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

The general place to discuss MOD''ing Freelancer!

Post Sun Jun 29, 2003 8:50 am

Ok, the Train works perfectly except for 2 problems:

Minor Prob: When you go into crusie speed, the engines don't get biggger to give that 'cruise' effect.

Major Problem: You can Moore on Planets/Space Stations/Bases ect, but when you do, it goes into cienimatic mode, and your stuck to the Moore structer* for ever. You can't move, or drop off/get more commodities. And the NPC controlled Trains sometimes try to dock using the Ring, but they end up straying too far into the planet ....pretty funny!

Anyway, it works, but just those 2 probs r there.

Thanks for helping me. I have acutally made a mod! Woohoo!
Thanks a million Acc

If you want my signature, come and Get It!!

Post Mon Jun 30, 2003 9:30 am

No probs Frako! Youre right about adding brackets onto "[ship" etc. To answer your major problem, when the docking sequence goes into cinematic mode press escape and you should skip the cinematic and end up in the base. Im workin on the minor problem, ill let you know if I figure it out.

Post Mon Jun 30, 2003 9:41 am

TeamProjectil


I just wonder what programs/tools modders use to add/create new ships to the game.


There are three main progs that you can use for editing Freelancer, depending on how muich you want to do:

1. (For easy modding) BINI - This prog can be used to uncompress the .ini files in Freelancer. To use, simply drag the .ini file into the BINI icon, delete the original file and rename the file that has been created from file .ini.txt to just file .ini. You can get BINI here

2. (For harder modding) Fled-ids or another dll editing prog - This program can be used to read and change the entries in dll files, for example to create new ship names or random mission offers. You can also get this prog in the download section.

3. (If youre feelin brave!) UTF editor - This prog can be used to edit things such as hardpoints on ships if you are creating your own ships, compressed voice files and generally any file ending .utf It is also available in the download section, somewhere...

Thats about it, i recommend just using BINI to start with until you get the hang of it.

Edited by - Accushot on 30-06-2003 10:42:20

Post Mon Jun 30, 2003 4:12 pm

Thi maybe a stupid qustion, bt were is the fiel which says wat theh npc ships hav like weaps etc.

Post Mon Jun 30, 2003 4:14 pm

Not really a stupid question - after I translated your post! The file you need is DATA/SHIPS/loadouts.ini

Post Wed Jul 02, 2003 6:33 pm

Hey Accu'o'shot,

first I'd like to thank and honor you, that you share your wisdom and spend your time with answering newbie questions. Great job !!
I'm editing a total re-balance of the ship stats, nations and weapons to make things more difficult and force ppl to more teamwork.
So let's see what you can tell about my probs :

How can you create :

1a) a cruise disruptor mine (simply copy a mine and change the warhead with
the one of the cruise disruptor ?)
1b) a flare (copy a countermeasure and change what item to get an explosion as
if you shoot a mine and make this explosion last longer ?)

2) is it possible to make turrets and cruise disruptors fire while you are IN
cruise ?

3) can you make turrets fire multiple shots/missiles ? (dual/quad fire)

4) a "silent mode" : when using the kill engine, you stop and as long as you don't
speed up again, you are not seen on scanners, like cloaked but still visible 4b) or an ECM device: when activated, you disappear from scanners, but uses
weapon energy

5) can you change the different efficiencies of the different weapon types
against the different shield types ?

6) where can you edit the rewarding of the missions ? (wanna cut it down to
strengthen trade and piracy)

7) is it possible to create new mission types :
escort : ship A must reach location X, attacks as local usual, reward depends
on distance
delivery service : you get item A at location Y, now get it to location X and be
rewarded, enemies of the client will hunt you.
scouting : fly to location X, make a scan of different heavy guarded ships/
stations, when item A is discovered, fly home to get rewarded.
player hunting : faction X wants PLAYER A to be killed (how to make a player to a mission target only when faction is hostile to player ??)

If you could help me with these mods, or if you can tell that they're not possible, you're the greatest.

Thx in forward
Khan Goldi

Post Thu Jul 03, 2003 5:43 pm

Cheers Khan!! Even if I cant help you with all of them, ive gotta say these are some damn good ideas!

To put most of your ideas into practise youll need to use the BINI uncompressor - whenever you have to modify a file make sure it is uncompressed first. See above for where to get it and how to use it.

If you want to add new names for your new equipment etc. then youll have to use Fled-ids, again see above for details.

Important Note: In any text in this thread that you have to copy to a file make sure that you add a closing square bracket onto every header beginning with a "[", because HTML cannot display them. For example, add a closing square bracket onto "[Mine"

Answers:

Post Thu Jul 03, 2003 5:44 pm

1a)To create a cruise disruptor mine:

Extract and open DATA/EQUIPMENT/weapon_equip.ini and add the following to the end of the file:

[Explosion
nickname = disruptor_mine_explosion
effect = li_mine01_blast25
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 16
hull_damage = 326
energy_damage = 0
impulse = 0

[Mine
nickname = disruptor_mine_ammo
explosion_arch = disruptor_mine_explosion
loot_appearance = ammo_crate
units_per_container = 10
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_mine_regular
detonation_dist = 4
lifetime = 10
force_gun_ori = true
cruise disruptor = true ;<---- This line makes it a cruise disruptor
DA_archetype = equipment\models\mines\br_plasma_mine.3db
material_library = equipment\models\br_equip.mat
ids_name = 265165
ids_info = 266165
mass = 0.100000
volume = 0.000000
owner_safe_time = 4
linear_drag = 0.400000
seek_dist = 400
top_speed = 60
acceleration = 200
const_effect = li_mine01

[MineDropper
nickname = disruptor_mine
ids_name = 263161
ids_info = 264161
DA_archetype = equipment\models\weapons\li_cm_dropper01.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
damage_per_fire = 0
power_usage = 0
refire_delay = 1
muzzle_velocity = 20
toughness = 3.300000
projectile_archetype = disruptor_mine_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
lootable = true
LODranges = 0, 20, 60, 100

Now add this to the bottom of DATA/EQUIPMENT/weapon_good.ini:

[Good
nickname = disruptor_mine
equipment = disruptor_mine
category = equipment
price = 7460
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_minedropper.3db
combinable = false
free_ammo = mine01_mark03_ammo, 10
ids_name = 263165
ids_info = 264165
shop_archetype = equipment\models\weapons\li_cm_dropper01.cmp
material_library = equipment\models\li_equip.mat

[Good
nickname = disruptor_mine_ammo
equipment = disruptor_mine_ammo
shop_archetype = equipment\models\mines\br_plasma_mine.3db
material_library = equipment\models\br_equip.mat
category = equipment
price = 373
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_mine.3db
combinable = true

This mine launcher uses the names for the Wasp cruise disruptor, youll have to do some dll editing if you want to create your own names.

Post Thu Jul 03, 2003 5:45 pm

2. Firing while cruising

As far as I know, this isnt possible . The only way is to start cruising then cut your engines.

Post Thu Jul 03, 2003 5:47 pm

3. Making guns/turrets fire multiple shots

This can be done, but it only really works on missiles because laser turrets fire all their shots at the same spot and the different lasers sort of "blend in" with each other. As an example, heres how to make the Javelin missile launcher fire quad bursts of missiles:

In DATA/EQUIPMENT/weapon_equip.ini, search the file for "nickname = missile01_mark01_rtc". When you find it, look through the block of text for an entry called "projectile_archetype = missile01_mark01_rtc_ammo". This tells FL that the Javelin launcher fires one Javelin missile every time you fire. Add three more lines under this, identical except for the name of the missile ammo which you should change slightly, for example:

[Gun
nickname = missile01_mark01_rtc
ids_name = 263146
ids_info = 264146
DA_archetype = equipment\models\weapons\li_rad_launcher.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 = 0
refire_delay = 2
muzzle_velocity = 66.699997
toughness = 2.400000
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
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

Now copy the block of text beginning "nickname = missile01_mark01_rtc_ammo" three times, each time renaming it to one of your new projective archetypes, like this:

[Munition
nickname = missile01_mark01_rtc_ammo2
explosion_arch = missile01_mark01_rtc_explosion
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_missile_regular
detonation_dist = 4
lifetime = 6.250000
Motor = missile01_mark01_rtc_motor
force_gun_ori = false
const_effect = li_missile02_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 1000
seeker_fov_deg = 35
max_angular_velocity = 2.903330
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 265146
ids_info = 266146
mass = 1
volume = 0.000000

[Munition
nickname = missile01_mark01_rtc_ammo3
explosion_arch = missile01_mark01_rtc_explosion
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_missile_regular
detonation_dist = 4
lifetime = 6.250000
Motor = missile01_mark01_rtc_motor
force_gun_ori = false
const_effect = li_missile02_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 1000
seeker_fov_deg = 35
max_angular_velocity = 2.903330
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 265146
ids_info = 266146
mass = 1
volume = 0.000000

[Munition
nickname = missile01_mark01_rtc_ammo4
explosion_arch = missile01_mark01_rtc_explosion
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_missile_regular
detonation_dist = 4
lifetime = 6.250000
Motor = missile01_mark01_rtc_motor
force_gun_ori = false
const_effect = li_missile02_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 1000
seeker_fov_deg = 35
max_angular_velocity = 2.903330
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 265146
ids_info = 266146
mass = 1
volume = 0.000000

Now, if you change values such as lifetime, time_to_lock and max_angular_velocity etc. your missiles should separate when you fire, giving you a cool quad missile launcher!

Post Thu Jul 03, 2003 5:48 pm

4. ECM Device

Cant really help with this one, your best bet is to try the "Cloaking Revealed" tutorial to create a cloaking device. Im trying to make this work though because its a great idea, so ill post again if I figure it out.

Post Thu Jul 03, 2003 5:50 pm

5. Changing weapon efficiencys against shield types

This is possible, the file you need is DATA/EQUIPMENT/weaponmoddb.ini. Look through the file for the type of weapon and adjust the numbers next to the shield type. A higher number makes the weapon more effective. For example, to make laser-based weapons more efective against graviton shields change:

[WeaponType
nickname = W_Laser01
shield_mod = S_Graviton01, 0.800000
shield_mod = S_Graviton02, 0.800000
shield_mod = S_Graviton03, 0.800000
shield_mod = S_Molecular01, 1.000000
shield_mod = S_Molecular02, 1.000000
shield_mod = S_Molecular03, 1.000000
shield_mod = S_Positron01, 1.200000
shield_mod = S_Positron02, 1.200000
shield_mod = S_Positron03, 1.200000

to

[WeaponType
nickname = W_Laser01
shield_mod = S_Graviton01, 1.800000
shield_mod = S_Graviton02, 1.800000 ;<-- Change these numbers
shield_mod = S_Graviton03, 1.800000
shield_mod = S_Molecular01, 1.000000
shield_mod = S_Molecular02, 1.000000
shield_mod = S_Molecular03, 1.000000
shield_mod = S_Positron01, 1.200000
shield_mod = S_Positron02, 1.200000
shield_mod = S_Positron03, 1.200000

There are three entries for each weapon type, change them all if you want to change ALL of a type of weapon.

Post Thu Jul 03, 2003 5:51 pm

6. Editing random mission rewards

This data is contained in DATA/RANDOMMISSIONS/diff2money.ini. Change the last number on each line to alter the rewards.

Post Thu Jul 03, 2003 5:53 pm

7. New Random missions

At the moment, it isnt possible to create new random missions. The most useful file is DATA/RANDOMMISSIONS/vignetteparams.ini, which controls the flow of the missions but is horribly encrypted.

You can, however, create new story missions, by looking in DATA/MISSIONS and opening the folder and then the file for the mission, for example DATA/MISSIONS/M01A/m01a.ini for the first mission.

This is fairly complicated but I can post some info to help you if you want to edit the missions. The triggers are basically composed of two kinds of statement, Act_ (Actions) and Cnd_ (Conditions).

These are the available Conditions you can use:

Cnd_ProjHitShipToLbl
Cnd_ProjHit
Cnd_HealthDec
Cnd_DistVecLbL
Cnd_DistVec
Cnd_DistShip
Cnd_PlayerManeuver
Cnd_WatchTrigger
Cnd_CommComplete
Cnd_Timer
Cnd_LaunchComplete
Cnd_SpaceEnter
Cnd_BaseEnter
Cnd_Destroyed
Cnd_True

And these are the available Actions:

Act_AdjAcct
Act_Destroy
Act_StaticCam
Act_SpawnSolar
Act_EtherComm
Act_SetLifetime
Act_Popupdialog
Act_NNIds
Act_SetInitialPlayerPos
Act_NagDistTowards
Act_AdjHealth
Act_LightFuse
Act_SetVibeShiptoLbl
Act_NagOff
Act_LockManeuvers
Act_DeactTrig
Act_StartDialog
Act_PlayerEnemyClamp
Act_SetVibeLbl
Act_SetVibeLblToShip
Act_RevertCam
Act_PobjIdle
Act_SendComm
Act_GiveObjList
Act_CallThorn
Act_SetVibe
Act_SpawnFormation
Act_SpawnShip
Act_RandomPopSphere
Act_PlayMusic
Act_PlayerCanDock
Act_SetNNObj
Act_Save
Act_RpopAttClamp
Act_MovePlayer
Act_ChangeState
Act_NagDistLeaving
Act_RandomPop
Act_ActTrig
Act_Invulnerable
Act_MarkObj
Act_PlayerCanTradelane

As with most modding, the best way to figure it out is to look at what the developers have done and fiddle with the code until it starts to make sense.

Hope this has helped, let me know if theres anything else.

Post Thu Jul 03, 2003 7:40 pm

Alright, here's a dumb newb question for everyone. I've never modded FL but there seems to be a lot of great stuff out there and I want to give some of it a try. A friend is preparing to open a modded server and I just want some assurance. I still want to play on normal unmodded servers also. If I have the newest FLMM is it really as easy as it sounds to activate and de-activate the mods? Thereby allowing me to go back to unmodded servers without getting the boot? Is it best to make a backup on my own just in case or will FLMM definitely take care of it? I probably have a thousand other questions but I'll keep it relatively simple for now. Thanks a bunch.

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