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Buying Nomad Gunboat results in cheatkick by FLServer.exe

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Post Tue Aug 21, 2007 5:42 pm

Buying Nomad Gunboat results in cheatkick by FLServer.exe

We are trying to add Nomad gunboats to our server but are running into the following problem. When purchasing a nomad gunboat the server kicks you for possible cheating (equipment exceeds ship specs). When you log back in you still have the original ship. If the person trying to buy the ship sells off all his equipment prior to purchasing the ship everything works fine. It seems to be associated with the guns on the ship.

How can I beat this?

Here's my shiparch:

<data file="data\ships\shiparch.ini" method="sectionreplace">
<section>
[Ship
ids_name = 237040
</section>
<dest>
type = GUNBOAT
DA_archetype = ships\nomad\no_gunship\no_gunship.3db
material_library = ships\nomad\nomad_fx.txm
nomad = true
mass = 1000.000000
hold_size = 800
explosion_arch = explosion_no_gunboat
fuse = fuse_no_gunboat_death, 0.000000, 1
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
linear_drag = 1.000000
steering_torque = 60000000.000000, 60000000.000000, 60000000.000000
angular_drag = 120000000.000000, 120000000.000000, 120000000.000000
rotation_inertia = 16800000.000000, 16800000.000000, 16800000.000000
nudge_force = 150000.000000
HP_tractor_source = HpMount
num_exhaust_nozzles = 1
hit_pts = 10000
</dest>
<source>
type = FREIGHTER
DA_archetype = ships\nomad\no_gunship\no_gunship.3db
material_library = ships\nomad\nomad_fx.txm
mass = 1000.000000
hold_size = 1000
explosion_arch = explosion_no_gunboat
fuse = fuse_no_gunboat_death, 0.000000, 1
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
linear_drag = 1.000000
steering_torque = 1110000000, 1110000000, 1110000000
angular_drag = 1000000000, 1000000000, 1000000000
rotation_inertia = 100000000, 100000000, 100000000
nudge_force = 60000.000000
HP_tractor_source = HpMount
num_exhaust_nozzles = 1
hit_pts = 10000
ship_class = 2
distance_render = 5000
cockpit = cockpits\flu\no_gunboat.ini
pilot_mesh = generic_pilot
max_bank_angle = 30
camera_offset = 35, 180
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 5
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 5
camera_turn_look_ahead_slerp_amount = 1.000000
strafe_force = 50000
strafe_power_usage = 2
nanobot_limit = 250
shield_battery_limit = 75
hp_type = hp_gun, Hp_1_01, Hp_1_02, Hp_1_03, Hp_1_04, Hp_1_05, Hp_1_06
</source>
</data>

Post Tue Aug 21, 2007 6:19 pm

Well you chose a hard one with lots of hardpoints missing lol.

Basic problem:- Hp_type = Hp_gun, ....

This will mount any normal (Class1-10) gun or turret on those. So when you launch I think this is causing the cheat detect because the cheat engine is looking for the wepon class to match the hardpoint class. Hardpoints need to be called hp_gun_special_1 etc. in your shiparch.ini file like below:-
<pre><font size=1 face=Courier>
hp_type = hp_gun_special_10, hp_1_01, hp_1_02, hp_1_03, hp_1_04, Hp_1_05, Hp_1_06
hp_type = hp_gun_special_9, hp_1_01, hp_1_02, hp_1_03, hp_1_04, Hp_1_05, Hp_1_06
hp_type = hp_gun_special_8, hp_1_01, hp_1_02, hp_1_03, hp_1_04, Hp_1_05, Hp_1_06
hp_type = hp_gun_special_7, hp_1_01, hp_1_02, hp_1_03, hp_1_04, Hp_1_05, Hp_1_06
hp_type = hp_gun_special_6, hp_1_01, hp_1_02, hp_1_03, hp_1_04, Hp_1_05, Hp_1_06
hp_type = hp_gun_special_5, hp_1_01, hp_1_02, hp_1_03, hp_1_04, Hp_1_05, Hp_1_06
hp_type = hp_gun_special_4, hp_1_01, hp_1_02, hp_1_03, hp_1_04, Hp_1_05, Hp_1_06
hp_type = hp_gun_special_3, hp_1_01, hp_1_02, hp_1_03, hp_1_04, Hp_1_05, Hp_1_06
hp_type = hp_gun_special_2, hp_1_01, hp_1_02, hp_1_03, hp_1_04, Hp_1_05, Hp_1_06
hp_type = hp_gun_special_1, hp_1_01, hp_1_02, hp_1_03, hp_1_04, Hp_1_05, Hp_1_06
</font></pre>
If you want to mount turrets use the following format...
<pre><font size=1 face=Courier>
hp_type = hp_turret_special_9, hp_1_01, hp_1_02, hp_1_03
hp_type = hp_turret_special_8, hp_1_01, hp_1_02, hp_1_03
hp_type = hp_turret_special_7, hp_1_01, hp_1_02, hp_1_03
... etc
</font></pre>
Other problems:-
You don't have a shield mount, if you want one you need to make a new hardpoint in the ship .3ds file called HpShield01, it can be located at 0, 0, 0.

Then you can add this to shiparch.ini to use a shield...
<pre><font size=1 face=Courier>
shield_link = l_elite_shield01, HpMount, HpShield01
hp_type = hp_elite_shield_special_10, HpShield01
hp_type = hp_elite_shield_special_9, HpShield01
hp_type = hp_elite_shield_special_8, HpShield01
hp_type = hp_elite_shield_special_7, HpShield01
...etc.
</font></pre>
To be even better, you can also copy the .3ds file and save it as a .cmp instead, and then rename the Hardpoints properly to HpWeapon01, HpWeapon02 etc. and HpTurret01, HpTurret02 etc., add the HpShield01, and you also need one called HpTractor_Source to mount your tractor.

Then you need to make an entry in goods.ini listing the engine, scanner, tractor, power, shield, and any weapons it will be sold with. It should look something like this one for my gunboat:-
<pre><font size=1 face=Courier>
[Good
nickname = ku_gunboat_hull
category = shiphull
ship = ku_gunboat
price = 1573200
ids_name = 237030
item_icon = ships\kusari\ku_gunship\ku_gunship.3db
[Good
nickname = ku_gunboat_package
category = ship
hull = ku_gunboat_hull
archetype = ku_gun_ship
addon = gunship_power, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = sfx_rumble_gunvessel, internal, 1
addon = ge_kg_engine_01, internal, 1
addon = shield01_mark08_gunboat, HpShield01, 1
addon = ku_gunship_missile_turret01, HpTurret_k4_1, 1
addon = ku_gunship_missile_turret01, HpTurret_k4_2, 1
...etc
</font></pre>
Note that the turret hardpoints on the Kusari gunboat have different names, go with the ones in yours.

Roleplay: - the art of self-deceipt!

Post Tue Aug 21, 2007 6:54 pm

Thanks for the reply. Perhaps a little more detail is necessary. I have all capships working this way without any problems. The reason I have it set up the way I do is so that the guns come with the ship and can not be mounted/unmounted. The guns that are supposed to be used with the ship have the line hp_gun_type = hp_gun added to them. It appears that the problem is that the old guns aren't being recognized as being unmountable there.

This setup works with ALL capships except for the nomad gunboat and the nomad battleship. I'm wondering if perhaps the ship's HPs for weapons aren't really weapons HPs. I'll have to look at that.

Robo

Post Tue Aug 21, 2007 9:01 pm

I dunno if this will help or not, but try duplicating the ship and giving it a different nickname; eg. player_no_gunboat. This is how I originally got my Capital Ships to be pilotable, though I was pretty in-experienced at the time and maybe (read: probably) did something else wrong. Worth a shot though, as I use those same hardpoints on my NG and have no problems. I've also never had any problems with hp_gun or hp_fighter_shield_generator, both of which I utilize.

Post Wed Aug 22, 2007 12:25 am

It's been so long I think i've forgotten how to mod
Do the nomad guns you've got mounted have weapon_good.ini entries?

Scrap that, put on some liberty lasers - the bog standard boring ones - something li_gun01 or whatever it is (check in the ini files, get the right nickname) and then try.

if it still occurs, something else is at fault... if it's not occuring, check whether the weapons have entries in weapons_goods.ini file or something?

I dunno

Post Wed Aug 22, 2007 12:27 pm

This happens regardless of which ship you use or which guns it has mounted. It's also limited to these two ships.

I'm at a loss.

Post Fri Aug 24, 2007 12:11 pm

Did you try my suggestion of a different ship nickname (look above)? That IS how I fixed this issue. =P

Edit: Could you post the goods.ini entry for the ship? If there's something in that that isn't normally sold at the base, that would cause a cheat-kick (the exception seems to be lights/scanners/engines/etc.)

Edited by - fox Unit 01 on 8/24/2007 1:13:38 PM

Post Fri Aug 24, 2007 1:25 pm

The goods.ini was the problem. For some reason I had removed the guns being mounted in the package from the goods.ini file in another section of the mod that helped reduce cheats from spawning. Once I figured that out everything was fine.

Thanks for the input.

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