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****NEWBIE QUESTIONS?? - look no further2!!****
The general place to discuss MOD''ing Freelancer!
It seems this is the right place for newbie questions, sorry Here it goes:
I started to mod just a month ago. I'm trying to create my own system and I plan on creating a whole new Space, and I want it to have its own factions but I don't know how to do this. Could someone help me? any tutorial around? an old answer to this question? any tips?
Thanks!
- Gawlf, from Spain
<< Heirs to Hispania >>
I started to mod just a month ago. I'm trying to create my own system and I plan on creating a whole new Space, and I want it to have its own factions but I don't know how to do this. Could someone help me? any tutorial around? an old answer to this question? any tips?
Thanks!
- Gawlf, from Spain
<< Heirs to Hispania >>
Hey smi-noob modder with dumb question for ya... i'm working on a mod that includes the extra level (38+) stuff Chips posted on page 1 of this thread... it works in open SP mode but not in MP testing... what have i missed? if anyone can help and save me hours of digging through inis to solve this i'd much appreciate
cheers, Anton/Sir_Tone/Strawdog
addendum - i edited a character with ICSO to get money (500 mill) and stayed at lvl 38
+++ out of cheese error - redo from start +++
Edited by - Anton on 3/8/2004 2:23:42 AM
cheers, Anton/Sir_Tone/Strawdog
addendum - i edited a character with ICSO to get money (500 mill) and stayed at lvl 38
+++ out of cheese error - redo from start +++
Edited by - Anton on 3/8/2004 2:23:42 AM
Its almost like a parking lot...
A well, i think i must ask this one...
I maked some nomad battleship encounters. After some crashes and bugs i figured out how i get them this way. But they won't move their asses. I taught that battleship won't move out themselve with "Wanderer", but also if i use a patrol-path they won't move.
This is my encounter script:
//////////////////////////////////////////////////
[EncounterFormation
ship_by_class = 1, 1, sc_battleships
pilot_job = assault_leader_job
make_class = patrol_job
ship_by_class = 6, 6, sc_gunboats
pilot_job = assault_job
make_class = patrol_job
ship_by_class = 6, 6, fighters
pilot_job = assault_job
make_class = patrol_job
formation_by_class = battleships
behavior = patrol_job
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation
permutation = 0, 3
//////////////////////////////////////////////
And here some script from my system, 2 patrol paths:
///////////////////////////////////////////////
[Zone
nickname = Zone_Ew05_path_nomads01
pos = 24732, 0, 6963
rotate = -90, 26, 0
shape = CYLINDER
size = 750, 12484
attack_ids = Ew05_01
tradelane_attack = 20
sort = 99
toughness = 10
density = 5
repop_time = 30
max_battle_size = 16
pop_type = attack_patrol
relief_time = 20
path_label = nomads_01, 1
usage = patrol
mission_eligible = false
faction_weight = fc_n_grp, 10
density_restriction = 32, unlawfuls
encounter = capitalships_nomads, 19, 1.000000
faction = fc_n_grp, 1.000000
[Zone
nickname = Zone_Ew05_path_nomads02
pos = 14396, 0, 3184
rotate = 90, 76, 180
shape = CYLINDER
size = 750, 15571
attack_ids = Ew05_01
tradelane_attack = 20
sort = 99
toughness = 10
density = 5
repop_time = 30
max_battle_size = 16
pop_type = attack_patrol
relief_time = 20
path_label = nomads_01, 2
usage = patrol
mission_eligible = false
faction_weight = fc_n_grp, 10
density_restriction = 32, unlawfuls
encounter = capitalships_nomads, 19, 1.000000
faction = fc_n_grp, 1.000000
///////////////////////////////////////////////
What should be the problem they won't move their asses? So also with "Wanderer" they won't move, but i don't know why.
Edited by - Paniohitus on 3/8/2004 5:49:04 AM
non moving nomads? That'll be missing engine or powerplant then. Check loadouts, and then check the force of engine as well - make sure its about 3mil for battleship i think it is.........
Okay - for order, faction_prop.ini file:
[FactionProps
affiliation = fc_or_grp
legality = unlawful
nickname_plurality = singular
msg_id_prefix = gcs_refer_faction_fc_or
jump_preference = jumpholenpc_ship = gd_gm_ge_fighter4_d1-8
voice = pilot_f_ill_m01
voice = pilot_f_ill_m02
mc_costume = mc_fc
space_costume = pi_pirate1_head, pi_orillion_body, comm_br_guard
space_costume = pi_pirate4_head, pi_orillion_body, comm_rh_alaric
space_costume = sh_male4_head, pi_orillion_body, comm_br_guard
space_costume = ge_male2_head, pi_orillion_body, comm_rh_alaric
space_costume = ge_male4_head, pi_orillion_body, comm_br_guard
space_costume = ge_male1_head, pi_orillion_body, comm_rh_alaric
firstname_male = 226608, 226741
lastname = 227008, 227307
rank_desig = 197128, 197129, 197130, 10, 15
formation_desig = 197808, 197820
formation = fighters, fighter_basic
formation = freighters, freighter_basic
formation = freighters2, freighter2_basic
They have NO SHIPS!! Give them something to fly dude, like this:
[FactionProps
affiliation = fc_or_grp
legality = unlawful
nickname_plurality = singular
msg_id_prefix = gcs_refer_faction_fc_or
jump_preference = jumphole
npc_ship = gd_gm_ge_fighter4_d1-8
npc_ship = gd_gm_ge_fighter4_d9
npc_ship = gd_gm_ge_fighter4_d10
npc_ship = gd_gm_ge_fighter4_d11
npc_ship = gd_gm_ge_fighter5_d12
npc_ship = gd_gm_ge_fighter5_d13
npc_ship = gd_gm_ge_fighter5_d14
npc_ship = gd_gm_ge_fighter6_d15
npc_ship = gd_gm_ge_fighter6_d16
npc_ship = gd_gm_ge_fighter6_d17-19
voice = pilot_f_ill_m01
voice = pilot_f_ill_m02
mc_costume = mc_fc
space_costume = pi_pirate1_head, pi_orillion_body, comm_br_guard
space_costume = pi_pirate4_head, pi_orillion_body, comm_rh_alaric
space_costume = sh_male4_head, pi_orillion_body, comm_br_guard
space_costume = ge_male2_head, pi_orillion_body, comm_rh_alaric
space_costume = ge_male4_head, pi_orillion_body, comm_br_guard
space_costume = ge_male1_head, pi_orillion_body, comm_rh_alaric
firstname_male = 226608, 226741
lastname = 227008, 227307
rank_desig = 197128, 197129, 197130, 10, 15
formation_desig = 197808, 197820
formation = fighters, fighter_basic
formation = freighters, freighter_basic
formation = freighters2, freighter2_basic
TO give them your own ships, see previous page, where i describe how to do it in great detail, from choosing the ship all the way to seeing it in the sky. Seriously - you shoulda checked last page..............cause 90% of anything your after is IN THIS THREAD! lol. DUnno how many times i have to say that
Okay - for order, faction_prop.ini file:
[FactionProps
affiliation = fc_or_grp
legality = unlawful
nickname_plurality = singular
msg_id_prefix = gcs_refer_faction_fc_or
jump_preference = jumpholenpc_ship = gd_gm_ge_fighter4_d1-8
voice = pilot_f_ill_m01
voice = pilot_f_ill_m02
mc_costume = mc_fc
space_costume = pi_pirate1_head, pi_orillion_body, comm_br_guard
space_costume = pi_pirate4_head, pi_orillion_body, comm_rh_alaric
space_costume = sh_male4_head, pi_orillion_body, comm_br_guard
space_costume = ge_male2_head, pi_orillion_body, comm_rh_alaric
space_costume = ge_male4_head, pi_orillion_body, comm_br_guard
space_costume = ge_male1_head, pi_orillion_body, comm_rh_alaric
firstname_male = 226608, 226741
lastname = 227008, 227307
rank_desig = 197128, 197129, 197130, 10, 15
formation_desig = 197808, 197820
formation = fighters, fighter_basic
formation = freighters, freighter_basic
formation = freighters2, freighter2_basic
They have NO SHIPS!! Give them something to fly dude, like this:
[FactionProps
affiliation = fc_or_grp
legality = unlawful
nickname_plurality = singular
msg_id_prefix = gcs_refer_faction_fc_or
jump_preference = jumphole
npc_ship = gd_gm_ge_fighter4_d1-8
npc_ship = gd_gm_ge_fighter4_d9
npc_ship = gd_gm_ge_fighter4_d10
npc_ship = gd_gm_ge_fighter4_d11
npc_ship = gd_gm_ge_fighter5_d12
npc_ship = gd_gm_ge_fighter5_d13
npc_ship = gd_gm_ge_fighter5_d14
npc_ship = gd_gm_ge_fighter6_d15
npc_ship = gd_gm_ge_fighter6_d16
npc_ship = gd_gm_ge_fighter6_d17-19
voice = pilot_f_ill_m01
voice = pilot_f_ill_m02
mc_costume = mc_fc
space_costume = pi_pirate1_head, pi_orillion_body, comm_br_guard
space_costume = pi_pirate4_head, pi_orillion_body, comm_rh_alaric
space_costume = sh_male4_head, pi_orillion_body, comm_br_guard
space_costume = ge_male2_head, pi_orillion_body, comm_rh_alaric
space_costume = ge_male4_head, pi_orillion_body, comm_br_guard
space_costume = ge_male1_head, pi_orillion_body, comm_rh_alaric
firstname_male = 226608, 226741
lastname = 227008, 227307
rank_desig = 197128, 197129, 197130, 10, 15
formation_desig = 197808, 197820
formation = fighters, fighter_basic
formation = freighters, freighter_basic
formation = freighters2, freighter2_basic
TO give them your own ships, see previous page, where i describe how to do it in great detail, from choosing the ship all the way to seeing it in the sky. Seriously - you shoulda checked last page..............cause 90% of anything your after is IN THIS THREAD! lol. DUnno how many times i have to say that
Quick question that I didn't seem to find in this thread or Accu's thread... unless they're one and the same!
Seriously, if it's answered just tell me and I'll go look again.
How does one change the amount of ammo a missile launcher can take? Now this may seem a simple question but here's the tricky part.
How does one do such that each launcher has it's own ammo limit (i.e. you can have two Sparrow missile launchers that hold two missiles each....) without any weird tweaks involving cargo, etc.... otherwise the larger ships would again have enormous advantages (more missile launchers AND even more missiles proportionately).
This is a simple idea for a "simple" mod... basically Dev's mod-in-progress over at FP3: make missile launchers only carry two / three missiles (possibly in a completely different mod attempting to recreate realistic dogfights (hideously high speed, any missile is pretty much an automatic kill unless you're lucky, and CM's aren't as effective (like in modern warfare), rebalance all ships according to size, make factions more interesting (Houses hate each other... hard to stay neutral - which a lot of people tend to do - since rep affects what commodities you can buy, as well as which weapons you can buy to an extent where if you can buy cannonballs from Malta or Crete (to give perspective from default FL) all the anti-criminal entities will loathe you.)
For more information... ask Dev. I have no idea what's going on. Possibly he might post something about his mod.... whenever he finishes the first part.
Seriously, if it's answered just tell me and I'll go look again.
How does one change the amount of ammo a missile launcher can take? Now this may seem a simple question but here's the tricky part.
How does one do such that each launcher has it's own ammo limit (i.e. you can have two Sparrow missile launchers that hold two missiles each....) without any weird tweaks involving cargo, etc.... otherwise the larger ships would again have enormous advantages (more missile launchers AND even more missiles proportionately).
This is a simple idea for a "simple" mod... basically Dev's mod-in-progress over at FP3: make missile launchers only carry two / three missiles (possibly in a completely different mod attempting to recreate realistic dogfights (hideously high speed, any missile is pretty much an automatic kill unless you're lucky, and CM's aren't as effective (like in modern warfare), rebalance all ships according to size, make factions more interesting (Houses hate each other... hard to stay neutral - which a lot of people tend to do - since rep affects what commodities you can buy, as well as which weapons you can buy to an extent where if you can buy cannonballs from Malta or Crete (to give perspective from default FL) all the anti-criminal entities will loathe you.)
For more information... ask Dev. I have no idea what's going on. Possibly he might post something about his mod.... whenever he finishes the first part.
OKay - cannot do individual missle ammo limits, but here is what i did for something i made:
I made the missile launcher come WITH however many missiles.
Then - i made the ammo sell at the base, BUT in the weapon_good.ini file i made the ammo worth 0.
The result was that you COULD NOT buy the ammo at all. It jsut doesn't show up , BUT you COULD get ammo with the launcher (if base does not sell ammo, then when you buy launcher it does not come with some ammo either! Crap or what ). Anyway - that way the players could only get amounts of ammo necessary. There are some bugs that can be exploited with that version though, so we ended up dropping it (it was missile pods, buy them at low cost, then you can fire all missiles off at very high speeds. Once shot, they 'hang' in space before racing off at mach 2 like a real missile. Once you ran out of missiles, you then reloaded by selling the thing, and buying another. It worked great until we found the bug )
I made the missile launcher come WITH however many missiles.
Then - i made the ammo sell at the base, BUT in the weapon_good.ini file i made the ammo worth 0.
The result was that you COULD NOT buy the ammo at all. It jsut doesn't show up , BUT you COULD get ammo with the launcher (if base does not sell ammo, then when you buy launcher it does not come with some ammo either! Crap or what ). Anyway - that way the players could only get amounts of ammo necessary. There are some bugs that can be exploited with that version though, so we ended up dropping it (it was missile pods, buy them at low cost, then you can fire all missiles off at very high speeds. Once shot, they 'hang' in space before racing off at mach 2 like a real missile. Once you ran out of missiles, you then reloaded by selling the thing, and buying another. It worked great until we found the bug )
To create a new thruster?
Okay, very very quick...........
Open up st_equip.ini - thrusters are at the top. Copy an entry, and paste it to the bottom. Change the nickname, and create custom IDS info as per my tutorial on how to make IDS names (see the bummed up link at bottom (it works suprisingly). Once you have done that, use a text editor to find teh goods entry in st_goods.ini (the thing taht you sell), and copy that. Paste to bottom of file, then make it have YOUR nicknames and ids numbers as well. Now go to market_misc.ini file and copy the thruster line at manhatten, but put YOUR thrusters nickname into it.....
Would have done it in more detail, but its 3.30am here and i am off to bed
(if you couldn't follow that, post back and will go over it, but am sure i have already done this somewhere in the thread.)
Just for a heads up folks....
The following LINK takes you to a thread i made in tutorials forum. It contains links to downloads for utilities and other stuff you will need to edit things, and also contains a total index for both threads so far, just like the one on first page of this thread, BUT it does BOTH threads (ie, all 28 pages of this thread too ) so have a look through that for info Sorry abuot bold white writing, but it needs to grab attention.
Anyway - link is:
21[%21[%21[%21[%21[%21&forum_title=Freelancer+Editing+Tutorial+Forum&cat_title=Freelancer+Editing&M=False Answers to most questions, and links to utilities
Okay, very very quick...........
Open up st_equip.ini - thrusters are at the top. Copy an entry, and paste it to the bottom. Change the nickname, and create custom IDS info as per my tutorial on how to make IDS names (see the bummed up link at bottom (it works suprisingly). Once you have done that, use a text editor to find teh goods entry in st_goods.ini (the thing taht you sell), and copy that. Paste to bottom of file, then make it have YOUR nicknames and ids numbers as well. Now go to market_misc.ini file and copy the thruster line at manhatten, but put YOUR thrusters nickname into it.....
Would have done it in more detail, but its 3.30am here and i am off to bed
(if you couldn't follow that, post back and will go over it, but am sure i have already done this somewhere in the thread.)
Just for a heads up folks....
The following LINK takes you to a thread i made in tutorials forum. It contains links to downloads for utilities and other stuff you will need to edit things, and also contains a total index for both threads so far, just like the one on first page of this thread, BUT it does BOTH threads (ie, all 28 pages of this thread too ) so have a look through that for info Sorry abuot bold white writing, but it needs to grab attention.
Anyway - link is:
21[%21[%21[%21[%21[%21&forum_title=Freelancer+Editing+Tutorial+Forum&cat_title=Freelancer+Editing&M=False Answers to most questions, and links to utilities
Thanks Chips, indeed my Battleship had a wrong engine , now we speak about engines... When is it possible to sell your engine on your ship? If i mod a engine so you could actually buy it in the shop you can't sell your old engine. I think because a ship can't have 0 engines left or something. But is their anyway to sell your engine to the shop?
One question
can you please tell me how to connect to my own FL server? I start server but it does not apear on fl server list. I have managed to connect on my own server but then I had win 98 and now I have XP.
This server is for me only
P.S. - Chips, when will evolutions 1.28 come out I am waiting for it nearly 2 months and my patience is at the end
da BIG nAA
can you please tell me how to connect to my own FL server? I start server but it does not apear on fl server list. I have managed to connect on my own server but then I had win 98 and now I have XP.
This server is for me only
P.S. - Chips, when will evolutions 1.28 come out I am waiting for it nearly 2 months and my patience is at the end
da BIG nAA
Dear Chips, (Modding GOD) I am an avid fan of Evo. I (and my friends) have been playing it MP. But my friends and I would have an idea for a server. Don't want to spoil it too much yet, but need a little help (maybe alot,
I have looked at 1 or 2 posts on moving ships buyable locations, and a few on adding new ships, but I think this is a little more confusing and since you created Evo, I thought I should ask you. so here it is.
How would I make ships from another mod appear in Evo? I assume that the only problem is the buyable locations conflict. So if I tool a couple ships from another mod and changed their buyable location so it didn't conflict with the Evo ship locations (ie, adding them to places that only sell one ship currently) would that be possible and what would I have to do differently?
Another way to put it is: How do I make another mod (namely a ship pack) compatible with Evo in FLMM?
Thanks, even if I can't do it.
Sanic
"47 is the most reoccuring number in the universe!"
"They come in Pints??"
Edited by - Sanic on 3/9/2004 5:26:15 PM
I have looked at 1 or 2 posts on moving ships buyable locations, and a few on adding new ships, but I think this is a little more confusing and since you created Evo, I thought I should ask you. so here it is.
How would I make ships from another mod appear in Evo? I assume that the only problem is the buyable locations conflict. So if I tool a couple ships from another mod and changed their buyable location so it didn't conflict with the Evo ship locations (ie, adding them to places that only sell one ship currently) would that be possible and what would I have to do differently?
Another way to put it is: How do I make another mod (namely a ship pack) compatible with Evo in FLMM?
Thanks, even if I can't do it.
Sanic
"47 is the most reoccuring number in the universe!"
"They come in Pints??"
Edited by - Sanic on 3/9/2004 5:26:15 PM
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