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*Tutorial* Destructible stations in MP !

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Post Sun Oct 30, 2005 10:10 am

*Tutorial* Destructible stations in MP !

Hi all !

Here is a tip to make destructibles stations in Multiplayer !
First, excuse me for my poor english hem ...
Then, be nice please, it's my first mod and first tutorial, and I really hope it will help


I wanted to make destructible stations for multiplayer, but the problem was for the respawn. If a player dock on a station and then this station goes boom, the station will not exist anymore and the respawn of the player will crash the hole server...
So i have found a tip to do it right ...


I am going to make a destroyable Osiris station for this example, but it works with all stations, existing and new stations of all type.


Open the solararch.ini in the data/solar folder.
Find the osiris :

[Solar
nickname = o_osiris
ids_info = 66227
type = STATION
DA_archetype = ships\order\or_osiris\or_osiris.cmp
material_library = Ships\order\or_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 600, 1200, 2000, 2800, 20000
surface_hit_effects = 0, small_hull_hit
mass = 100000.000000
loadout = or_osiris
docking_sphere = berth, HpDockMountA, 5, Sc_open baydoor
docking_sphere = moor_large, HpDockMountB, 5.000000
docking_sphere = moor_large, HpDockMountC, 5.000000
docking_sphere = moor_large, HpDockMountD, 5.000000
docking_sphere = moor_large, HpDockMountE, 5.000000
docking_sphere = moor_med, HpDockMountF, 10.000000
docking_camera = 0
solar_radius = 400
shape_name = NAV_smallstation
hit_pts = 63450


Change it to :

[Solar
nickname = o_osiris
ids_info = 66227
type = STATION
DA_archetype = ships\order\or_osiris\or_osiris.cmp
material_library = Ships\order\or_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 600, 1200, 2000, 2800, 20000
surface_hit_effects = 0, small_hull_hit
mass = 100000.000000
loadout = or_osiris
docking_sphere = berth, HpDockMountA, 5, Sc_open baydoor
docking_sphere = moor_large, HpDockMountB, 5.000000
docking_sphere = moor_large, HpDockMountC, 5.000000
docking_sphere = moor_large, HpDockMountD, 5.000000
docking_sphere = moor_large, HpDockMountE, 5.000000
docking_sphere = jump, HpDockMountF, 10.000000 <-------not very important
docking_camera = 0
solar_radius = 400
shape_name = NAV_smallstation
hit_pts = 6250000 <------- just choose the resistance you want for your station
destructible = true <-------- with that the osiris will have a hull bar
fuse = r_battleship_body_fuse, 0.500000, 500
explosion_arch = explosion_rh_battleship <------- choose the explosion effect you want


Save and close.
Ok, now open loadouts_special.ini in the data/ship folder
Find the Osiris loadout:

[Loadout
nickname = or_osiris
archetype = or_osiris
equip = cloak_osiris, HpCloak01
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_lb_engine_01
equip = sfx_rumble_battleship
equip = li_battleship_turret01, HpTurret_O1_01
equip = li_battleship_turret02, HpTurret_O2_01
equip = li_battleship_turret03, HpTurret_O3_01
equip = li_battleship_turret03, HpTurret_O3_02
equip = li_battleship_turret04, HpTurret_O4_01
equip = li_battleship_turret04, HpTurret_O4_02
equip = li_battleship_turret04, HpTurret_O4_03
equip = li_battleship_turret04, HpTurret_O4_04

Delete the line
equip = cloak_osiris, HpCloak01
So you will have

[Loadout
nickname = or_osiris
archetype = or_osiris
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_lb_engine_01
equip = sfx_rumble_battleship
equip = li_battleship_turret01, HpTurret_O1_01
equip = li_battleship_turret02, HpTurret_O2_01
equip = li_battleship_turret03, HpTurret_O3_01
equip = li_battleship_turret03, HpTurret_O3_02
equip = li_battleship_turret04, HpTurret_O4_01
equip = li_battleship_turret04, HpTurret_O4_02
equip = li_battleship_turret04, HpTurret_O4_03
equip = li_battleship_turret04, HpTurret_O4_04


Then, just add this part at the end of the file :

[Loadout
nickname = orx_osiris
archetype = or_osiris
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_lb_engine_01
equip = sfx_rumble_battleship
equip = cloak_osiris, HpCloak01 <------ for invisibilty
equip = armor_scale_invincible <------ to make the station invincible
<------ and see, no weapons


Save and close the file.

Now, last step, choose the location of your destrcutible station and open the ini file of this system. I ll take Cambridge for this exemple, so i open the Br03.ini int the data/universe/systems/Br03 folder.
Add this part to the end of the file:


[Object
nickname = Br03_05 <------- nickname (if its a new base)
pos = 50429, 0, 46138
ids_info = 460003 <-------- my ids info number (because for me it s a new station)
behavior = NOTHING
pilot = pilot_solar_easy
dock_with = Br03_05_Base
base = Br03_05_Base
reputation = fc_c_grp
rotate = 0, 0, 0
archetype = o_osiris
ids_name = 460099 <------- here put an empty name
loadout = orx_osiris <-------- this is our special added loadout
difficulty_level = 1
space_costume = benchmark_female_head, benchmark_female_body
voice = atc_leg_m01

[Object
nickname = Br03_docking_fixture_05 <------- beware here, the nickname must refer to your station
ids_name = 460002 <------ the name of your station
archetype = o_osiris
ids_info = 460003
behavior = NOTHING
pilot = pilot_solar_easy
dock_with = Br03_05_Base <------- make it dock with the station we added
base = Br03_05_Base <------- refer to your station
pos = 50429, 0, 46138 <------- must be the same as your station
rotate = 0, 0, 0 <------must be the same as your station
loadout = or_osiris <------ the original but modified osiris loadout
reputation = fc_c_grp <------ the faction must be the same as your station
difficulty_level = 1
space_costume = benchmark_female_head, benchmark_female_body
voice = atc_leg_m01


Save and you will have your destructible station works in MP !

You are not obliged to make an entire new station, you can also make an existing station destructible, using the same way.

In fact, as you can see, there are 1 real station (invisible, no weapons and invicible) and a special mooring fixture.
The key is the special mooring fixture. With archetype and loadout of Osiris, the player think it s the station but no, it s just the mooring fixture. So the player will be able to dock with this mooring fixture (and then send to the real station) and it will be destructible too with the modified archetype of the Osiris.

So if the the mooring fixture explodes, the real station will stay in space, and players docked will be able to leave. Then the mooring fixture will be back but will stay out of service and undockable until a reboot.

Enjoy

Edited by - Honéamise on 10/30/2005 10:12:58 AM

Post Sat Apr 08, 2006 9:13 am

hey, i like ur mod, but i cant get one of the station it be inviable. Any idea of wat i should do. if u want to see my code just tell me.

Post Sat Apr 08, 2006 3:46 pm

Sirwolfgang don't waste your time as this is a load of garbage, any object that is cloaked cannot be selected and this

So if the the mooring fixture explodes, the real station will stay in space, and players docked will be able to leave. Then the mooring fixture will be back but will stay out of service and undockable until a reboot.
will mean that any server that does use it will be rebooting every 1/2 hour just so everybody can find a base to dock at. Destructable bases is an okay idea for SP but it's a really crappy idea for MP.

**shuffles of with a new headache**

Edited by - Bejaymac on 4/8/2006 4:47:18 PM

Post Sat Apr 08, 2006 5:34 pm

No you don't have to restart the server every 1/2 hour, if you would just make the stations tougher then it would take some work to destory a base. BTW if I was going to use this I wouldn't even make it where one person would be able to destory the base, take a group of 7 or 8.


QuEsTiOn AsKeR
Last Hope MOD

Post Sat Apr 08, 2006 8:02 pm

its a good starting point for a mod
hes right u make the ships hard to kill, have balnced AI. its a good mod

but to make this mod work great u need to copy the ship, like the dreadnought and make a hole new ship just like it thats goin to be ur cloaked one, and rip of the doors, so u dont have docking problems. i am try to do that now if anyone knows how to do this, then plas tell me.

THX

Post Sat Apr 08, 2006 9:05 pm

it should be possible to destroy the bay doors with fusing - set the fuse so at 0 damage it destroys the bay door groups. i disagree with bejay, i think that destructible bases could work under some conditions in MP, like better armament to protect them or denser patrols or more armor or all three etc

Post Sun Apr 09, 2006 7:15 am

Thx, i will try the fuse idea

Ya, i belive the whole mod is in the centered of well balnced game. The key is getting there

Post Thu May 03, 2007 11:07 am

Has anyone considered what to do if players are inside a destructable station?
I hear it causes a server crash.
But here is an idea that might resolve the problem:
If players are docked (ship, station or planet) and it is destroyed,
why not force a respawn in a different system on a different base?

Post Thu May 03, 2007 11:26 am

you cant move players from one place to another like that in FL, it *might* be possible with the use of Hook and a few fuses or trigger coding or such but the only alternative is to have docking buoys which are near if not on the station, the only thing connecting the station to the buoys is its rep and faction.

and yes this has already been done

Requiem: A Freelancer Total Conversion MOD

Openlancer Project

VOTE FREELANCER!!!!

Post Thu May 03, 2007 1:06 pm

I'd love to see a tutorial on that one.

Post Thu May 03, 2007 11:13 pm

if you want to build destructable station you first need to stop thinking the limiting way that "you are on the station" when you are docked because that is not really true

you dock with a station and as soon you reach the docking point you enter the "station rooms" which have not much to do with the station itself

when the station gets destroyed and you want to leave it then the server would crash because there is no exit point anymore (not because the station itself is not there)

to solve this you simply create a 2nd exit point (basically a 2nd station that has no real model, just the hardpoints) and then you make that the primary base in the universe.ini

Post Fri May 04, 2007 6:01 am

This is what I'm thinking about:
In one particular system, a team of players has the oportunity to take on the nomad mother ship and all her escorts.

This would work perfectly in MP since the last place they landed would be the place they are sent to if the mission fails.

Presently, the way I have it set up is suitable for Open Single Player since there is 6 dockable solars in that system now where they can sell any artifacts they loot from nomads to offest the cost of re-equipping and repairs.

To change that for Multi Player, I'd have to change the dockables into non-dockables unless I can set up a relocation trigger in the event the mission fails.

Post Thu Jul 05, 2007 4:29 pm

An idea is to create a station inside the station. I saw a tutorial about it somewhere. The station which go destroyed is the external one, and the internal station will be just a buoy.

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