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The content may be outdated and links may not be functional.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 Sat Feb 12, 2005 4:18 pm

Text code for a xml script

ids_name = 0 ;GENERATESTRRES("Name Here"<-- Close Bracket
ids_info = 0 ;GENERATESTRRES("Decription Here"<-- Close Bracket

Edited by - Loso on 2/12/2005 4:19:44 PM

Post Sun Feb 13, 2005 4:16 pm

Errr...okay, I really think your second one should say GENERATEXMLRES and have xml coding in it but whatever.

Anyway, I have a question of my own which has been driving me mad.
I wanted to know is there a way which I could make the Speed Mod that is default in FLMM not work with my mod without renaming every thruster?
Any help given would be appreciated, thanks

Post Wed Feb 16, 2005 6:48 am

Hey Well Im new to modding and im nearly done on my fist mod but there is one thing holding me back, I just can't get fled-ids infocard editor to work when ever i set the game path to my freelancer folder or any mod folder it doesn't show anything in any of the boxes and then when i close it and then try to start it up again it says "run time error 429 ActiveX component can't create object" so this is really annoying and if any one knows whats wrong and how to fix it i will be extremely gratefull, Thanks Dman1983

Post Wed Feb 16, 2005 7:40 am

I had this problem too but it was a while back so bear with my memory , I *think* I solved it by using this

Hope that helps

Post Wed Feb 16, 2005 9:46 am

no i already have the empty dll its just that fled-ids just doen't seem to find my dll files as it should even though i have the correct gamepath

Post Wed Feb 16, 2005 3:27 pm

What good does commenting out the locked_jump parameters in the initialworld file do?? The Magellan gate is still locked in MP, and in this unorganized tutorial post (good tutorials, bad layout), I cannot find any additional info.

I heard something about editing the mpnewchar file, but nothing there seemed applicable, and the newchar.ini was just jibberish to my arsenal of FL modding tools. How do I open the friggin jump hole??!

On a tangent, how do I change the MP starting ship? The index says page 1, but no mention of it is found there, nor on page 2. Could someone shed some light on these issues for me?

Sincerely,
--VrmlBasic

Post Wed Feb 16, 2005 6:41 pm

@DMan

Sounds strange, make sure you have added your DLL into your Freelancer.ini

[Resources
DLL = InfoCards.dll ; Contains all infocard text resources
DLL = MiscText.dll ; Contains other bulk text resource: rumor, offer, and mission text
DLL = NameResources.dll ; Contains names of things, primarily.
DLL = EquipResources.dll ; Contains names of equipment (in string table) and infocards for equipment (in HTML resources)
DLL = OfferBribeResources.dll ; Contains random mission offers and bribes
DLL = MiscTextInfo2.dll ; Contains MP UI elements as well as other misc. text
DLL = YOUR DLL HERE.dll ; Custom DLL

Post Wed Feb 16, 2005 6:55 pm

@vrml:

To edit your ship in MP, you need to open mpnewcharacter.fl available in the EXE folder. You will see this:

%PACKAGE%

You need to comment that out and put in all your own stuff, for example, heres mine:

;%PACKAGE%

ship_archetype = silverfish
equip = ge_s_scanner_01, internal, 1
equip = ge_s_tractor_01, internal, 1
equip = co_elite2_power01, internal, 1
equip = ge_pf_engine_01, internal, 1
equip = FastSmallRed, HpRunninglight01, 1
equip = LargeWhiteSpecial, HpHeadlight01, 1
equip = LargeWhiteSpecial, HpHeadlight02, 1
equip = shield01_mark02_lf, HpShield01, 1

This gives you a Silverfish (by Skystalker) with no guns or thruster, I'm cruel
Obviously you can change all of the above, its a big like setting out ship packages but instead of addon = its equip =.

To change the locked jumps, check initialworld.ini:


[locked_gates
locked_gate = 2541540999  ;Iw03_to_Li01 ;Iw03_to_Li01
locked_gate = 2963174661         ;Li01_to_Iw03 ;Li01_to_Iw03
npc_locked_gate = 2963174661  ;Li01_to_Iw03
npc_locked_gate = 2541540999  ;Iw03_to_Li01

If you delete both of these then your gates should open, its worked for me anyway

Hope that helped

Post Tue Feb 22, 2005 5:18 am

no its not that i have tried this but thanks for the suggestion but i'll try to make this problem clearer first i unzip the file and then i start up fled-ids and then i set the gamepath to my freelancer folder then nothing happen there is nothing on screen except the gamepath to my freelancer folder there is nothing in the pop down boxes or anything and if i type anything into any of the search criteria and then press a button it shows the message that i wrote down in my first post. Well i hope this makes my problem seem a bit clearer. oh and by the way i am running it on windows xp sp1 if it makes a differance and my freelancer directory is C:\Games\Microsoft Games\Freelancer. Ok thanks alot if you reply

Dman1983

Post Sun Mar 06, 2005 1:53 pm

Hmm, let me get this right - your editing in FL folder yeah? that would mean you already have gotten yourself a freelancer.ini file. If you haven't - then I suggest you put one into your mods folder. Secondly - you should only "Open" as far as teh Freelancer folder - it will 'work out' the path to the exe folder from there.....

Give it a go,ensureing that if its your mods directory, that it has an exe folder, has a freelancer.ini file - and has the dlls in there as well

Always try searching for something too - like ids info 66608 (the layout one for ships stats)

Post Mon Mar 14, 2005 1:29 pm

no im sorry thats not it either, i have even tried it on other working mods e.g i tried it on the evo 1.28 mod and i still showed the message i wrote above after i tried to seach for any thing or whenever i tried opening fled-ids again, i don't know whats wrong but im giving up on fled-ids so does anyone know of a good ids editor that i could use if so thnks for your reply

Dman 1983

Post Mon Mar 14, 2005 1:48 pm

My suggestion:

Write XML scripts to put in all of your name strings and descriptions. It's what I've done for Warriors of the Sky. Go get Beta 1 and study how I did this in the code... you'll see what I'm talking about, I'm sure...

paw

Post Sat Mar 19, 2005 6:21 pm

Hi.. I have a problem with adding ships in MP, I start up a server, create a new char and as soon as I try to leave Manhattan it crashes.. I have copied two ships from an exicting mod (so I could see and learn how it's done). Here's what I've done:
1. In my mod folder i created a SHIPS folder (in DATA) and then copied in the two ships (containing .cmp, .mat, .sur and .3db One didn't have a .3db file)
2. Then I started editing the shiparch.ini, I edited this:

[Ship
ids_name = 237027 ---> THIS
ids_info = 66555 ---> THIS
ids_info1 = 66556 ---> THIS
ids_info2 = 66608 ---> THIS
ids_info3 = 66557 ---> THIS
ship_class = 1 ---> THIS
nickname = ku_elite ---> THIS
msg_id_prefix = gcs_refer_shiparch_Kushf
mission_property = can_use_berths
LODranges = 0, 40, 80, 180, 1000
type = FIGHTER
DA_archetype = ships\kusari\ku_elite\ku_elite.cmp ---> THIS
material_library = ships\kusari\ku_playerships.mat ---> THIS
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\kusari\k_elite.ini
pilot_mesh = generic_pilot
nanobot_limit = 26 ---> THIS
shield_battery_limit = 26 ---> THIS
mass = 150,0
linear_drag = 1,0
hold_size = 40 ---> THIS
fuse = intermed_damage_smallship01, 0,0, 900
fuse = intermed_damage_smallship02, 0,0, 450
fuse = intermed_damage_smallship03, 0,0, 300
max_bank_angle = 30
camera_offset = 6,5, 29
camera_angular_acceleration = 0,1
camera_horizontal_turn_angle = 17
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 25
camera_turn_look_ahead_slerp_amount = 1,0
hit_pts = 3600 ---> THIS ....


3. Then I started with the goods.ini, I editied:

[Good
nickname = coe_hull ---> THIS
category = shiphull
ship = co_elite ---> THIS
price = 388000 ---> THIS
ids_name = 12017
item_icon = Equipment\models\commodities\nn_icons\pi_elite.3db

[Good
nickname = coe_package ---> THIS
category = ship
hull = coe_hull ---> THIS
addon = ge_coe_engine_01, internal, 1
addon = co_elite_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark07_hf, HpShield01, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallPurple, HpRunningLight01, 1
addon = SlowSmallPurple, HpRunningLight02, 1
addon = SlowSmallPurple, HpRunningLight03, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1

4. I edited the market_ships.ini This I edited (the text in bold I edited):

marketgood = oe_package , 16 , -1, 1, 1, 0, 1, 1

5. Then I tried it and it crashed.
6. I took away the saved games (using FLMM), didn't work.
7. I reinstalled FL and FLMM, didn't work.
8. I copied all the entries conserninge the ships from the mod I copied them from, still didn't work.
The .3db file and the .sur files I didnät put in anywhere, could that be the problem?? If so where should I put it?
I've searche ell over this forum for an awnser to my problem but haven't found the right solution yet. I hope I post this thread where it's sopposed to be wanted to post it in "**Tutorial** - Find answers to crashes!" but that thread seemed quite dead.
Hope someone has some ideas.. / PAW

Edited by - paw on 3/19/2005 6:21:56 PM

Post Sun Mar 20, 2005 1:07 am

Can you post up the ACTUAL entries you have for the ship instead of what you changed on another ship please?

Also - what directory do you have the CMP files in etc......as that may help.
Means people can check over everything

paw

Post Sun Mar 20, 2005 10:17 am

Hi..
I have the CMP files in : "C:\Program\Freelancer Mod Manager\mods\Mythology Mod\DATA\SHIPS\predator".
The actual entries for shiparch.ini is:


[Ship
ids_name = 490000
ids_info = 490001
ids_info1 = 490002
ids_info2 = 490003
ids_info3 = 490004
nickname = predator
ship_class = 1
type = FIGHTER
mission_property = can_use_berths
LODranges = 0, 999999, 999999, 999999, 999999
msg_id_prefix = gcs_refer_shiparch_borlf
DA_archetype = SHIPS\predator\predator.cmp
material_library = SHIPS\predator\predator.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = COCKPITS\CORSAIR\corsair_elite.ini
max_bank_angle = 35
camera_offset = 6, 29
Cockpitmeshint_brightnesshead_turnCockpitCameraTurretCameratetheryaw_rotate_speedpitch_rotate_speedaccel_speedcockpits\corsair\models\co_cockpit.cmp
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
pilot_mesh = generic_pilot
nanobot_limit = 40
shield_battery_limit = 40
hit_pts = 2100
hold_size = 50
explosion_arch = explosion_br_fighter
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
num_exhaust_nozzles = 2
shield_link = l_fighter_shield01, HpMount, HpEngine01, HpShield01
hp_type = hp_thruster, HpThruster01, HpThruster02
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
;-- hp_type = hp_torpedo_special_2, HpTorpedo01 ; Cruise Disruptor Hardpoint
hp_type = hp_torpedo_special_1, HpTorpedo01 ; Torpedo Hardpoint
HP_tractor_source = HpTractor_Source
fuse = intermed_damage_smallship02, 0.000000, 525
fuse = intermed_damage_smallship03, 0.000000, 263
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_fighter_shield_special_7, HpShield01
hp_type = hp_fighter_shield_special_6, HpShield01
hp_type = hp_fighter_shield_special_5, HpShield01
hp_type = hp_fighter_shield_special_4, HpShield01
hp_type = hp_fighter_shield_special_3, HpShield01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01

For the goods.ini:


[Good
nickname = predator_hull
category = shiphull
ship = predator
price = 1500
ids_name = 0
item_icon = EQUIPMENT\MODELS\COMMODITIES\NN_ICONS\predator.3db

[Good
nickname = predator_package
category = ship
hull = predator_hull
addon = ge_s_tractor_01, internal, 1
addon = ge_gf6_engine_01, internal, 1 ; Eagle Engine
addon = ge_fighter6_power01, internal, 1 ; Eagle Power Generator
addon = ge_s_scanner_01, internal, 1 ; Standard Scanner
addon = shield01_mark08_lf, HpShield01, 1 ; Adv. Protector L. F. Shield (Graviton Class 8)
addon = ge_s_thruster_01, HpThruster01, 1 ; Standard Thruster
addon = ge_s_cm_02, HpCM01, 1 ; Imp. Countermeasure Dropper
addon = mine01_mark05, HpMine01, 1 ; Screamer Mine Dropper
addon = contrail01, HpContrail01, 1 ; Contrail

For market_ships.ini:


[BaseGood
base = St01_02_base
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood = gf2_package, 4, -1, 0, 0, 1, 1, 1
marketgood = gf4_package, 13, -1, 0, 0, 1, 1, 1
marketgood = gf5_package, 24, -1, 0, 0, 1, 1, 1
marketgood = gf6_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bwe_package, 20, -1, 0, 0, 1, 1, 1
marketgood = bwe2_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = cof_package, 8, -1, 0, 0, 1, 1, 1
marketgood = coe_package, 28, -1, 0, 0, 1, 1, 1
marketgood = coe2_package, 32, -1, 0, 0, 1, 1, 1
marketgood = lf_package, 1, -1, 0, 0, 1, 1, 1
marketgood = le_package, 2, -1, 0, 0, 1, 1, 1
marketgood = lfr_package, 1, -1, 0, 0, 1, 1, 1
marketgood = bf_package, 6, -1, 0, 0, 1, 1, 1
marketgood = be_package, 8, -1, 0, 0, 1, 1, 1
marketgood = bfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = kf_package, 10, -1, 0, 0, 1, 1, 1
marketgood = ke_package, 13, -1, 0, 0, 1, 1, 1
marketgood = kfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = rf_package, 20, -1, 0, 0, 1, 1, 1
marketgood = re_package, 22, -1, 0, 0, 1, 1, 1
marketgood = rfr_package, 20, -1, 0, 0, 1, 1, 1
marketgood = pf_package, 2, -1, 0, 0, 1, 1, 1
marketgood = pe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = pfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = bhe2_package, 26, -1, 0, 0, 1, 1, 1
marketgood = oe_package, 16, -1, 1, 1, 0, 1, 1
marketgood = predator_package, 1, -1, 1, 1, 0, 1, 1

Return to Freelancer General Editing Forum