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The general place to discuss MOD''ing Freelancer!

Post Thu Jan 08, 2004 3:32 pm

Use The Save Games Editor and edit the multiplayer account. It is made by Joe Boomz and is in the downloads area.

Post Fri Jan 09, 2004 8:23 am

I can't find it

Post Fri Jan 09, 2004 8:35 am

oh... i found something called like that
thanks

Post Fri Jan 09, 2004 12:43 pm

Okay, I'm having a Jumpgate Problem with the Alaska Jumpgate.

I can't seem to get any of the pops to enter or leave thru the jumpgate. If I remove it and place in a jumphole and (2) jumpholes, they use them. If I have both in, gate and hole, they use only the holes. If it's just the gate, they ignore it...

The pops are all in and set correctly. I don't understand why. I tried what I was doing in another system, it worked....but not in Alaska. So...do I need to do something, perhaps, on the New York side of the gate to get them, it, to work? Is there something that is special to Alaska that "needs to be turned on..." for it to operate? I'm stumped....

Post Fri Jan 09, 2004 1:13 pm

I saw on another server several admins and they chould all control the game....
they chould all work with IONCROSS, and they are from differend computers, different country's...
How can I control the server from another place with IONCROSS ?
How can a admin of mine have that power ? what do I have to do ? what does he have to do ?

Post Fri Jan 09, 2004 1:20 pm

On my server, which is LAN, at home, my son and I have access to the server files, but we are networked together. They are based on my machine, and we "share" the file access. The editor works as well. So, I would believe that they (the other admins) too would be networked together...or...the files themselves are stored on a hosted, an independent, server that has several authorized user/admins. BUT...this is just a guess on my part....

Post Fri Jan 09, 2004 7:59 pm

hi
can u(chips)make me a hack?like money or like sheilds that can't die and u can cloak like that? or can u get me the admins mod?

thx if u can help me

Post Sat Jan 10, 2004 4:53 pm

@anotherone:
**Flame on**
If you want a hack, go make it yourself, he has better things to do, as for the cloak, dont ask, your not going to get it, if you know about it at all, you should know that it is BANNED and its used for cheating, if you 'wont' cheat with it, congratulations. you still wont get it. if you want a cloak for SP, there is no such thing, the AI knows where to shoot.
**Flame off**



Edited by - deathwalker10982 on 1/10/2004 4:56:57 PM

Post Sat Jan 10, 2004 5:12 pm

Ricardius

your pop problem in Alaska, have you set the pop 'type' area to a 'gate' type, or is it set to 'wormhole' ? Just an idea. The Newyork system won't effect your zone in Alaska.

I'm having a problem with exclusion zones in Alaska, and other systems. I've copied some from the same system and they don't work. It seems such a simple thing to do too???

S

Post Sat Jan 10, 2004 5:24 pm

Firebase,
brilliant idea on using frieghters for capships encounters. also, if they are set to a frieghter class it may be possible to put them on trade type patrol routes. There's a lot of possibilities there. I'm trying to get gunboats to act more aggresive and that gives me another option.

S

Post Sat Jan 10, 2004 6:23 pm

Steve...

That's it...I copied in some exclusion zones and they work in some areas in Alaska, but not others. Example, I made a debris field near Mitchell....works fine....I can get pop to enter and leave both Mitchell and Junaeu...but not the Jumpgate.

I know about the "pop type...." command. The jumpgates work fine in other systems. Just not in Alaska...Could it be "hardwired" as such? Something left over from the SP game? The "visit" command is set to allow access, and listings as well. ("Universe ini" Now, I too have had a problem with the exclusion zones in general for Alaska...major tweaking to get it to do anything. (Namely...deleteling it altogether and cut-paste in a new one...)

Post Sat Jan 10, 2004 6:25 pm

I just found my answer on exclusion zones. I used the search forums facility. Its only took me 3 months to find that. Slow learner me.

S

Post Sat Jan 10, 2004 7:10 pm

Ricardius,
my problem was not adding my exclusion zones in the solar nubula files.

On your jumpgate problem, I've looked into the Alaska system ini and universe ini and can't find any reason why it wouldn't work.

I'm working on an sp mod, so I'm staying away from the story line mission areas. I've made a base in a far off corner of the system.

Maybe you'll have to make a trade type patrol route that ends at the gate. I've found that always works when I've tried it in other systems. I'm not too bad at setting patrol routes. If you don't know, a patrols location point is the middle of the route and not one of the ends. The angle of the route is more complicated to explain but,you may know this already, but beings I've started. This may help other noobs like myself so my simple noob approach is;

rotate = 90, angle, 180 or -90, angle, 0

90, 90, 180 is horizontal, I think if I remember 90, 0, 180 is vertical

The angle starts at the vertical, or 12 o'clcock, so angle = 0 is straight up. I use a bit of trig to work out the length and angles.

I usually use the 90 and 180, I've not tried the -90 and 0 yet. I've not had to as my patrols seem to work fine.

size = width(radius ?), length

hope this helps.

S

Post Sat Jan 10, 2004 7:35 pm

Just so's I know. Has anyone managed to add a faction in sp. I read all the tutorials on factions, rep, props etc. Edited a save, and it failed. I can't find anything wrong but I won't try and debug it again if no ones managed it, or its impossible.

S

Post Sat Jan 10, 2004 8:36 pm

@steve
In FL's EXE directory, there is a newplayer.fl. To my understanding, this is very much like the mpcewcharacter file, so to could add your new faction in there, you will have to download a save encoder/decoder. The rest of the process will be like MPnewcharacter.fl

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