I have no problems with adding ships to bases. Tell him if it happens again to submit the error report to us via the crash dialog (ours not Microsofts).
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FL Explorer bug in new version
Here you can find news, get help and comment about all the Mods and tools for Freelancer created by =EOA= Players Consortium, like the ?Freelancer SDK?, the ?Freelancer Explorer? and the ?Real Space Mod?
37 posts
• Page 3 of 3 • 1, 2, 3
To add exclusion zones you need to use the Select Zone and Next/Back buttons to select the field you are trying to add an exclusion to and then press the Link Exclusion button. From the dialog you select your exclusion zone and add it.
I have no problems with adding ships to bases. Tell him if it happens again to submit the error report to us via the crash dialog (ours not Microsofts).
I have no problems with adding ships to bases. Tell him if it happens again to submit the error report to us via the crash dialog (ours not Microsofts).
Right, here's something else i just found.
I added a nebula and an asteroid to a new system, added an exclusion zone round a base ( as discussed ), but me being me, i thought i'd check it anyway. This is where i found that FLE had put the new nebula i'd added into the asteroid folder as opposed to the nebula folder. The new asteroid field ended up where it should but not the nebula.
I added a nebula and an asteroid to a new system, added an exclusion zone round a base ( as discussed ), but me being me, i thought i'd check it anyway. This is where i found that FLE had put the new nebula i'd added into the asteroid folder as opposed to the nebula folder. The new asteroid field ended up where it should but not the nebula.
Hi Louva,
Was beavering away, saved my mod, then found that FLE sticks in a newchar.ini file everytime it saves. Is this correct? Only reason i ask is i amended the money and starting ship in a script and for some reason FLE reads this and makes up a new newchar.ini file everytime it saves any updates to my mod.
Was beavering away, saved my mod, then found that FLE sticks in a newchar.ini file everytime it saves. Is this correct? Only reason i ask is i amended the money and starting ship in a script and for some reason FLE reads this and makes up a new newchar.ini file everytime it saves any updates to my mod.
Here is the main script file,
<data file="data\characters\newcharacter.ini" method="sectionreplace"
<section>
[Package
nickname = ge_fighter
</section>
<dest>
money = 2000
</dest>
<source>
money = 50000000
</source>
</data>
<data file="data\characters\newcharacter.ini" method="sectionreplace"
<section>
[Package
nickname = ge_fighter
</section>
<dest>
ship = ge_fighter
loadout = MP_ge_fighter
</dest>
<source>
ship = Flying Saucer
loadout = Flying Saucer01
</source>
</data>
Now the reason the money is so high is we're still testing, second part of the script replaces the standard ship with one of the ships we're using. All of this sits in the main script file called script.xml. Also in here is the mod description etc.
Now is it because i've included it this way that FLE creates a new newchar.ini file whenever i save it? Something new that's for sure
<data file="data\characters\newcharacter.ini" method="sectionreplace"
<section>
[Package
nickname = ge_fighter
</section>
<dest>
money = 2000
</dest>
<source>
money = 50000000
</source>
</data>
<data file="data\characters\newcharacter.ini" method="sectionreplace"
<section>
[Package
nickname = ge_fighter
</section>
<dest>
ship = ge_fighter
loadout = MP_ge_fighter
</dest>
<source>
ship = Flying Saucer
loadout = Flying Saucer01
</source>
</data>
Now the reason the money is so high is we're still testing, second part of the script replaces the standard ship with one of the ships we're using. All of this sits in the main script file called script.xml. Also in here is the mod description etc.
Now is it because i've included it this way that FLE creates a new newchar.ini file whenever i save it? Something new that's for sure
37 posts
• Page 3 of 3 • 1, 2, 3
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