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*** Newbie Questions? Look no further! ***
The general place to discuss MOD''ing Freelancer!
hi im pretty new to editing FL and iv read through alot of the forums but cant seem to find the awnser to this Q newhere but mayb i missed
Q:how do you make a completely new faction with custom voices/looks/patrols/names?
I tried paddys faction editor but that needs the files to be already made in which case i have to use ones from Liberty,Kusari, etc.
if ne1 could help id be delighted.if not its cool.
P.S. keep up the excellant work. Extremely informative forum
Q:how do you make a completely new faction with custom voices/looks/patrols/names?
I tried paddys faction editor but that needs the files to be already made in which case i have to use ones from Liberty,Kusari, etc.
if ne1 could help id be delighted.if not its cool.
P.S. keep up the excellant work. Extremely informative forum
how to make custom faction npc's when they offer a mission to show you name of faction that is offering a mission and show the name of custom faction you r suppose to kill...
"We from starfleet offer you mission to kill borg ships...."
i have custom system with custom factions and defined all needed zones and stuff....everything works just fine except faction names r not showing in mission text when a mission is offered.....
thx
ok I went thru whole thread and couldn't find anything about it and i saw somebody mentioned Chips was writing about it somwhere or something similar
thx for any help
Edited by - Arch_Devil on 3/5/2006 8:45:46 AM
"We from starfleet offer you mission to kill borg ships...."
i have custom system with custom factions and defined all needed zones and stuff....everything works just fine except faction names r not showing in mission text when a mission is offered.....
thx
ok I went thru whole thread and couldn't find anything about it and i saw somebody mentioned Chips was writing about it somwhere or something similar
thx for any help
Edited by - Arch_Devil on 3/5/2006 8:45:46 AM
Well i need a little help here...see, i've modified li05_01_base's position, name, archtype, faction, & also added rooms, comm, eqp, ship, & npcs, but the problem is, i don't have any commodity's pricelist record, even if i re-visit the base's commodity trader, and so far it does the same for manhattan.
Btw, sorry if this ever asked and of course...for my unique english...=)
Better be late than never.............but better be quick...or die...!!
Btw, sorry if this ever asked and of course...for my unique english...=)
Better be late than never.............but better be quick...or die...!!
oops...my mistake, i just found out that i've put manhattan's ids_name to my new station in alaska, so that's why i couldn't have both place's commodity price list....i guess...
anyway, i do need some help, n those are:
1st: i've added gunboat patrol to my new system, but everytime they spotted the enemies, they just running away n only the escorter who fought them. What should i do to fix it so no matter how strong the enemies, they still fight them?
2nd: how can i change the station archtype in the random mission to a battleship type?
3rd: what's the meaning of open, exclusion, or field mission type in vignettes?
and...
4th: is it possible to make a planet dockable without using a docking ring?instead it'll use the atmosphere that act as a docking zone, err...something like if we fly to a radiation zone or to less sensor efficiency area than it will trigger some effect, in this case it'll trigger the docking effect? (sorry if i'm not very clear...u can ask me to reply)
well, that's it for now...and i would appreciate any of your reply...thnx!
Better be late than never.............but better be quick...or die...!!
anyway, i do need some help, n those are:
1st: i've added gunboat patrol to my new system, but everytime they spotted the enemies, they just running away n only the escorter who fought them. What should i do to fix it so no matter how strong the enemies, they still fight them?
2nd: how can i change the station archtype in the random mission to a battleship type?
3rd: what's the meaning of open, exclusion, or field mission type in vignettes?
and...
4th: is it possible to make a planet dockable without using a docking ring?instead it'll use the atmosphere that act as a docking zone, err...something like if we fly to a radiation zone or to less sensor efficiency area than it will trigger some effect, in this case it'll trigger the docking effect? (sorry if i'm not very clear...u can ask me to reply)
well, that's it for now...and i would appreciate any of your reply...thnx!
Better be late than never.............but better be quick...or die...!!
I agree with max...n also wanna add that perhaps the new page(s) can be specified by system, weapon, mission, ship, encounter, etc modding...so than the newbs can easily search what kind of modding they need.
Well that just an idea...and hope could be useful.
PS: please somebody help me by answering me Qs...specially #1,2,3...i need it badly...or at least tell me what page i should open...thnx!
Better be late than never.............but better be quick...or die...!!
Well that just an idea...and hope could be useful.
PS: please somebody help me by answering me Qs...specially #1,2,3...i need it badly...or at least tell me what page i should open...thnx!
Better be late than never.............but better be quick...or die...!!
Hi Pyroclastic.
I'll try to help out...
1. Gunboats running away - you may have chosen the wrong encounter type in your system ini file, in the zone entry.
Look for example in DATA\MISSIONS\ENCOUNTERS\area_assault.ini, note the pilot_job line should be pilot_job = assault_job and change your encounters to match. If you made a copy of one of the original encounter files and changed that, then you need to give your file's name at the top of the system's .ini file where all encounter files are specified.
2. Check out the file DATA\RANDOMMISSIONS\killablesolars.ini
It looks like you need to copy one of the existing Navy's battleship entries, change the archetype to the battleship type you want, its loadout to the one you want ( note - these are station loadouts and they are in DATA\SOLAR\loadouts.ini ), and specify which faction(s) will generate the ship. I haven't done this myself yet so I don't know for sure at the moment, sorry.
3. Vignette zones... OK, here's my knowledge to date, but I could be wrong:
'Open' means the mission area is in an open space and you can get missions against stations and weapons platforms there too as well as ship kill missions.
'Exclusion' - I'm not sure of the exact difference but it behaves similar to the 'Open' zone and you will get missions against stations and weapons platforms there. I believe these can be made in asteroid exclusion zones as clear areas?
'Field' means the mission area is in an obstructed area such as an asteroid field, so the game will not give you stations or weapon platform missions, only ship-vs-ship missions.
Notes:
You can easily make more vignette zones, just copy existing ones and paste them in and change only the zone name/number.
a) Be sure that the vignette zone's
property_flag = 131072 and
mission_type = lawful, unlawful (to get missions against lawful and unlawful factions)
b) Vignette zones must be within about 34k of the base giving the missions or you won't get missions in them from that base.
c) They can overlap too, so you can have the exact same pos = line, but not more than 6. 7 overlapping vignettes may be OK but 8 crashes my game every time.
4. Yes - but you need to do quite a bit of work to design your own dock thingy (shape or cloud wotsit thingummy), with dockmounts and loadout etc.., or for ease you need to just have a mooring fixture at the planet, docking with the base name ( that is the planet's base ). So if there's no fixture you will have to add one. It's not too hard, I managed from no knowledge within an hour. You will need to find the entry for docking_fixture in DATA\SOLAR\Solararch.ini and change one of its docking berths to "jump" type so ships can dock at it. I chose A for mine:
docking_sphere = jump, HpDockMountA, 800
Note that they are normally moor_medium at the fixture. This type of dock mount will not allow the ship (neither yours nor NPC ships) to actually dock, it's just a tethering point so that in the game it looks like traders and freighters are stopping there to load & unload. In fact they just stop there for a while then go because they can't actually change cargo as they are not docked. If you try to dock at a fixture without modding it first and don't escape in time, you will go into the docking squence and just get stuck there. )
Having said all of this, have a look in the mods here, there are a few no-ring docking mods I think.
Hope that has helped a bit.
I'll try to help out...
1. Gunboats running away - you may have chosen the wrong encounter type in your system ini file, in the zone entry.
Look for example in DATA\MISSIONS\ENCOUNTERS\area_assault.ini, note the pilot_job line should be pilot_job = assault_job and change your encounters to match. If you made a copy of one of the original encounter files and changed that, then you need to give your file's name at the top of the system's .ini file where all encounter files are specified.
2. Check out the file DATA\RANDOMMISSIONS\killablesolars.ini
It looks like you need to copy one of the existing Navy's battleship entries, change the archetype to the battleship type you want, its loadout to the one you want ( note - these are station loadouts and they are in DATA\SOLAR\loadouts.ini ), and specify which faction(s) will generate the ship. I haven't done this myself yet so I don't know for sure at the moment, sorry.
3. Vignette zones... OK, here's my knowledge to date, but I could be wrong:
'Open' means the mission area is in an open space and you can get missions against stations and weapons platforms there too as well as ship kill missions.
'Exclusion' - I'm not sure of the exact difference but it behaves similar to the 'Open' zone and you will get missions against stations and weapons platforms there. I believe these can be made in asteroid exclusion zones as clear areas?
'Field' means the mission area is in an obstructed area such as an asteroid field, so the game will not give you stations or weapon platform missions, only ship-vs-ship missions.
Notes:
You can easily make more vignette zones, just copy existing ones and paste them in and change only the zone name/number.
a) Be sure that the vignette zone's
property_flag = 131072 and
mission_type = lawful, unlawful (to get missions against lawful and unlawful factions)
b) Vignette zones must be within about 34k of the base giving the missions or you won't get missions in them from that base.
c) They can overlap too, so you can have the exact same pos = line, but not more than 6. 7 overlapping vignettes may be OK but 8 crashes my game every time.
4. Yes - but you need to do quite a bit of work to design your own dock thingy (shape or cloud wotsit thingummy), with dockmounts and loadout etc.., or for ease you need to just have a mooring fixture at the planet, docking with the base name ( that is the planet's base ). So if there's no fixture you will have to add one. It's not too hard, I managed from no knowledge within an hour. You will need to find the entry for docking_fixture in DATA\SOLAR\Solararch.ini and change one of its docking berths to "jump" type so ships can dock at it. I chose A for mine:
docking_sphere = jump, HpDockMountA, 800
Note that they are normally moor_medium at the fixture. This type of dock mount will not allow the ship (neither yours nor NPC ships) to actually dock, it's just a tethering point so that in the game it looks like traders and freighters are stopping there to load & unload. In fact they just stop there for a while then go because they can't actually change cargo as they are not docked. If you try to dock at a fixture without modding it first and don't escape in time, you will go into the docking squence and just get stuck there. )
Having said all of this, have a look in the mods here, there are a few no-ring docking mods I think.
Hope that has helped a bit.
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