Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

****NEWBIE QUESTIONS?? - look no further2!!****

The general place to discuss MOD''ing Freelancer!

Post Fri Mar 12, 2004 11:12 am

Well, chips was explaining,i think, (still learning) that using the GEN..stuff will make FLMM create the correct numbers (as I am trying to create a mod that is basically an add-on for Evo. He said something like it will create a .dll file that will work around the .dll files in Evo, so it doesn't conflict. Anyway, I am trying to figure all this out and it is a little overwhelming!

just out of curiosity, does anyone know what the codes for the extra equipment on a fighter are (in the GEN... lines)

Also, Chips, does the id 3 line stay at that number (66608 or something)?

Sanic

"47 is the most reoccuring number in the universe!"

"They come in Pints??"

Edited by - Sanic on 3/12/2004 11:12:15 AM

Post Fri Mar 12, 2004 11:32 am

Could I get an opinion on how I am doing so far? Just need to know what to put on additional equipment in ids_info line.

<data file="data\ships\shiparch.ini" method="append">
<source>
[Ship
ids_name= 0 ;GENERATESTRRES("ship name here"
ids_info= 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TEXT> </TEXT><PARA/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Stats</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT> </TEXT><PARA/><TEXT>Gun/Turret Mounts: 6/2</TEXT><PARA/><TEXT>Armor: 15000</TEXT><PARA/><TEXT>Cargo Space: 300</TEXT><PARA/><TEXT>Max Batteries/Nanobots: 70/70</TEXT><PARA/><TEXT>Optimal Weapon Class: 8</TEXT><PARA/><TEXT>Max. Weapon Class: 10</TEXT><PARA/><TEXT>Additional Equipment: 0</TEXT><PARA/><PARA/><POP/></RDL>"
ids_info1= 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>ship name here</TEXT><PARA/><TEXT></TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>WILL ADD LATER</TEXT><PARA/><PARA/><POP/></RDL>"
ids_info2= 66608
ids_info3= 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TEXT> </TEXT><PARA/><TEXT> </TEXT><PARA/><TEXT>6/2</TEXT><PARA/><TEXT>15000</TEXT><PARA/><TEXT>300</TEXT><PARA/><TEXT>70/70</TEXT><PARA/><TEXT>8</TEXT><PARA/><TEXT>10</TEXT><PARA/><TEXT>CM, M, CD etc</TEXT><PARA/><POP/></RDL>"
ship_class= 3
etc.
etc...
(just an example trial ship!)

Edited by - Sanic on 3/12/2004 11:33:59 AM

Post Fri Mar 12, 2004 1:02 pm

Sanic - when you activate the mod it will create those numbers. If a mod has numbers going up to 800000 due to custom dll files, then those numbers there would be 8000001 upwards kinda thing. Those were made by FLMM - so don't worry about it. everything looks fine, just one thing - the ids info1 is for ships description - "built by virgin sea mermaid goddesses on the desert planet of "sunbaked hell" - obviously i am making this up as an example - put what you want in there

the 66608 is like a template of info, it is a standard entry that already exists and is used by every ship.

Post Fri Mar 12, 2004 1:25 pm

mostly I am just concerned that I get the ending right! What should the last character in the GEN... lines, I end up with a )

Also, would you happen to know what to put in additional equipment areas, I don't know the codes. I know that cm = countermeasure, m = mine, etc, but is that what they want there? and what is the torpedo code?

Otherwise, I feel I am close. If you have a few wextra minutes, I though maybe I could email you my script file so you could see how I am doing. This will be my first attempt and if I get it right, I have BIG plans,

Sanic

"47 is the most reoccuring number in the universe!"

"They come in Pints??"

Post Fri Mar 12, 2004 9:28 pm

T = Torpedo
CD/T = cruise disruptor/torpedo

as for the 66608 it is a general template used by fl for ship stats. I suggest you script this one too using GENERATEXMLRES for it will complicate things and confuse FLMM. I done this many times in my ships and that is my only solution, thanks to Louva Deuss's advice...


---------------- E·N·D O·F M·E·S·S·A·G·E ... ----------------

Post Fri Mar 12, 2004 10:37 pm

Dear Chips,

I DID IT!!!!!!!!!!!!!!

I figured it all out, with some GREAT help! Thank you chips, and everyone else that gave me advice and tips.

I just tested it and it worked better than I had hoped. Still need a little fine tuning on the infocard, but I hope to finish it up in the next 24 hours or so.

With your permission, Chips, I'd like to post a final version on TLR for people to see. I expect that you might want first crack at it, if so, let me know and I will email you a copy for your review. I wouldn't want to insult your mod by releasing anything you don't approve of. So far, there is only one ship, but now that I know how, I will be adding a few more soon. I am just really excited that I wrote a mod. Just a week ago, I would have laughed at someone proposing that I'd write one, and now with your help, I have done it. I can't thank you enough!


Sanic

"47 is the most reoccuring number in the universe!"

"They come in Pints??"

Post Sat Mar 13, 2004 3:34 am

Oke, i found some things out i never read here on the forum. To set the loot props.

If we look at the file /mission/lootprops.ini and search for the nomad gun we see this.

[mLootProps
nickname = special_nomad_gun01
drop_properties = 10, 646965, 646965, 0, 2, 1

[mLootProps
nickname = special_nomad_gun02
drop_properties = 10, 646965, 646965, 0, 2, 1

The first number (10) is how much % chance the special_nomad_gun02 will be dropped if this is in the loadouts (cargo) of a ship. But, those 10% will only be made when you have at least 646965 credits on your account or more. If you have more then this amount of credits it will stay 10% chance. If you have less (let say ~300.000 credits, the chance that this special nomad_gun will be dropped is halved (so ~5% chance).

So if you want to get 100% chance with this amount of credits just change it to:

[mLootProps
nickname = special_nomad_gun02
drop_properties = 100, 646965, 646965, 0, 2, 1

So it will be 100% chance when you reached 646965 credits. You can also let this gun dropped when you have 1 credit.

[mLootProps
nickname = special_nomad_gun02
drop_properties = 100, 1, 1, 0, 2, 1

Oke. But why their are 2 numbers? This is very simple and logical... lets say we have these numbers: (*not really sure, i'm still testing)

[mLootProps
nickname = special_nomad_gun02
drop_properties = 100, 100000, 1, 0, 2, 1

So the: 100000 and the 1.
If you have more then 1 nomad_gun in the cargo-bay of a ship (in loadouts.ini, i will explain this later) then these 2 numbers has affect on the amount of weapons dropped.

The 1 tells this "The first weapon will be dropped if the player has at least 1 credit". So in this cause always, because every player has 1 credit

The 100000 tells "Every next weapon will be dropped if the player has reached 100000 credits.

So if the chance is 100% and you have 500001 credits the NPC will drop 5 nomad_guns (if this is in the cargo of the NPC!!)
If you have 50000 credits, the change is 100% that the npc will drop 1 nomad gun, and 50% for the next nomad gun (because you have not reached the 100000 ofcourse.



Oke, if you want to change how much guns they drop go to ships/loadouts.ini
We take as example the nomad ship:

loadout = no_fighter_loadout02
cargo = special_nomad_gun01, 1
cargo = special_nomad_gun02, 1

He has 2 guns of each type in his cargo-bay. So he max. drop 2 guns (if both has set to 100% dropchance). Change it to another number to let it drop more guns if it reached 100% chance.

loadout = no_fighter_loadout02
cargo = special_nomad_gun01, 10
cargo = special_nomad_gun02, 1

Hes has now 10 special_nomad_gun01 in his bay and 1 special_nomad_gun02. So he can't drop 5 nomad_gun2 types (even if you have thos changes)


Oke, i hope some people can do something with this. Sorry for my bad english









Working on the Phoenix project.

Edited by - Paniohitus on 3/13/2004 5:12:33 AM

Post Sat Mar 13, 2004 5:00 am

@ Sanic - good work, yep - feel free to release it, but make sure it says NON official expansion to evo or addon to evo 1.27 :p - cause would hate for poeple to try and load it on servers only to then get booted and banned for cheating

@ Paniohitus

Good work, i suspected what it meant, but never really investigated to make sure - however, i DIDN'T know about the money part - shoulda guessed about it
Excellent contribution, and thanks for sharing with everyone

Edited by - Chips on 3/13/2004 5:00:23 AM

Post Sat Mar 13, 2004 5:03 am

I found out that it works with the guns, but the theory doens't work really with the commodity's. And i think it has to do with the last 3 numbers. I don't know for sure how these numbers work...
Its really weird. Their seems to be no logic in the last 3 numers. I think it is just something like "this is a weapon or this is a commodity". Also with the commodity's the 2 numbers of what gives the min. credits to let it drop won't work the same as with the weapons....

Working on the Phoenix project.

Edited by - Paniohitus on 3/13/2004 6:50:17 AM

Post Sat Mar 13, 2004 1:50 pm

Thanks, Chips. I will send it in as soon as I figure out how to send a file larger than 10 encoded MB! Yahoo is being a pain. Just to let you know, I added a note in the description line, and the readme stating the unofficial notice you advised. Thanks for all the help!

Sanic

"47 is the most reoccuring number in the universe!"

"They come in Pints??"

Post Sat Mar 13, 2004 1:52 pm

lol - you can send it to me if you like via msn ([email protected]) at which point i can msn it to baked, or eraser, or i can email it to them, or i can upload it to let them download it for posting

Post Sat Mar 13, 2004 2:14 pm

ok, thanks, I am sending it now.

Sanic

"47 is the most reoccuring number in the universe!"

"They come in Pints??"

Post Sat Mar 13, 2004 2:21 pm

what msn do you use, I am sending with yahoo messenger, but no response.

Sanic

"47 is the most reoccuring number in the universe!"

"They come in Pints??"

Post Sat Mar 13, 2004 2:53 pm

erm - msn messanger

Post Sat Mar 13, 2004 8:44 pm

Paniohitus,
thanks for that info on the mloot. When I gave my npc's nano regens they kept dropping 30% of the total ammount in cargo, ref: the drop_properties = 33, so I deleted the nano entry and they just dropped the phantom nano loot drops. I could have reduced it I suppose, but I didn't want my area of space littered with nanos.

[mLootProps
nickname = ge_s_repair_01
drop_properties = 33, 0, 1, 0, 1000, 1000

With commodities I found that the cargo drops 100% of cargo commodities, ie, drop_properties = 100, but no phantom loot dropped at all. For some of my NPC's I gave them a pilot for cargo and they just kept dropping the pilot only with no phantom loot. So if cargo is carried the mloot entry overrides the phantom loot entry.

[mLootProps
nickname = commodity_boron
drop_properties = 100, 0, 3333, 1, 150, 150

To get pilots dropped with phantom loot I had to make generic ones as commodities for lawful and unlawful pilots. I've added a few different level ones for the npcs to drop. It makes it more realistic for me if some pilots manage to eject during combat.

Have you looked at the % chance totals per diff level. I added them up a while back and some of them came to around 75%. I'm keeping it to around 75% still, if I add extra commodities for dropping I reduce one or two of the others, like silver or whatever.

Thanks again for sharing your info. I've never looked into the weapon drops side of it before.

S

Return to Freelancer General Editing Forum