship, I'm space debris in a matter of seconds. It would seem the best thing for me to do is perhaps start with a better ship (just as this thread relates) but that feels like too, too, much of a cheat. Maybe I could just cheat a bit with a more powerful shield generator....OK, I'm willing to go with the bigger and badder ship of what will help me further along the story line.

1st Issue: I want the simplist way to tweak my ship (just enough to make it a challenge but get me through this episode (and having prodded thru much of these threads, I must say I'm a bit embarrassed of my newbyness and apparent lack of skills)

2nd Issue: I've already download BINI...and also a more recent Freelancer INI Editor posted under the download section, which claims to be more efficient than the "uncompressor"' you keep referring to....what's the deal? (Pardon my caution, but I tend to what expert advice up front as opposed to experimenting with program code)

Thanks in advance.

Captain Woodhead

Post Sun Aug 03, 2003 6:20 pm

well, personally, i think you should keep playing that mission, it gives you very valuable experience. It took me like 8 tries the first time, and now i can do it without the transports taking any damage. :p although, if you are finding it impossible, the easiest thing in my mind would be to decompress and open Weapons_equip, and alter the damage of your guns. If you want a bigger shield, it is probably in there to.

Post Sun Aug 03, 2003 8:12 pm

thanks, bonvoyager, for the link

One more question: How can you edit a multiplayer account (server-side, obviously) to change, say, where a player is currently docked/located? Is there some utility that edits the multiplayer .fl files?

Edited by - jpserver on 03-08-2003 21:55:14

Post Sun Aug 03, 2003 8:18 pm

Since my earlier post will be skipped in all likely hood. . .

How can i make the Reaver Mk II have the cool blue laser beam, ala Vangeance Mark II?

Post Sun Aug 03, 2003 11:32 pm

hmm
Change the projectile archetype from the reavers ammo to the vengences ammo - you will then see the effects of the vengence, but it will also only cause the dammage of the vengence as well........

Post Mon Aug 04, 2003 4:42 am

Hey, awesome job with this forum. I have no mod expierence at all. I just use the ones that you can download and sue FLMM.
I get really tired of running back and forth to do some trading in my humpback. Would it be possible to increase a ships cargo space and have that work on an MP server? If so, how?

Post Mon Aug 04, 2003 5:22 am

no, i dont think you can modify things to work on the server, unless you run the server. if you are though, i think all you have to do is go into the ini, and change the cargo space #. which ini it is, i forget though. . .

Post Mon Aug 04, 2003 11:05 am

data/ships/shiparch.ini

Find your ship (rh_freighter in case of Humpback) and change the value of statement "hold_size". Or enable train, that's also fun...


Für Rheinland!

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