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The general place to discuss MOD''ing Freelancer!

Post Sun Oct 26, 2003 6:06 pm

go to http://www.lancersreactor.com/t/forum/t ... ng&M=False

to answer your station question
@chips I think something is wrong with my ini editor when I edit initial world with it even if I make no changes it's size goes up 14 k and it no longer works

Post Sun Oct 26, 2003 7:09 pm

Hmm - i know of no corruption in intialworld.ini file when decoded at all - i suggest that when you open it, you have it 'in' the window with all the text of the file. At this point, make sure initialworld.ini is highlighted (selected still) in the middle window (if using BiniQDU that is)and then delete it. At that point, make the changes then save it as initialworld.ini

Sometimes the darned thing doesn't actually save the latest changes, so retaining the old settings. This especially happens when deleting something in the files. As for the size going up........ - erm - mine is at 72kb so i am not sure really - as that is awfully high. I will loook into it, but needless to say i am not moddin much anymore..........and answering questions alot slower too.

Post Sun Oct 26, 2003 10:39 pm

In the Newcharicter.ini file can you shange the starting ship/credits/station by adding/editing, other ships, changing the station ie Li01_01 ---> to Li01_03 to make you start on The battleship Misouri? can you do this or is it harder?

Thanks

-Trail-

[email protected]

Post Mon Oct 27, 2003 12:59 am

For a server game - yes. For SP - NO

Post Mon Oct 27, 2003 3:13 am

ok, i want to create a new item. A Thruster to be precise, how do i go about this? so far i have done this (this is for FLMM - Needs to be tbh) :

<data file="data\equipment\st_equip.ini" method="append">
<source>
[Thruster
nickname = i_thruster_01
ids_name = 263740
ids_info = 264740
DA_archetype = equipment\models\st\ku_thruster.3db
material_library = equipment\models\ku_equip.mat
HP_child = HpConnect
hit_pts = 8000
explosion_resistance = 0.500000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
max_force = 72000
particles = gf_ge_s_thruster_01
hp_particles = hpthrust
power_usage = 100
lootable = true
separation_explosion = sever_debris
LODranges = 0, 20
</source>

Now all i have done is copy the info of another thruster from st_equip and changed the power_usage and nickname. How do i make it have a new name 'ingame'. Also, could you link to a run through of how to set where it is sold? Thanks very much

ScOpEH

For ever we search..... but what we find in ourselfs is enough

Post Mon Oct 27, 2003 3:54 am

I would also like to know how I would go about changing the price and location the eagle is sold. How do I do this?

I don't care to belong to a club that accepts people like me as members.

Post Mon Oct 27, 2003 9:58 am

hi chip... how's your mod doing, my ships are almost ready. just need to create a base for them for an easy upgrade. And of course it is all scripted, for compatibility reasons on any mods.

Do you still want the ships...

Are you feeling lonely or just plain horny then Click Here!!! and you'll have lots of fun...

Post Mon Oct 27, 2003 1:19 pm

Hey Chips! Happy B-day.

Sorry a little late,

How do you make weapons so they will not move. Accushot kind of covered about making a new weapon hardpoint but I did not under stand! I'm pretty sure it has something to do with the axis and min and max. Just not sure about what to put in them.

Also is it possible to make parts of ships and import them into the game and be able to combine all the parts and have them act as one whole ship?
_____________________________

Experience is the worst teacher!
It gives the test before the lesson.

Edited by - -{Yeti}- on 28-10-2003 12:05:10

Post Mon Oct 27, 2003 4:58 pm

Post Wed Oct 29, 2003 4:05 am

This may have been asked earlier, but im too lazy to read every page of the forums looking for it. How do you start in single player with more money? thanks!

Ah... Dr. Livingston, i presume?
--Henry Morton Stanley

Post Thu Oct 30, 2003 2:20 am

Excuse me for stating this kind of question again, but How Do You Add New Hardpoints on a Previously Existing Ship? The Hardpoints that exist have already been used and I don't know what to do.

So far I know of two ways, both of which I can't figure out:

1. Load it on Milkshape and add the points manually by editting the ship itself; (can't do it because the ships has too much vertices, and complicated)

2. Use UTC or UTF whatever. I know where exactly to find the points that already exist. I know how to add it. But I can't rename or place the hardpoints onto the ship. Any ideas?

Also, how do you edit costumes? Like, change the appearance of the clothes various characters are wearing. (i.e. Juni, Tobias, Trent)

Any help would be very appreciated. : )

Post Fri Oct 31, 2003 7:49 am

Ok people, kick me if I missed it, but is it possible to mount non-weapon effects on weapons? I keep reading stuff about people mounting the "dyson city beam" and it has made me curious about how it is done.



"I find your lack of faith disturbing"

Post Fri Oct 31, 2003 9:05 am

just got the fx directory and create those effects. hehehe


Are you feeling lonely or just plain horny then Click Here!!! and you'll have lots of fun...

Post Fri Oct 31, 2003 9:16 am

Firebase, I'm talking about using existing effects (such as the afforementioned Beam, or black hole effects etc.) as weapon effects.

Thanks



"I find your lack of faith disturbing"

Post Fri Oct 31, 2003 3:01 pm

I have a question. I wonder how i make new factions, with new names.

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