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Career Selection Ideas

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Post Sat Jun 09, 2007 8:39 pm

Career Selection Ideas

I have had some ideas for future add-ons to the Career Selection mod, but I would like help on deciding if they are good, or if anyone would like/have ideas for things to add. This is the only idea I have so far;

- Appropriate starting ships for occupation.

If anyone has any other ideas, or things they would like to be added, please tell me.

Everything is nothing, but nothing is not everything.

Post Sun Jun 10, 2007 5:15 am

you can try to make it work with other mods . also for an idea yourself you can put it with someone elses mod . sort of a joint adventure with somebody. also as a good stand alone mod have them choose ships like you said choose bases and money cause all that can be done server side.

Post Sun Jun 10, 2007 6:03 pm

You can make it compatible with other Mods by removing the exclusive = true in the script.xml file.

Post Mon Jun 11, 2007 8:43 am

How about adding more contraband for smugglers other than Cardimine and Alien Artifacts. I have a few ideas such as illegal weapons, slaves, and other stuff.

Post Mon Jun 11, 2007 9:19 am

actually, that isn't a bad idea, but the slaves can be a touchy issue for some people. No disrespect to anyone.

Post Mon Jun 11, 2007 12:19 pm

Try to test for a little longer in future, you can't get out of New York as it's 'access denied' at every jumpgate/hole.

Leveling up is also a major problem, as was discovered over 2 years ago, OpenSP's that use only the newplayer.fl or restart.fl will level up once and then remain at that level for ever, the amounts of money required change but the actual 'rank' stays the same, meaning you can't buy the better stuff (now you see why IGx89 set it at 50).

Now you see why I said it was such a crappy idea to be able to edit the restart.fl, I understand both yours and Cold_Void's frustrations with the restart as both Argh and myself went through it 1.5 to 2 years ago as we were both trying to get an OSP that didn't need the content.dll.
I learned that you can't force Freelancer to do something and expect it to work, but if you con it in to doing something it usually works. I released a small OSP that was just a modified newplayer.fl a while back, this forced FL and only just worked, Xerx's hacked content.dll and my <span style="text-decoration: underline">new</span> modified newplayer.fl both con FL into doing what we want, in both cases it cons FL into reading a modified M13.ini instead of the M01a.ini.

This is the backbone of a mod I've been working on for sometime, you can select any faction and start at one of thier bases, you have the same rep, costume and ships as the faction, corporations get freighters and transports, everybody else has the fighters. You still get called "Freelancer Alpha 1-1" although I was called "Navy Alpha 1-1" once and I'll figure out how I did that one day.

I'll rip out some of my code later to let you see what you can achieve, although you'll probably find something similar in Flybyu's OpenSP mod (minus the newplayer.fl).

**shuffles off with a new headache**

Edited by - Bejaymac on 6/11/2007 2:17:07 PM

Post Mon Jun 11, 2007 8:08 pm

Actually, I'm glad you mentioned the locked gates as I hadn't tested it that far. Just recently, I have figured out how to erase the blocks, so I'll remember what you've said. Also, just give me some time, but I believe there is some way to get this to work. This is why I asked for the support. Thanks...

Post Mon Jun 11, 2007 8:13 pm

Edited by - alfa_astrix on 6/11/2007 9:13:41 PM

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