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The general place to discuss MOD''ing Freelancer!

Post Thu Jul 03, 2003 10:36 pm

Hails evryone !

First a very big THX to Accu'o'shot for this fast and extensive answer (where the hell do you know the cmnds. for mission creation ?) !! Never close this thread, you're in good company here !! lol
Great mate, now I have stuff to think about, but I will definately ask more when my mod is under construction (start modding next week in my holis).
(No need to explain now, but do you know how to edit the story line ?)
But one quick question now : I wanna make engines and armors buyable. Can they be categorized like shields (light fighter, heavy fighter etc.) ?
Btw, I gave a countermeasure dropper the disrupter mine as ammo, and it can be dropped IN cruise now ! Disadvantage : you have to fire it manually, otherwise you drop a cm too

Have a nice day & thx again
Khan Goldi

@ freakzilla : I use FLMM 1.2 and it is as simple and save as written. Start it, have a click on the mod you want, cklick on "activate" and there you go !
Deactivation the same way on the "deactivate" button. The latest version has been improved, I had no probs till now. The backup functions works too, but if you want to be on the safe side make your own backups .

cu all

Post Fri Jul 04, 2003 9:17 am

HistoryBuff


Is it possible to change how radioactive some places are?


Sure is, you need to add a zone like this to your system:

[zone
nickname = Zone_Robs_Radioactive_Field ;<--- Or whatever
ids_name = 261336
pos = 26207, 0, -9522
rotate = 0, 20, 0
shape = ELLIPSOID
size = 5000, 1000, 5000
property_flags = 32768
property_fog_color = 40.000000, 90.000000, 80.000000
ids_info = 66019
damage = 8
visit = 32
spacedust = radioactivedust
spacedust_maxparticles = 35
sort = 99
Music = zone_nebula_nomad

Khan, Im glad it worked! Youre best bet for changing the story line is to change the sound files that the characters speak (In DATA/AUDIO/DIALOGUE). The actual stroyline seems to be hard-coded.

Edited by - Accushot on 04-07-2003 10:18:48

Post Fri Jul 04, 2003 1:48 pm

to put the anubis up for sale, check out the 'how to get to toledo' tuitorial, you can buy all the order guns and equipment as well as the Anubis on toledo when you revisit.
____________________________________________________________________

I'm not a smuggler, i just sell alien artefacts and cardamine to the poor and needy!

Post Fri Jul 04, 2003 3:23 pm

Hi !
I edited the cargo hold of my rh_cruiser but i cant tractor the number i inserted.
The only way to make a full hold is bying goods.
Who can help ?

Post Sat Jul 05, 2003 8:48 am

Hmm,problem... This is all I can think of:
1) Double check that youve changed the hold size in DATA\SHIPS\shiparch.ini.

2) Look in DATA/EQUIPMENT/goods.ini and make sure your ship has a line something like this:

addon = ge_s_tractor_01, internal, 1

It may not be identical to this but this line is the one that gives your cruiser a tractor beam. If you havent, add it.

Post Sat Jul 05, 2003 7:03 pm

Yeah.. I just wanted to know the code name for some ships... because frankly, I cant find mine :\. My ship is a Liberty Heavy Fighter....


Oh and another thing... is there a way to change how much money your character has?

Post Sun Jul 06, 2003 5:53 am

I think Accushot needs a break, so I'll hop in and answer a few for him...

Xotic,

The nickname you're looking for is li_elite (Liberty Elite). A list by ids_name is available http://www.lancersreactor.com/t/forum/t ... &M=False' Target=_Blank>here. After doing this for a while you'll figure out the naming system they used, it's just a little rough at first.

Bob McDob,

Since your question seems to have been missed, heres a bit on formations for you.

The file you posted the clip from doesn't control the formation, it just sets up the number of ship for a specifc encounter. But since you posted that excerpt I'll explain that file a bit for you:

[EncounterFormation
ship_by_class = 1, 1, sc_fighters <- Min, Max, ship class
pilot_job = patrol_leader_job
make_class = class_police_patroller
ship_by_class = 2, 2, sc_fighters, -1 <- Min, Max, ship class, level adjustment
pilot_job = patrol_job
formation_by_class = fighters <- can be any class, see below
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite

For the ship_by_class min and max, just make sure the leader is "1,1" and then do whatever you want with the wingmen, if you set it to something like "0,3" the encounter will have between 1 and 4 ships (1 leader + 0-3 wingmen). The formation_by_class chooses which formation to use depending on which faction has just "spawned" using this encounter. To see which formation you need to look for go into faction_props.ini and look at the faction you are interested in. You'll see something like this:

[FactionProps
affiliation = li_p_grp
legality = lawful
nickname_plurality = singular
msg_id_prefix = gcs_refer_faction_li_p

<snipped to save space>

formation = fighters, fighter_li_p <- "fighters" from formation_by_class above
formation = gunboats, armored_li_p

So now, the formation you want to edit for the Liberty Police would be fighter_li_p, open up formation.ini and search for "fighter_li_p" and you'll see this (well, not really, this is from my mod):

[Formation
nickname = fighter_li_p
pos = 0, 0, 0
pos = 25, 25, 25
pos = 100, 100, 50
pos = 125, 125, 75
pos = -50, -150, 100
pos = -25, -125, 125
pl_pos = 50, 50, 75

Each "pos" line is a ship's position, the first number is left(+)/right(-) the second is up(+)/down(-) and the last is forward(-)/back(+). The "pl_pos" line is where the player goes if they join the formation.

Frako,

Your train engine is missing some effects or using an engine effect that doesn't have a cruise effect. Go into engine_equip.ini and add all the lines missing when you compare it with a normally flyable ship. Also, if you want to see the trail behind your engines like you see on the NPC ships make sure the value for trail_effect_player is identical to the value for trail_effect. None of the stock player ships have the visible trail, a quick copy & paste job will let you see the trail in the game behind your own ship.

That should get you all caught up accushot, take the rest of the weekend off

Post Sun Jul 06, 2003 9:14 am

Ok im new in designing new ships... How do i import the ships files to ither, Milkshape 1.64 or Lightwave 7.5 graphic programs.. Exporting i have an idea but i would like to modify the current ship for practice... anybody have an idea.. These programs dont recognize the format?

Lightwave looks for objects in there model program &

Milkshape looks for files with *.ms3d

Freelancer files end with *.sur / *.3db

What import addon do i need or how do i convert this???

Post Mon Jul 07, 2003 9:58 am

First off, cheers Victor for givin my keyboard, and me, a rest!!

Cant really help you im afraid WolfThor. There is a .cmp exporter in the downloads section somewhere, but I cant seem to find it now. This plugin for Milkshape allows you to export your models into .cmp format which Freelancer can read.

As far as I know, there isnt yet a prog for importing FL ships into Milkshape or Lightwave etc. But i may be wrong so if anyone else can help...

Post Mon Jul 07, 2003 3:32 pm

Have been offline for a week, so i started to mod and also build a website (really bored......really basic site though - first attempt)
Have decieded to make it a mod site for noobs, really basic mods and stuff - good idea anyone? Help in answering questions that are beyond me as well (volunteers). What do people think, as it is taking a while to build it up - and if i am wasting my time i would rather give it up! (only just found this thread - thinking that it is not worth it now!)
Cheers

Post Tue Jul 08, 2003 10:21 am

Chips

Sounds like a great idea - Id be happy to help with anything you need help on for your site. When you get your site up post the url here, im sure tons of people are looking for a site for newbies.

Post Tue Jul 08, 2003 7:57 pm

question for you, when I convert the .ini files to the readable files the game will not read them, they dont show up as file.ini.txt. and changing the name and extension does not change the file type. Is there another way to do this?

Post Tue Jul 08, 2003 8:07 pm

In windows explorer go to tools (Or view depending on your windows version) >folder options> view and uncheck "Hide extensions of known file types" Hope that helps.

Post Tue Jul 08, 2003 8:19 pm

thank you for the help, one other thing. Is there a listing in one of the files that give corresponding names to the base numbers in the marketing_commodities file?

Post Tue Jul 08, 2003 8:53 pm

There is a helpful list available in the tutorials forum, just look for something like "Compilation of all names, IDs" Most of the items are listed by ids_name but the bases and systems are listed by nickname so that should help you.

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