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*** Newbie Questions? Look no further! ***

The general place to discuss MOD''ing Freelancer!

Post Wed Aug 20, 2003 8:22 pm

As to saved games disapearing, it CAN be reversed, if not avoided. If you say, add a ship mod, FLMM1.2 makes a folder within the saved games folder and puts all current savgames in it. Add the ship, goe get ur savgame (beware: it will not be named the same) and put it in the normal savgame folder. Poof!

We who are about to die salute you!

Post Wed Aug 20, 2003 8:27 pm

...or, you could move all the savgames to avoid confusion. Note: FLMM does this to prevent problems with mod changes. If you are flying a sabre XR and turn off that mod, don't expect ur savgame to work. Just use common sense and don't create any condradictions and u should be fine. gl

We who are about to die salute you!

Post Wed Aug 20, 2003 8:45 pm

Also, where can I get "fled_ins"? Thanks

We who are about to die salute you!

Post Wed Aug 20, 2003 8:50 pm

no one has answered my question , how do i add a my own background dust to my new system

Post Wed Aug 20, 2003 8:58 pm

Sorry folks - incase you noticed - accushot hasn't been around for quite a while. I am attempting to take over and answer questions - but i aint the worlds best modder by a long shot. I will answer as many questions as i can - but i don't know it all! If someone else is reading the posts as well - feel free to help out as much as poss! lol. It takes me ages to play around with requests / questions and then post them answers - so please be patient with me!
Chips

Post Wed Aug 20, 2003 9:11 pm

@ dev_2. You want to use some mods in SP. Well - you need something like FLMM v1.2 to use mods......download this - it comes with some mods already.


Edited by - chips on 21-08-2003 19:04:57

Post Wed Aug 20, 2003 9:15 pm

To make your own custom ship and start every thing out - it is a tall order...lol
You will need milkshape - the CMP exporter for milkshape, photoshop for custom mats and stuff, a UTF editor, a FLED_ids editor and Reshack - as well as the old BiniQDU as well. For this though (in detail) i suggest that you visit this thread fr more details!!!
http://www.lancersreactor.com/t/forum/t ... ng&M=False

Post Wed Aug 20, 2003 9:26 pm

For omega stealh - i aint a systems man - but if you are looking at this entry:
[Dust
spacedust = Dust
I think you will find that it just stuff floating round you all the time....
You are probabily more into this sort of thing:

[zone
nickname = Zone_Br01_Cumbria_gas_001
pos = -58340, 0, 28514
shape = SPHERE
size = 10000
property_flags = 16466
spacedust = radioactivedust_red <----
spacedust_maxparticles = 100 <---
interference = 0.500000
edge_fraction = 0.200000
sort = 99.500000
Ie - a ZONE for your dust to be in.
Which i found in the FX folder - effects.ini
[Effect
nickname = radioactivedust_red
effect_type = EFT_MISC_DUST
vis_effect = radioactivedust_red

Now if you look for the effect type... - then look in the FX folder - SPACE folder and in the ale file there - i found this....
[VisEffect
nickname = radioactivedust_red
alchemy = fx\space\radioactivedust_red.ale
effect_crc = -249170519
textures = fx\planetflare.txm
textures = fx\sarma.txm
These point to .txm files - but i gave up at this point

The best man i can think of for this sort of question is Giskard - so check for a thread that he has made or something - and hope for a reply if you post there!
Otherwise - i have no clue......lol
Chips
GOod luck with it - and post here how it goes!!

Post Thu Aug 21, 2003 8:17 pm

In the course of my ship building I have... um... built a ship in MS! Now, I need to put in hard points. Question 1, where do things like scanners go? 2, why does it matter where the engine is if you need an engine flare thing? 3, do you need and engine flare thing? 4, is there an table that shows all the hp possibilities (to name the 2d triangles in MS) there are more i'm shure, but thats all I remember now. Thanks in advance

We who are about to die salute you!

Post Thu Aug 21, 2003 9:47 pm

For help on the milkshape thing - well - i could just copy and paste (lazy typer) but i think that imagines thread on this stuff is by far the best one for now!
look HERE
Hope this helps out - it even has pictures!! lol
Chips

Post Wed Aug 27, 2003 9:57 am

Warlord Bob,


Question 1


Scanners, tractor beams and other internal stuff dont go anywhere, you just equip them e.g.

equip = ge_s_scanner_01


Question 2


Engine flare comes from the thrusters not the engine itself, a bit like a car's engine and exhaust, so you need to place the thrusters at hp_thruster hardpoints.


Question 3


Yes, to stop your ship looking cr*p


Question 4


The ones that I know are:

hp_gun For guns
hp_turret For turrets
hp_torpedo For torpedos/Cruise Disruptors
hp_thruster For thrusters
hp_runninglight For flashing lights on your ship
hp_shield For your shield
hp_headlight For the big light on the front of some ships
hp_docklight For flashing red docking lights
hp_contrail For the trails left by wings etc.

Remember you'll have to add a numeric identifier on the end e.g. hp_gun01, hp_gun02 for every hardpoint.

Post Thu Aug 28, 2003 6:57 am

accushot, while u were away i asked if anyone knew of a mod to make GUNBOATS pilotable. chips told me that i should keep looking and he also put
quote "p.s - check back in this thread for a pilotable gunship mod by accushot!"
could you please confirm this and/or give me a link to this mod
this would be greatly appreciated

Just a month ago, not more
We sailed to Greece to win the war. We marched and graoned beneth our loads. While bombers bombed us off the roads; they chased us here, they chased us there, the blighters chased us everywhere. And while the dropped their loads of death, we cursed the ruddy RAF. The RAF were there in force, they left a few at home of course. We saw the entire force one day, when a Spitfire flew the other way. Then we hear the wireless news, when portly "Winston" gave his views. "The RAF in Greece" he said "Are fighting are to give us peace" . Why then we scratched our heads at that, and thought we smelt a mighty rat. For if in Greece the Air Force be, then where the blooming hell are we!?
--New Zealand Soldiers in Greece
1941

Post Thu Aug 28, 2003 8:02 am

Okay - i have improved since then.......hee hee
How to make a pilotable gunboat (generally speaking of course)
Firstly - find the gunboat of your choice in the shiparch.ini ( i will use the kusari one - its my fave!!!)
Now copy and paste the WHOLE of its entry so you see this!!

[Ship
ids_name = 237030
ids_info = 66564
nickname = ku_gunboat
msg_id_prefix = gcs_refer_shiparch_Kusg
mission_property = can_use_large_moors
LODranges = 0, 100, 300, 500, 3000
type = GUNBOAT
DA_archetype = ships\kusari\ku_gunship\ku_gunship.cmp
material_library = ships\kusari\ku_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
linear_drag = 1.000000
mass = 1000.000000
hold_size = 1000000
hit_pts = 100000
explosion_arch = explosion_instant
fuse = ku_gunship_body_fuse, 0.000000, 1
fuse = ku_gunship_burning_fuse01, 0.000000, 2250
fuse = ku_gunship_burning_fuse01, 0.000000, 1125
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 60000000.000000, 60000000.000000, 60000000.000000
angular_drag = 120000000.000000, 120000000.000000, 120000000.000000
rotation_inertia = 16800000.000000, 16800000.000000, 16800000.000000
nudge_force = 150000.000000
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2

[CollisionGroup
obj = ku_star_spike_lod1
separable = parent_impulse = 60.000000
child_impulse = 500.000000
fuse = ku_gunship_body_fuse, 0.000000, 1
dmg_hp = DpSpkmnt_starboard
dmg_obj = ku_gunboat_dmg_star_spike_cap
debris_type = cap_ship_piece
mass = 20.000000
hit_pts = 9000
root_health_proxy = true

[CollisionGroup
obj = ku_port_spike_lod1
separable = parent_impulse = 60.000000
child_impulse = 300.000000
fuse = ku_gunship_body_fuse, 0.000000, 1
dmg_hp = DpSpkMnt_Port
dmg_obj = ku_gunboat_dmg_port_spike_cap
debris_type = cap_ship_piece
mass = 20.000000
hit_pts = 9000
root_health_proxy = true

[CollisionGroup
obj = ku_port_wing_lod1
separable = parent_impulse = 60.000000
child_impulse = 600.000000
fuse = ku_gunship_body_fuse, 0.000000, 1
dmg_hp = DpWing_port
dmg_obj = ku_gunboat_dmg_port_wing_cap
debris_type = cap_ship_piece
mass = 20.000000
hit_pts = 9000
root_health_proxy = true

[CollisionGroup
obj = ku_star_wing_lod1
separable = parent_impulse = 60.000000
child_impulse = 500.000000
fuse = ku_gunship_body_fuse, 0.000000, 1
dmg_hp = DpWing_starboard
dmg_obj = ku_gunboat_dmg_star_wing_cap
debris_type = cap_ship_piece
mass = 20.000000
hit_pts = 9000
root_health_proxy = true

[CollisionGroup
obj = ku_port_eng_lod1
separable = parent_impulse = 60.000000
child_impulse = 30.000000
fuse = ku_gunship_body_fuse, 0.000000, 1
dmg_hp = DpEng_port
dmg_obj = ku_gunboat_dmg_port_eng_cap
debris_type = debris_vanish
mass = 20.000000
hit_pts = 9000
root_health_proxy = true

[CollisionGroup
obj = ku_star_eng_lod1
separable = parent_impulse = 60.000000
child_impulse = 30.000000
fuse = ku_gunship_body_fuse, 0.000000, 1
dmg_hp = DpEng_starboard
dmg_obj = ku_gunboat_dmg_star_eng_cap
debris_type = debris_vanish
mass = 20.000000
hit_pts = 9000
root_health_proxy = true

[CollisionGroup
obj = ku_cntrltwr_lod1
separable = parent_impulse = 60.000000
child_impulse = 30.000000
debris_type = debris_vanish
fuse = ku_gunship_body_fuse, 0.000000, 1
dmg_hp = DpCntrltwr
dmg_obj = ku_gunboat_dmg_tower_cap
mass = 20.000000
hit_pts = 9000
root_health_proxy = true

[CollisionGroup
obj = ku_frnt_port_lod1
separable = parent_impulse = 10.000000
child_impulse = 3000.000000
debris_type = cap_ship_piece
fuse = ku_gunship_body_fuse, 0.000000, 1
group_dmg_hp = DpFrnt
group_dmg_obj = ku_gunboat_dmg_front_cap
mass = 200.000000
hit_pts = 9000
root_health_proxy = true

[Simple
nickname = ku_gunboat_dmg_tower_cap
DA_archetype = Ships\kusari\ku_gunship\ku_gunship_dmg_cntrltwr.3db
material_library = ships\kusari\ku_capships.mat
mass = 1000.000000
LODranges = 0, 3000

[Simple
nickname = ku_gunboat_dmg_port_eng_cap
DA_archetype = Ships\kusari\ku_gunship\ku_gunship_dmg_eng_port.3db
material_library = ships\kusari\ku_capships.mat
mass = 1000.000000
LODranges = 0, 100, 3000

[Simple
nickname = ku_gunboat_dmg_star_eng_cap
DA_archetype = Ships\kusari\ku_gunship\ku_gunship_dmg_eng_starboard.3db
material_library = ships\kusari\ku_capships.mat
mass = 1000.000000
LODranges = 0, 100, 3000

[Simple
nickname = ku_gunboat_dmg_front_cap
DA_archetype = Ships\kusari\ku_gunship\ku_gunship_dmg_frnt.3db
material_library = ships\kusari\ku_capships.mat
mass = 1000.000000
LODranges = 0, 100, 3000

[Simple
nickname = ku_gunboat_dmg_port_spike_cap
DA_archetype = Ships\kusari\ku_gunship\ku_gunship_dmg_spkmnt_port.3db
material_library = ships\kusari\ku_capships.mat
mass = 1000.000000
LODranges = 0, 3000

[Simple
nickname = ku_gunboat_dmg_star_spike_cap
DA_archetype = Ships\kusari\ku_gunship\ku_gunship_dmg_spkmnt_starboard.3db
material_library = ships\kusari\ku_capships.mat
mass = 1000.000000
LODranges = 0, 3000

[Simple
nickname = ku_gunboat_dmg_port_wing_cap
DA_archetype = Ships\kusari\ku_gunship\ku_gunship_dmg_wing_port.3db
material_library = ships\kusari\ku_capships.mat
mass = 1000.000000
LODranges = 0, 100, 3000

[Simple
nickname = ku_gunboat_dmg_star_wing_cap
DA_archetype = Ships\kusari\ku_gunship\ku_gunship_dmg_wing_starboard.3db
material_library = ships\kusari\ku_capships.mat
mass = 1000.000000
LODranges = 0, 100, 3000

Now after this - you need to change some stuff.
First - change the nickname (mygunboat will do)
Then put in shipclass after that :
shipclass = 0
Then change the mision property like this:
mission_property = can_use_berths
Change the type:
type = FREIGHTER
add these two lines below the nudge force (otherwise it don't steer correctly!!)
strafe_force = 20000
strafe_power_usage = 2
Now you need a cockpit camera view!
cockpit = cockpits\kusari\mygunboat.ini
max_bank_angle = 15
camera_offset = 25, 85
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
(the cockpit = line (we will make our turret view later on!!)
Then you need some weapons - the best way is to look in the loadouts_special.ini and search for a kusari gunboat loadout.....oh - i found one for you!! Aint i nice!!
[Loadout
nickname = ku_gunboat
archetype = ku_gunboat
equip = ge_s_scanner_02
equip = infinite_power
equip = ge_s_tractor_01
equip = sfx_rumble_gunvessel
equip = ge_kg_engine_01
equip = ku_gunboat_turret01, HpTurret_K4_01 ;weapons mounts here!!
equip = ku_gunboat_turret01, HpTurret_K4_02
equip = ku_gunboat_turret01, HpTurret_K4_03
equip = ku_gunboat_forward_gun01, HpTurret_K5_01
equip = SlowMediumGreen, HpRunningLight01
equip = SlowMediumGreen, HpRunningLight02
equip = SlowMediumGreen, HpRunningLight03
equip = SlowMediumGreen, HpRunningLight04
equip = SlowMediumGreen, HpRunningLight05
equip = LargeWhiteSpecial, HpHeadLight01
cargo = commodity_H_fuel, 50
Now you notice it can take three turrets and 1 gun - so add those to your shiparch.ini for it - so you get the following!
hp_type = hp_turret_special_7, HpTurret_K4_01
hp_type = hp_turret_special_7, HpTurret_K4_02
hp_type = hp_turret_special_7, HpTurret_K4_03
hp_type = hp_gun_special_7, HpTurret_K5_01
You can copy and paste that in by the way....
Then just add the following as well (everything else has it soooo....)
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
That is your shiparch.ini sorted!! Save that off now and go to the goods.ini
There we will have to make a) a hull reference, and b) the package you get when you buy it (we will make it come with some guns!)
at the bottom of the goods.ini we make a package!
This is the hull forit
[Good
nickname = mygunboat
category = shiphull
ship = mygunboat
price = 1
ids_name = 237030
item_icon = Equipment\models\commodities\nn_icons\rh_freighter.3db
Then the package (what it has when you buy)
[Good
nickname = kugun_package
category = ship
hull = mygunboat
addon = ge_s_scanner_02, internal, 1
addon = infinite_power, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = sfx_rumble_gunvessel
addon = ge_kg_engine_01, internal, 1
addon = te_gunboat_turret01, HpTurret_K4_01
addon = te_gunboat_turret01, HpTurret_K4_02
addon = te_gunboat_turret01, HpTurret_K4_03
addon = te_gunboat_turret01, HpTurret_K5_01
addon = SlowMediumGreen, HpRunningLight01, 1
addon = SlowMediumGreen, HpRunningLight02, 1
addon = SlowMediumGreen, HpRunningLight03, 1
addon = SlowMediumGreen, HpRunningLight04, 1
addon = SlowMediumGreen, HpRunningLight05, 1
addon = LargeWhiteSpecial, HpHeadLight01, 1
Notice that this is similar to the one in loadouts_special.ini?? We just make all things saying equip = to addon =
Make sure you also add the lines at the top there!
Oops - this is actually my own custom one - notice the gunturrets?? Use the same as the one from the package in loadouts_special.ini!! (see above and below!)
addon = ku_gunboat_turret01, HpTurret_K4_01
addon = ku_gunboat_forward_gun01, HpTurret_K5_01
Once you have your THREE turrets and one forward gun up in that package rather than my custom ones, then save it off again....
NOw open up your market_ships.ini and search for you base of choice (like manhatten) and then put in your ship (ie instead of lf for liberty fighter (patroit) make it say kugun_package
marketgood = lf_package, 1, -1, 1, 1, 0, 1, 1
will become
marketgood = kugun_package, 1, -1, 1, 1, 0, 1, 1
Notice that the package name and the ship name aren't the same!! this is important.......very important okay! Always make sure they are something_package.........hehe
Okay - now save that. What is left - oh yeah - our turret cam.
Okay - you saw the structure (directory structure) in your shiparch.ini? (look up again to see it)
cockpit = cockpits\kusari\mygunboat.ini
Well you need to create the mygunboat.ini in that folder (kusari folder)
Once you make the ini - put in the following spiel!
[Cockpit
mesh = cockpits\liberty\models\li_freighter_cockpit.cmp
int_brightness = 0.500000
head_turn = 30, 10

[CockpitCamera

[TurretCamera
tether = 0.000000, 20, 150 ;shows the camera dist from ship
yaw_rotate_speed = 2.000000
pitch_rotate_speed = 1.500000
accel_speed = 5


Notice my commented part there (don't add the comment!) that is cause if you make destroyers and battleships using the same method - you will have to change those values (can be as high as 200, 600!!!) The same applies for the line in the shiparch.ini saying camera_offset = 25, 85
The bigger your ships get - the bigger those values will need to be! (so you aint looking out from inside the damned ship!)
Okay - now you have got it all!! One gunship....
You can use the same method for making other capships flyable - but pay close attention to detail! Notice things like the names you use........basically follow the same method as above, but make sure you check correctly with the goods.ini (causes game to crash if wrong). Now then.....
one last thing - the turret mounts you have there are specifying certain guns of the kusari navy - to change them - well, put in the names of the turrets from the weapons_equip.ini you wish for!
Enjoy flying the beastie - they are great fun!! Watch out though - you have NO shield.....also to make a shield, you would need to make a hardpoint in the CMP file for it..........well there are ways round it, but i aint gonna let on - too many people would cheat even more in MP if they knew how
Chips

*edit* there should be a closing square bracket after an opening one - so using the usual bracket ( it should look like this
(Ship) but with sqaure brackets!!! That is for EVERY instance you see a square bracket - for some reason this place loses the closing one!!

Edited by - chips on 28-08-2003 09:06:53

Post Thu Aug 28, 2003 9:03 am

I posted this at page 9 i know its a long time ago but noone answered
I an not new to modding (can make pretty everything with ships & guns, already made a couple of ships and 100 other smaller mods).
but this one made me curious, so i asked about it. i tried and it didn't work.
i am still interested in this. accu<o>shot, can u pls answer?
---------------------- old post: ----------------------

I have a question to the "swarm" missiles you described a few weeks ago.

it's about this:
projectile_archetype = missile01_mark01_rtc_ammo
projectile_archetype = missile01_mark01_rtc_ammo2 ;<-- Add
projectile_archetype = missile01_mark01_rtc_ammo3 ;<-- these
projectile_archetype = missile01_mark01_rtc_ammo4 ;<-- lines

i tried this out, thought over it again and again and came to the conclusion that it can't work!!!
why?
simple: the "variable" project_archetype will be overwritten by the value specified in each next line. the result was only one missile (the one from the last line).

correct me if i am wrong. has anyone managed to fire multiple shots from a gun at the same time?
pls message me or post it here if this is the case.
tnx in advance

Post Thu Aug 28, 2003 9:07 am

You tried it then? or did you try doing it so its ammo, ammo1, ammo2 kinda format? Tried them at all?
I would have said you can't make different things before i got into modding - the only way to know is to try it...then you will know if it works or not.

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