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The general place to discuss MOD''ing Freelancer!

Post Wed Feb 18, 2004 5:07 am

Okay - someone was asking about something that i had no idea what they were going on about, well now i do, and i have found the solution as well (I think). It was concerning random missions and getting your place names to appear. Well - it is in the knowledgemap.ini file in the interface folder. It also needs you to put in the name of your faction, however, i am working on this bit - cause i have done this, and my missions still come up with " (faction name) has been causing a problem, and we would like you to go kill Jose Swatzh, we believe his in the (name part here)

The bits in brackets are the bits you add, but i aint been able to get the faction name to come up yet - which is baffling. Arg, need to look through the dll files again (sob).

Okay -someone else was saying they get low level guys for high level missions? Wrell - that is simple - faction_prop.ini file

The faction you have chosen has what i term a "generalisation" - basically a lazy programmer who didn't make it for more difficult stuff...... - action speak louder than words - so here is an example:

Here is the junkers:
[FactionProps
affiliation = fc_j_grp
legality = unlawful
nickname_plurality = plural
msg_id_prefix = gcs_refer_faction_fc_j
jump_preference = jumphole
npc_ship = fc_j_ge_csv_d1
npc_ship = fc_j_ge_csv_d2-3
npc_ship = fc_j_ge_csv_d4
npc_ship = fc_j_ge_csv_d5-9
npc_ship = fc_j_ge_csv_d10
npc_ship = fc_j_ge_csv_d11-19
npc_ship = fc_j_ge_csv_smuggler_d1
npc_ship = fc_j_ge_csv_smuggler_d2-3
npc_ship = fc_j_ge_csv_smuggler_d4
npc_ship = fc_j_ge_csv_smuggler_d5-9
npc_ship = fc_j_ge_csv_smuggler_d10
npc_ship = fc_j_ge_csv_smuggler_d11-19

Note the npc_ship = , remeber this leads to the npcships.ini file?
Look in thar!:

Here is what you get:


[NPCShipArch
nickname = fc_j_ge_csv_smuggler_d11-19
loadout = fc_j_ge_csv_loadout03s
level = d11
ship_archetype = ge_csv
pilot = pilot_pirate_ace
state_graph = FIGHTER
npc_class = unlawful, class_fighter_smuggler, d11, d12, d13, d14, d15, d16, d17, d18, d19

Oh arrr r- level = d11?? - pansy. That is a level 11 guy. Now you can make it 19, but that won't make him harder. Do what i do, change this to:
[NPCShipArch
nickname = fc_j_ge_csv_smuggler_d11-13
loadout = fc_j_ge_csv_loadout03s
level = d11
ship_archetype = ge_csv
pilot = pilot_pirate_ace
state_graph = FIGHTER
npc_class = unlawful, class_fighter_smuggler, d11, d12, d13

[NPCShipArch
nickname = fc_j_ge_csv_smuggler_d14-17
loadout = hard_junkers_loadout
level = d15
ship_archetype = ge_csv
pilot = pilot_pirate_ace
state_graph = FIGHTER
npc_class = unlawful, class_fighter_smuggler, d14, d15, d16, d17

[NPCShipArch
nickname = fc_j_ge_csv_smuggler_d18-19
loadout = psycho_junkers_loadout
level = d19
ship_archetype = ge_csv
pilot = pilot_military_ace
state_graph = FIGHTER
npc_class = unlawful, class_fighter_smuggler, d18, d19

NOTE THE NEW LOADOUTS - YOU WILL HAVE TO GO MAKE THESE IN THE LOADOUTS.INI FILE ELSE THE GUY WON'T BE ANY BETTER

now edit the faction_prop.ini again so that you get:

[FactionProps
affiliation = fc_j_grp
legality = unlawful
nickname_plurality = plural
msg_id_prefix = gcs_refer_faction_fc_j
jump_preference = jumphole
npc_ship = fc_j_ge_csv_d1
npc_ship = fc_j_ge_csv_d2-3
npc_ship = fc_j_ge_csv_d4
npc_ship = fc_j_ge_csv_d5-9
npc_ship = fc_j_ge_csv_d10
npc_ship = fc_j_ge_csv_d11-19
npc_ship = fc_j_ge_csv_smuggler_d1
npc_ship = fc_j_ge_csv_smuggler_d2-3
npc_ship = fc_j_ge_csv_smuggler_d4
npc_ship = fc_j_ge_csv_smuggler_d5-9
npc_ship = fc_j_ge_csv_smuggler_d10
npc_ship = fc_j_ge_csv_smuggler_d11-13
npc_ship = fc_j_ge_csv_smuggler_d14-17
npc_ship = fc_j_ge_csv_smuggler_d18-19


This way you can do stuff. I have done it to about 90% of factions - so xenos flying eagles/falcons, unioners flying eagles, and much much more. Also - this is how you get existing factions into new ships - change stuff and put in what you want. Any mistakes on this and you will crash - you have been warned.

So that gives you a wider range of NPC's for missions - good stuff


Next? lol

Post Wed Feb 18, 2004 6:49 am

GET IN MY SON!!! I have figured out how to get my new factions names INTO the mission text coding. Its only taken 3 solid hours of investigation! Anyway - next is to work on the problem of getting nebulas and the so like into the files

Post Wed Feb 18, 2004 8:39 am

This mayve bin asked b4, but is ther a way of changing the ship/weaps you start with in singleplayer?

Post Wed Feb 18, 2004 8:47 am

Yep, there's two ways actually:

Method 1 :

If you want to simply change the loadout the player recieves, search through DATA/MISSIONS/M01A/m01a.ini for the line "Act_SetShipAndLoadout = ge_fighter, msn_playerloadout". The second parameter is obviously the set of weapons you recieve, change it to another in DATA/SHIPS/loadouts.ini and you will get a different set.

Method 2:

To change or add individual weapons, look in DATA/SHIPS/loadouts.ini. The equipment you receive at the start of the game is under "msn_playerloadout". Add/remove/change lines here to alter the loadout.

Post Thu Feb 19, 2004 12:05 pm

Chips, you say you've figured out to add the faction names into the mission description, mind telling us how?

There is no objective truth other than schplurg,
Everything is relative to schplurg

Post Thu Feb 19, 2004 7:22 pm

Any one help,
my mod crashed freelancer. I rebooted, unloaded the mod. Made some changes including ids change. Then when I tried to reload all I get is:

Error: SHCopyFile failed ('C:\Program Files\Freelancer Mod Manager\mods\Bounty Hunter\EXE\nameresources_new.dll' to 'C:\Program Files\Microsoft Games\Freelancer\EXE\nameresources_new.dll')

I restored backups but no go. I renamed the mod to see if that worked but same message came up. Is this the end of my mod??

S

Post Thu Feb 19, 2004 7:33 pm

No - just reinstall FL - it means that the dll file was acccidently deleted by the sounds of it - in the systems files. Deactivate the mod, then go to FL directory and delete the FL folder. Insert CD and let it install again

OH - and pyshco - of course i will tell people how, once evo 1.28 is out. No offense to anyone, but these days it helps to keep your own discoveries as your own until your mod is out. Once its out, everyone can have some, but of course - letting everyone else know before mine is out with it in is..............foolish?

Edited by - Chips on 2/19/2004 7:35:45 PM

Post Thu Feb 19, 2004 9:16 pm

Thanks Chips,
I Sorted it and saved my dll. Thank goodness. This is what I enjoy about modding. The sweat and panic when it all goes wrong, I must be a maso or something. I can't have rebooted in all the excitement. The dll was stuck in the FL directory. It remained active somehow, don't understand it fully. I was just thinking the other day I hadn't backed up my mod for a week or so, I try to be sensible, but this time I had left it longer than usual then, CRASH! Windows wouldn't let me delete it the dll, so I rebooted and the dll wasn't in the FL directory when I went back to delete it. I'm going to have to read up on dll's.
The original fault was a simple ship package mistake, which I fixed and now everything is fine.

I love this modding lark.

Thanks for all your help on my other questions too Chips.

S

Post Thu Feb 19, 2004 11:57 pm

Hi its me again

I still cant get people in my bars although i have gone into the Mbases.ini file and copied another exactly, only changed it to my system base ie: Li06_01_base.
It still doesnt work. Also rumours dont seem to work either.

Another question: has anyone figured out how to make base yet. I have been working on it for a couple of weeks but keep coming up against road blocks when it comes to camera orientation and docking ports and so on and so on. i have the model and all the hard points right (i think) but the other stuff is giving me hell.

If anyone could help it would be appreciated.

Post Fri Feb 20, 2004 3:56 am

hello Mugga - fraid i have no idea about modelling questions - so asking about anything to do with those is a big ....erm...well - i dunno. Know nothing about camera points and so on, cause i have never looked - but i would assume take a peek at a CMP for exisiting ones - thats about as best i can do am affraid!

However, if you manage to get it all working etc, it would be great to see some pics - nothing better than the opportunity to drool over stuff

For characters on bases..........fraid its a bit lost their mate - must be something wrong somewhere. Have you got everything correct about the base? Post up your file names for base (ie Li01_14_base.ini), your universe.ini file reference and your mbases part (make it only with the main parts and "clip" the rumours and missions refs and stuff off of EACH character on base, otherwise it will probs take up a few pages

Post Fri Feb 20, 2004 4:56 am

Mugga - I might be able to help you, send me the files or a link for them and I'll have a look over them

Chips - Yes I thought you'd say that but no harm in trying. I just thought it might help me in another MOD im doing

There is no objective truth other than schplurg,
Everything is relative to schplurg

Post Sat Feb 21, 2004 12:10 am

Chips,

Can you tell me how do I modify a missile's agility and speed ?

Post Sat Feb 21, 2004 4:44 am

Weapon_equip.ini file, missiles are done by nickname obviously

missile01_mark01 is the .....erm...first one (cannot remember name dammit! )
missile01_mark05 is the cannonball
Missile02_mark05 is the firestalker i think

So - it goes missile01_mark01-05 for 5 missile types with crap tracking/turning and high damage
then missile02_mark01-05 for better tracking/turning and medium damage

then missile03_mark01-04 for high shield damage missiles
Those are the missiles, they have ammo obvioulsy:
Now - changing stats. Here is the......erm......one you cannot buy - massive sheild damage (sorry, i only know them by the nicknames - so its missile03_mark04

[Motor
nickname = missile03_mark04_motor
lifetime = 2.750000
accel = 32.038601
delay = 0 ; How long the motor burns (once out of burn, you have NO method for this missile to track or to change directions. This is because without the missile motor, it has no force to be able to change directions at all.....the accel is the speed at which it can. Too high and it will zip around like a wasp - but overshoot stuff as well (momentum). delay - how long after "launch" before it fires up and moves out. Kinda cool when making "missile pods"

[Explosion
nickname = missile03_mark04_explosion
effect = rh_empmissile_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 20
hull_damage = 195.600006
energy_damage = 7824
;size of blast damage area, amount to hull, amount to shield (shield killer)
impulse = 0

[Munition
nickname = missile03_mark04_ammo
explosion_arch = missile03_mark04_explosion
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_missile_emp
detonation_dist = 8
lifetime = 13.750000
;HOw close to blow, how long before missile dies
Motor = missile03_mark04_motor
force_gun_ori = false
const_effect = rh_empmissile_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 1000
seeker_fov_deg = 35
max_angular_velocity = 2.903330
;Does seek(follow), time taken to Lock On, Range (no point firing until within 1k cause cannot track over that), max angle it can turn at (don't launch as flying past), and max vel for changing directions (fairly poor at turning)
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 265160
ids_info = 266160
mass = 1
volume = 0.000000

[Gun
nickname = missile03_mark04
ids_name = 263160
ids_info = 264160
DA_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 6752
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_10
damage_per_fire = 0
power_usage = 0
refire_delay = 1
muzzle_velocity = 40.299999
;How much power per shot, how long between shots, and speed of shot
toughness = 2.000000
projectile_archetype = missile03_mark04_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90 ;rate of turn of missile mount to shoot (tracking fighter speed kinda thing)
lootable = true
LODranges = 0, 20, 60, 100

Post Sat Feb 21, 2004 4:52 am

So to modify its speed, its NOT the velocity you change, but the acceleration (0 accel, means that if muzzle velocity was high you would have a non tracking "slingshot" kinda missile - old fashioned point and shoot..


lifetime = 2.750000
accel = 32.038601


max_angular_velocity = 2.903330

Yep- lifetime - cause without longer "life" the tracking could be 100 and the accel could be 1mil - but with 0 lifetime to the motor - you have just made one fast non tracking, straight firing thing.

Make accel about 160 and the lifetime around 30 - then watch the missile follow peopel EVERYWHERE - oh thats mean.

Max angular vel - yep, higher is better - BUT interetsing note. A cannonball which has had its velocity increased has around 70% better hit rate, so the faster the more accurate......just increasing speed means that its going to probabily hit someone all the time, but if you really want, crank up that max angular vel.

To make it effective - you can increase the damage radius to around 30 or more (not too big - cause that is silly), and then increase det distance (in ammo part) to around 16. That way its a more accurate missile - just for the fact that it will go off. Remember - if you increase the lifetime of motor - have to increase lifetime of missile. No point having a 1 min slow burner which dies after 10 seconds. However, it takes processor power to keep track of missiles -so high speed, long lasting, multiple firing pods may cause lag......

Post Sat Feb 21, 2004 6:58 am

I have a question about my own mod. I have put it into FLMM and now whenever I load the game it crashes right before it reaches the main menu screen. I am going to go through and test each part seperately(blah) but I was wondering if anybody has a more specific idea about what is causeing it to crash. I thought maybe the info cards and name resources but when I removed them the mod wouldnt even activate so I dont think thats it.

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