Good system creation tutorials?? the last one i tried wasn't very good.
Does anyone know of any.....
- Abel6669
- Thread is marked as Resolved.
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Try the downloads section it has 3 tutorials regarding this and using FLExplorer
flexplorertutorial.zip
flexplorertutorialvolume2.zip
tutorialvolume3.zipAs long as you are careful at the end and remove the extraneous stuff it leaves in (check against and unmodded file) you should be ok.
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I prefer to edit the various ini files manually, the best tutorial I've found for system bulding is in this collection of tutorials look for "System Building from scratch by giskard"
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I reckon one of the best things about creating a system/base whatever manually is that you understand the relationships between all the various files and data references, with FLE all that stuff is hidden.
A good free text editor like Notepad++ makes ini editing a lot easier than using the basic windows notepad check it out, you'll also need FL Companion if you want to set up a realistic economy.
CK256
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1. Basic system creation
This Tutorial will tell you how to make a verry basic system for freelancer.
I.E - System Connections, The basic system its self, so you can fly to the jumpgate and enter your system.Things you will Learn Later
Filling your system
Adding Encounters
Adding Bases
More
------------Files we will be Modding
Universe.ini
[C:\Program Files\Microsoft Games\Freelancer\DATA\UNIVERSE\univers.ini]shortest_illegal_path.ini
[C:\Program Files\Microsoft Games\Freelancer\DATA\UNIVERSE\shortest_illegal_path.ini]systems_shortest_path.ini
[C:\Program Files\Microsoft Games\Freelancer\DATA\UNIVERSE\systems_shortest_path.ini]li01.ini
[C:\Program Files\Microsoft Games\Freelancer\DATA\UNIVERSE\systems\li01\li01.ini]------------
Programs We Will Need = NotePad or any Text Editor
------------
Files we will be Creating
In Mod Manager Create
Create a foulder called XtremesSystemTutorial
Freelancer Mod Manager \ mods \ XtremesSystemTutorialInside That Foulder Create another New Foulder called Data
Freelancer Mod Manager \ mods \ XtremesSystemTutorial \ DataInside That Foulder Create another New Foulder called Universe
Freelancer Mod Manager \ mods \ XtremesSystemTutorial \ Data \ UniverseInside That Foulder Create another New Foulder called Systems
Freelancer Mod Manager \ mods \ XtremesSystemTutorial \ Data \ Universe \ SystemsInside That Foulder Create another New Foulder called XtremesSystemTutorial
Freelancer Mod Manager \ mods \ XtremesSystemTutorial \ Data \ Universe \ Systems \ XtremesSystemTutorialNEXT TO THE XtremesSystemTutorial Foulder In Systems Create another New Foulder Called li01
[C:\Program Files\Freelancer Mod Manager\mods\XtremesSystemTutorial\Data\Universe\Systems\li01]------------
Lests Gest Started
Part 1 - Open (uiverse.ini)
At the End Paste
[system]
nickname = XtremesSystemTutorial
file = systems\XtremesSystemTutorial\XtremesSystemTutorial.ini
pos = 9, 1
msg_id_prefix = gcs_refer_system_XtremesSystemTutorial
visit = 0
strid_name = 1
ids_info = 1
NavMapScale = 2Save to Freelancer Mod Manager \ mods \ XtremesSystemTutorial \ Data \ Universe and ADD .ini to the end of the name to make in an INI file
------------
Part 2 - Next open (shortest_illegal_path.ini)
Find =
Path = Li01, IW08, Li01, Li04, Li02, IW08
Under It Paste
Path = Li01, XtremesSystemTutorial, Li01, XtremesSystemTutorial
Save to Freelancer Mod Manager \ mods \ XtremesSystemTutorial \ Data \ Universe and ADD .ini to the end of the name to make in an INI file
------------
Part 3 - Same File (shortest_illegal_path.ini)
At the Bottom Paste
[SystemConnections]
Path = XtremesSystemTutorial, Li01, XtremesSystemTutorial
Path = XtremesSystemTutorial, Li01, XtremesSystemTutorial, Li01Save to Freelancer Mod Manager \ mods \ XtremesSystemTutorial \ Data \ Universe and ADD .ini to the end of the name to make in an INI file
------------
Part 4 - Open (systems_shortest_path.ini)
Find =
Path = Li01, IW08, Li01, Li02, IW08
Under it Paste
Path = Li01, XtremesSystemTutorial, Li01, XtremesSystemTutorial
Save to Freelancer Mod Manager \ mods \ XtremesSystemTutorial \ Data \ Universe and ADD .ini to the end of the name to make in an INI file
------------
Part 5 - Same File (systems_shortest_path.ini)
At the Bottom Paste
[SystemConnections]
Path = XtremesSystemTutorial, Li01, XtremesSystemTutorial
Path = XtremesSystemTutorial, Li01, XtremesSystemTutorial, Li01Save to Freelancer Mod Manager \ mods \ XtremesSystemTutorial \ Data \ Universe and ADD .ini to the end of the name to make in an INI file
------------
Part 6 - Open File (li01.ini)
At the Bottom Paste
[Object]
nickname = Li01_to_XtremesSystemTutorial
pos = -92001, 0, -17334
ids_name = 254225
ids_info = 254225
rotate = 0, 180, 0
Archetype = jumpgate
reputation = li_p_grp
goto = XtremesSystemTutorial, XtremesSystemTutorial_to_Li01, gate_tunnel_bretonia
jump_effect = jump_effect_bretonia
loadout = jumpgate
msg_id_prefix = gcs_refer_system_XtremesSystemTutorial
pilot = pilot_solar_easiest
visit = 1
difficulty_level = 1Save to Freelancer Mod Manager \ mods \ XtremesSystemTutorial \ Data \ Universe \ Systems \ li01 and ADD .ini to the end of the name to make in an INI file
------------
Part 7 - Now we will be creating Our system File
In the foulder you create called XtremesSystemTutorial Make a note pad file by Right Clicking - Going to New - Clicking Text Document
Inside the Text Document Paste the Following
[SystemInfo]
alias = XtremesSystemTutorial
name = XtremesSystemTutorial
space_color = 5, 5, 5
local_faction = li_p_grp[Archetype]
[TexturePanels]
file = universe\heavens\shapes.ini[Dust]
spacedust = radioactivedust_red[Music]
space = music_li_space
danger = music_li_danger
battle = music_li_battle[Ambient]
color = 5, 5, 5[Background]
basic_stars = solar\starsphere\starsphere_stars_basic.cmp
complex_stars = solar\starsphere\starsphere_li01_stars.cmp
nebulae = solar\starsphere\starsphere_li01.cmp[LightSource]
nickname = XtremesSystemTutorial_System_LIGHT
pos = 0, 0, 0
color = 255, 128, 0
range = 120000
type = DIRECTIONAL[Object]
nickname = Sun_XtremesSystemTutorial
ids_name = 1
pos = 0, 0, 0
ambient_color = 255, 255, 255
Archetype = sun_2000
ids_info = 1
star = med_white_sun
atmosphere_range = 11000
burn_color = 160, 222, 245[Object]
nickname = XtremesSystemTutorial_to_Li01
ids_name = 1
ids_info = 1
pos = 20000, 0, -29800
rotate = 0, 180, 0
Archetype = nomad_gate
goto = Li01, Li01_to_XtremesSystemTutorial, gate_tunnel_bretonia
jump_effect = jump_effect_bretonia
loadout = jumpgate
msg_id_prefix = gcs_refer_system_Li01
pilot = pilot_solar_easiest
visit = 1
difficulty_level = 1
reputation = li_p_grp------------
Part 8 - Saving the System
In the Text Document you made
Click File - SaveAs
AND ENTER THE FOLLOWING IN THE FILE NAME WINDOW XtremesSystemTutorial.ini
Save to Freelancer Mod Manager \ mods \ XtremesSystemTutorial \ Data \ Universe \ Systems \ XtremesSystemTutorial
------------
Part 10 - In [C:\Program Files\Freelancer Mod Manager\mods\XtremesSystemTutorial\]
Create a Note Pad file and Paste the following
<script
<header name="XtremesSystemTutorial"
<scriptversion
1.2
</scriptversion
<author
My Mod
</author
<modurl</modurl
<description
My First System
Fly to Detroit Munitions and Enter the JumpGate to see if your system Works
</description
</header
</scriptNOTE THE SCRIPT ASPECTS OF THE *PART 10* OF THE TUTORIAL CANNOT BE DISPLAYED IN THIS FORUM DUE TO HTML LIKE EXTENSIONS PLEASE DOWNLOAD THE TEXT FILE INSIDE THE RAR ARCHIVE THAT CONTAINS THE FULL TUTORIAL
GET IT HERE
SaveAs Script.xml
Freelancer Mod Manager \ mods \ XtremesSystemTutorial \ Script.xml------------
11 - If you have closed all the Tags and all steps have been followed you should be ready to test your system
------------
End Of Tutoral
------------
Extra Infomation
***Objects***
[Object]
nickname = XtremesSystemTutorial_to_Li01
ids_name = 1
ids_info = 1
pos = 20000, 0, -29800 <-SeeTip 3
rotate = 0, 180, 0
Archetype = nomad_gate <- See Tip 1
goto = Li01, Li01_to_XtremesSystemTutorial, gate_tunnel_bretonia
jump_effect = jump_effect_bretonia
loadout = jumpgate <-SeeTip 2
msg_id_prefix = gcs_refer_system_Li01
pilot = pilot_solar_easiest
visit = 1
difficulty_level = 1
reputation = li_p_grpTip 1 This is what model will be displayed you can find the code for this model in the SolarArch.ini found in,
[C:\Program Files\Microsoft Games\Freelancer\DATA\SOLAR\SolarArch.ini]
Copy the text nomad_gate open the file with a Text Editor then Click Edit - Find - Click the Box Next to the text Find What and press Ctrl VTip 2 This is the Load Out of weapons the Model will have, you can find the code for this the same way as finding the model in the solararch file. The file is located,
[C:\Program Files\Microsoft Games\Freelancer\DATA\SOLAR\loadouts.ini]
Copy the text jumpgate open the file with a Text Editor then Click Edit - Find - Click the Box Next to the text Find What and press Ctrl VTip 3 This is the positiong X-Y-Z positioning in the erly stages of modding freelancer was done by hand, now we have a few difrent programs that are made for making systems that can be used well to get code samples for Trade Lanes, X-Y-Z Positioning of your items in your system and so on. When Lancers Reactor comes back up ether me or one of the others will post links to systems editors that can be used.
TheXtreme
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PART 2.
Freelancer Modding
System Creation Adding Stations Part 2
By TheXtreme
This Tutorial will tell you how to add bases to you systems.
I.E - Fly to the station in your system and land on your base, you will beable to by equipment, commodites, and ships there.------------
Things you will Learn Later
Filling your system
Adding Encounters
More------------
Files we will be Modding
Universe.ini
Microsoft Games \ Freelancer \ DATA \ UNIVERSE \ univers.inimarket_ships.ini
Microsoft Games \ Freelancer \ DATA \ EQUIPMENT \ market_ships.inimarket_misc.ini
Microsoft Games \ Freelancer \ DATA \ EQUIPMENT \ market_misc.inimarket_commodities.ini
Microsoft Games \ Freelancer \ DATA \ EQUIPMENT \ market_commodities.ini------------
Programs We Will Need = NotePad or any Text Editor
------------
Files we will be Creating
In Mod Manager Create
Create a folder called Bases
Freelancer Mod Manager \ mods \ XtremesSystemTutorial \ Data \ Universe \ Systems \ XtremesSystemTutorial \ BasesCreate a foulder called Rooms
Freelancer Mod Manager \ mods \ XtremesSystemTutorial \ Data \ Universe \ Systems \ XtremesSystemTutorial \ RoomsCreate a folder called Equipment
Freelancer Mod Manager \ mods \ XtremesSystemTutorial \ Data \ Equipment \----------------------
You MUST have completed Freelancer Modding System Creation, first to use this tutorial
----------------------
1 - We will first look at adding Objects Below is a Object template that will explain what each refrence dose,
[Object]
nickname = allways add individual Names here with no spaces, duplicate names will make lag and you dont want that!
ids_name = Name of the object when selected ingame
ids_info = Infomation about the object when examind ingame
pos = Where in the system your object will be
rotate = the orientation of the object
Archetype = this is the object that will be displayed
loadout = s is the loadout that the object will use
reputation = s is what faction the object will be aligned to----------------------
2 - Open XtremesSystemTutorial.ini
Freelancer Mod Manager \ mods \ XtremesSystemTutorial \ Data \ Universe \ Systems \ XtremesSystemTutorial \ XtremesSystemTutorial.iniWe will add a station to the system we made in System Making Part I
At the end of the XtremesSystemTutorial.ini you just opend paste
[Object]
nickname = XST01_01_base
ids_name = 1
pos = 32000, 0, -39800
rotate = 0, 80, 0
archetype = l_dreadnought
ids_info = 1
base = XST01_01_base
dock_with = XST01_01_base
reputation = li_p_grp
behavior = NOTHING
voice = atc_leg_f01
space_costume = br_newscaster_head_gen, li_female_elite_body
difficulty_level = 7
loadout = li_dreadnought_li_01
pilot = pilot_solar_hardSave to Freelancer Mod Manager \ mods \ XtremesSystemTutorial \ Data \ Universe \ Systems \ XtremesSystemTutorial
----------------------
2 - Now just adding the base object is not enuf to make it work we need the base entrys for the rest of the command line for the base to be dockable
Open Universe.ini
Freelancer Mod Manager \ mods \ XtremesSystemTutorial \ Data \ Universe \ Universe.iniAt the end (should be underneath the system entry to our system) paste,
[Base]
nickname = XST01_01_base
system = XtremesSystemTutorial
strid_name = 1
file = Universe\Systems\XtremesSystemTutorial\Bases\XST01_01_base.iniSave to Freelancer Mod Manager \ mods \ XtremesSystemTutorial \ Data \ Universe and ADD .ini to the end of the name to make in an INI file
----------------------
3 - Open a Text Document (NotePad recomended) inside it paste the following
[BaseInfo]
nickname = XST01_01_base
start_room = Deck[Room]
nickname = Bar
file = Universe\Systems\XtremesSystemTutorial\Bases\Rooms\XST01_01_Bar.ini[Room]
nickname = Deck
file = Universe\Systems\XtremesSystemTutorial\Bases\Rooms\XST01_01_Deck.iniSave to Freelancer Mod Manager \ mods \ XtremesSystemTutorial \ Data \ Universe \ Systems \ XtremesSystemTutorial \ Bases \ call it XST01_01_base.ini [Be sure to add .ini to the end to make it an ini file]
----------------------
4 - Go to,
Microsoft Games \ Freelancer \ DATA \ UNIVERSE \ SYSTEMS \ LI02 \ BASES \ ROOMS \Hold down Ctrl and click on 2 files li02_03_deck, & li02_03_bar
Paste them in,
Freelancer Mod Manager \ mods \ XtremesSystemTutorial \ Data \ Universe \ Systems \ XtremesSystemTutorial \ Bases \ Rooms \Then rename the li02_03 parts of there names to XST01_01
----------------------
5 - Activate the mod and go to the system, you will see the base there, you can dock to the base and test its working.
----------------------
6 - Adding Commodites, Equipment, and Ships forsale to your base
Open
Microsoft Games \ Freelancer \ DATA \ EQUIPMENT \ market_commodities.iniAt the end paste
[BaseGood]
base = XST01_01_base
MarketGood = commodity_boron, 0, -1, 0, 0, 1, 1.400000
MarketGood = commodity_beryllium, 0, -1, 0, 0, 1, 8.500000
MarketGood = commodity_cobalt, 0, -1, 0, 0, 1, 5.400000
MarketGood = commodity_toxic_waste, 0, -1, 150, 500, 0, 2
MarketGood = commodity_hydrocarbons, 0, -1, 0, 0, 1, 5
MarketGood = commodity_niobium, 0, -1, 0, 0, 1, 2.500000
MarketGood = commodity_copper, 0, -1, 0, 0, 1, 10
MarketGood = commodity_food, 0, -1, 0, 0, 1, 1.379300
MarketGood = commodity_mox_fuel, 0, -1, 0, 0, 1, 2.100000
MarketGood = commodity_basic_alloys, 0, -1, 0, 0, 1, 3
MarketGood = commodity_super_alloys, 0, -1, 150, 500, 0, 1
MarketGood = commodity_superconductors, 0, -1, 150, 500, 0, 1
MarketGood = commodity_pharm, 0, -1, 0, 0, 1, 0.526300
MarketGood = commodity_polymers, 0, -1, 0, 0, 1, 7.800000
MarketGood = commodity_terraforming_gases, 0, -1, 150, 500, 0, 1
MarketGood = commodity_sidearms, 0, -1, 0, 0, 1, 0.850000
MarketGood = commodity_tradelane_parts, 0, -1, 150, 500, 0, 1Save To
Freelancer Mod Manager \ mods \ XtremesSystemTutorial \ Data \ Equipment \ market_commodities.ini----------------------
7 - Open
Microsoft Games \ Freelancer \ DATA \ EQUIPMENT \ market_misc.iniAt the end paste
[BaseGood]
base = XST01_01_base
MarketGood = co_gun01_mark01, 0, -1, 10, 10, 0, 1
MarketGood = co_gun01_mark02, 0, -0.200000, 10, 10, 0, 1
MarketGood = co_gun02_mark01, 0, -1, 10, 10, 0, 1
MarketGood = co_gun02_mark02, 2, -0.200000, 10, 10, 0, 1
MarketGood = co_turret01_mark01, 0, -1, 10, 10, 0, 1
MarketGood = co_turret01_mark02, 2, -0.200000, 10, 10, 0, 1
MarketGood = co_turret02_mark01, 0, -1, 10, 10, 0, 1
MarketGood = ge_s_thruster_01, 0, -1, 10, 10, 0, 1
MarketGood = missile01_mark01, 0, -1, 10, 10, 0, 1
MarketGood = missile01_mark01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = missile01_mark02_ammo, 2, -1, 50, 50, 0, 1
MarketGood = missile01_mark03_ammo, 10, -1, 50, 50, 0, 1
MarketGood = missile01_mark04_ammo, 22, -1, 50, 50, 0, 1
MarketGood = missile01_mark05_ammo, 30, -1, 50, 50, 0, 1
MarketGood = missile02_mark01, 0, -1, 10, 10, 0, 1
MarketGood = missile02_mark01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = missile02_mark02_ammo, 2, -0.200000, 50, 50, 0, 1
MarketGood = missile02_mark03_ammo, 10, 0.200000, 50, 50, 0, 1
MarketGood = missile02_mark04_ammo, 22, 0.400000, 50, 50, 0, 1
MarketGood = missile02_mark05_ammo, 30, 0.750000, 50, 50, 0, 1
MarketGood = missile03_mark01, 0, -1, 10, 10, 0, 1
MarketGood = missile03_mark01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = missile03_mark02_ammo, 6, -1, 50, 50, 0, 1
MarketGood = missile03_mark03_ammo, 22, -1, 50, 50, 0, 1
MarketGood = missile03_mark04_ammo, 30, -1, 50, 50, 0, 1
MarketGood = cruise_disruptor01_mark01_ammo, 2, -1, 50, 50, 0, 1
MarketGood = cruise_disruptor01_mark02_ammo, 26, -1, 50, 50, 0, 1
MarketGood = torpedo01_mark01_ammo, 10, -1, 50, 50, 0, 1
MarketGood = torpedo01_mark02_ammo, 30, -1, 50, 50, 0, 1
MarketGood = mine01_mark01, 0, -1, 10, 10, 0, 1
MarketGood = mine01_mark01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = mine01_mark02_ammo, 2, -1, 50, 50, 0, 1
MarketGood = mine01_mark03_ammo, 10, -1, 50, 50, 0, 1
MarketGood = mine01_mark04_ammo, 22, -1, 50, 50, 0, 1
MarketGood = mine01_mark05_ammo, 30, -1, 50, 50, 0, 1
MarketGood = mine02_mark01, 0, -1, 10, 10, 0, 1
MarketGood = mine02_mark01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = mine02_mark02_ammo, 6, -1, 50, 50, 0, 1
MarketGood = mine02_mark03_ammo, 16, -1, 50, 50, 0, 1
MarketGood = mine02_mark04_ammo, 26, -1, 50, 50, 0, 1
MarketGood = mine02_mark05_ammo, 30, -1, 50, 50, 0, 1
MarketGood = ge_s_repair_01, 0, -1, 100, 100, 0, 1
MarketGood = ge_s_cm_01, 0, -1, 10, 10, 0, 1
MarketGood = ge_s_cm_01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = ge_s_cm_02_ammo, 2, -1, 50, 50, 0, 1
MarketGood = ge_s_cm_03_ammo, 6, -1, 50, 50, 0, 1
MarketGood = shield01_mark01_lf, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark02_lf, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark01_hf, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark02_hf, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark01_fr, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark02_fr, 0, -1, 10, 10, 0, 1
MarketGood = ge_s_battery_01, 0, -1, 100, 100, 0, 1Save To
Freelancer Mod Manager \ mods \ XtremesSystemTutorial \ Data \ Equipment \ market_misc.ini----------------------
8 - Open
Microsoft Games \ Freelancer \ DATA \ EQUIPMENT \ market_ships.iniAt the end paste
[BaseGood]
base = XST01_01_base
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood = gf2_package, 4, -1, 1, 1, 0, 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, 1, 1, 0, 1, 1
marketgood = le_package, 2, -1, 0, 0, 1, 1, 1
marketgood = lfr_package, 1, -1, 1, 1, 0, 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, 0, 0, 1, 1, 1Save To
Freelancer Mod Manager \ mods \ XtremesSystemTutorial \ Data \ Equipment \ market_ships.ini----------------------
Now when you activate your mod, and fly to your system you can land on your base and buy ships, commoditys, and equipment.
Enjoy
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PART 3.
Freelancer Modding
System Creation Adding Trade Lanes Part 3
By TheXtreme
This Tutorial will tell you how to add trade Lanes to your systems------------
Things you will learn leater
Filling Your System
Adding Wrecks with FX------------
Files we will be Modding
XtremesSystemTutorial.ini
Freelancer Mod Manager \ mods \ XtremesSystemTutorial \ Data \ Universe \ Systems \ XtremesSystemTutorial \ XtremesSystemTutorial.ini------------
Programs We Will Need = NotePad or any Text Editor
------------
You MUST have completed Freelancer Modding System Creation Parts I + II first to use this tutorial
----------------------
First we will look at the Trade Lane Code[Object]
nickname = allways add individual Names here with no spaces, duplicate names will make lag and you dont want that!
ids_name = This is the name of the object ingame
pos = Where in the system your object will be
rotate = the orientation of the object
Archetype = this is the object that will be displayed
ids_info = Infomation about the object when examind ingame
prev_ring = This is v important this will tell the game witch ring is before the current ring (Dont add it at the start of your lane)
next_ring = This is v important this will tell the game witch ring is next (don't add it at all to stop the trade lane)
behavior = NOTHING (allways set to this)
loadout = s is the loadout that the object will use
reputation = s is what faction the object will be aligned to
difficulty_level = This is the difficulty of the lane
pilot = pilot_solar_easiest (allways set to this)------------
1 - Open the
XtremesSystemTutorial.ini
Freelancer Mod Manager \ mods \ XtremesSystemTutorial \ Data \ Universe \ Systems \ XtremesSystemTutorial \ XtremesSystemTutorial.iniAt the End add
[Object]
nickname = XST01_Trade_Lane_Ring_Lane0_0
ids_name = 1
ids_info = 1
pos = 3000, 0, -6000
rotate = -360, -42, 0
Archetype = Trade_Lane_Ring
loadout = trade_lane_ring_li_01
pilot = pilot_solar_easiest
difficulty_level = 1
next_ring = XST01_Trade_Lane_Ring_Lane0_1
reputation = li_p_grp[Object]
nickname = XST01_Trade_Lane_Ring_Lane0_1
ids_name = 1
ids_info = 1
pos = 7792, 0, -11250
rotate = -360, -42, 0
Archetype = Trade_Lane_Ring
loadout = trade_lane_ring_li_01
pilot = pilot_solar_easiest
difficulty_level = 1
prev_ring = XST01_Trade_Lane_Ring_Lane0_0
next_ring = XST01_Trade_Lane_Ring_Lane0_2
reputation = li_p_grp[Object]
nickname = XST01_Trade_Lane_Ring_Lane0_2
ids_name = 1
ids_info = 1
pos = 12583, 0, -16500
rotate = -360, -42, 0
Archetype = Trade_Lane_Ring
loadout = trade_lane_ring_li_01
pilot = pilot_solar_easiest
difficulty_level = 1
prev_ring = XST01_Trade_Lane_Ring_Lane0_1
next_ring = XST01_Trade_Lane_Ring_Lane0_3
reputation = li_p_grp[Object]
nickname = XST01_Trade_Lane_Ring_Lane0_3
ids_name = 1
ids_info = 1
pos = 17375, 0, -21750
rotate = -360, -42, 0
Archetype = Trade_Lane_Ring
loadout = trade_lane_ring_li_01
pilot = pilot_solar_easiest
difficulty_level = 1
prev_ring = XST01_Trade_Lane_Ring_Lane0_2
next_ring = XST01_Trade_Lane_Ring_Lane0_4
reputation = li_p_grp[Object]
nickname = XST01_Trade_Lane_Ring_Lane0_4
ids_name = 1
ids_info = 1
pos = 22166, 0, -27000
rotate = -360, -42, 0
Archetype = Trade_Lane_Ring
loadout = trade_lane_ring_li_01
pilot = pilot_solar_easiest
difficulty_level = 1
prev_ring = XST01_Trade_Lane_Ring_Lane0_3
next_ring = XST01_Trade_Lane_Ring_Lane0_5
reputation = li_p_grp[Object]
nickname = XST01_Trade_Lane_Ring_Lane0_5
ids_name = 1
ids_info = 1
pos = 26958, 0, -32250
rotate = -360, -42, 0
Archetype = Trade_Lane_Ring
loadout = trade_lane_ring_li_01
pilot = pilot_solar_easiest
difficulty_level = 1
prev_ring = XST01_Trade_Lane_Ring_Lane0_4
next_ring = XST01_Trade_Lane_Ring_Lane0_6
reputation = li_p_grp[Object]
nickname = XST01_Trade_Lane_Ring_Lane0_6
ids_name = 1
ids_info = 1
pos = 31750, 0, -37500
rotate = -360, -42, 0
Archetype = Trade_Lane_Ring
loadout = trade_lane_ring_li_01
pilot = pilot_solar_easiest
difficulty_level = 1
prev_ring = XST01_Trade_Lane_Ring_Lane0_5
next_ring = XST01_Trade_Lane_Ring_Lane0_7
reputation = li_p_grp[Object]
nickname = XST01_Trade_Lane_Ring_Lane0_7
ids_name = 1
ids_info = 1
pos = 36541, 0, -42750
rotate = -360, -42, 0
Archetype = Trade_Lane_Ring
loadout = trade_lane_ring_li_01
pilot = pilot_solar_easiest
difficulty_level = 1
prev_ring = XST01_Trade_Lane_Ring_Lane0_6
next_ring = XST01_Trade_Lane_Ring_Lane0_8
reputation = li_p_grp[Object]
nickname = XST01_Trade_Lane_Ring_Lane0_8
ids_name = 1
ids_info = 1
pos = 41333, 0, -48000
rotate = -360, -42, 0
Archetype = Trade_Lane_Ring
loadout = trade_lane_ring_li_01
pilot = pilot_solar_easiest
difficulty_level = 1
prev_ring = XST01_Trade_Lane_Ring_Lane0_7
reputation = li_p_grp------------
2 - Next in the same file we will re-locate the jump gate
Find
pos = -92001, 0, -17334
rotate = 0, 180, 0Replace the pos and rotate with
pos = 45666, 0, -52000
rotate = 0, 126, 0------------
3 - Next in the same file we will relocate the station
Find
pos = 32000, 0, -39800
rotate = 0, 80, 0Replace the pos and rotate with
pos = -1000, -2000, -2000
rotate = 0, 80, 0------------
4 - Now that we have added the trade lane, and move the station and jumpgate to ether end of the trade lane we need to move the sun because it is now in our way.
Find
pos = 0, 0, 0 ( will refer to 2 entrys the Sun and the ligh source move them both to this position )
Replace the pos with
pos = -5667, 0, 2333
Save to
Freelancer Mod Manager \ mods \ XtremesSystemTutorial \ Data \ Universe \ Systems \ XtremesSystemTutorialNow that you have saved you system after editing activate the mod and to and test your trade lane.
Note - The hardest part of adding trade lanes for new comers is positioning the trade lane rings in a line so that you travel the lane correctly it is best recomended to use Freelancer System Creator to make Trade Lanes since the program dose this well. [Links will follow when lancers reactor comes back up]
------------
Enjoy
TheXtreme -
Part 4.(Rotating)
"Rotate" is made up of 3 values x, y, z and decides what way ur object/solar is facingX = this is the vertical axis,
for example 90,y,z turns a docking ring so u dock with it from below
,docking from above demands a value of -90,y,zY = this is the axis where u turn object right(if positive value) and left(if negative value)
for example x, 90, z turns the object 90*(degrees) to the rightZ = this is the "other" vertical axis, works like the ones above,
for example: picture a docking ring a Z-value of zero ="00"
(normal docking ring setting, looks like two zeros next to eachother)
for example: picture a docking ring a Z-value of zero ="8"
(the docking ring is turned 90 degrees and now looks like the figure -
PART 5. (in-system placing)
Placing objects in 3dimensional space tutorialYou will be modding this line: Pos = x, y, z
in fx.
Freelancer Mod Manager\mods\"mod name"\DATA\UNIVERSE\SYSTEMS\KU01(or other system)\KU01.inias usual we have our 3 axis' x, y, z
X = to the RIGHT (as seen on Nav Map, if positive value)
to the LEFT (as seen on Nav Map, if negative value)Y = UP (positive value) DOWN (negative value)
Moving an object on this axis wont show on your Nav Map, cause the nav map is 2 dimensional.
this is the least used axis in this game,
allmost all object in the original game has this value at zero.
This is a great axis for moving enlarged planets.Z = DOWN (as seen on Nav Map, if positive value)
UP (as seen on Nav Map, if negative value) -
PART 6. (planet ring) By Rasauul
Yes Were modding the planet rings!as usual 3 values : x, y, z
X = The width of the rings(how big)
y = the width of the clear space at the centre of the rings
(make this a wee bit larger than the planet)Z = I think this value describes the thickness of the rings
(imagine looking at a CD from the side, its pretty small....sooo small..zzz)For angle of rings see the Rotate tutorial
-
PART 7 (custom wrecks)
Custom Wrecks
« Thread Started on Nov 23, 2007, 10:48am »--------------------------------------------------------------------------------
I'll be splitting this tutorial into 3 parts:1) Files you might need to modify to create a wreck
2) Creating the wreck
3) Setting its loot
4) Bonus section: Creating your own wreck archetypes
I'm assuming that you have basic editting skills, know how to convert nicknames to real names, and know the terminology used in-game well enough. If not....peruse the stickys in the Editting forums.
(PS: Yes, I know that the word is spelled "surprise", and not "suprise"...but apparently, the programmers took a spelling course with Bubbles the Chimpanzee. With a few exceptions, they use the word "suprise" in the nicknames and filenames.)
Section I: Files modded/referenced in wreck and loot creation
In order to create a new wreck and set its loot, you'll need to modify a few files, as well as reference a few others. Here are the files you'll need to directly modify, and a brief description of why:
<system_name>.ini (for example, if the wreck is in New York, you'd be modifying Li01.ini)
This will create the wreck in the system of your choice, and determine things such as its location, the direction the wreck is facing, and what the wreck would look like. If you want to make your wreck radioactive (for example, like all the wrecks in the New York system), this is also where you'd define the radioactive zone. You'll also be making the link to the loadout (i.e. loot) here.
Data\Ships\loadouts.ini OR Data\Ships\loadouts_utility.ini OR Data\Solar\loadouts.ini
Which one of these two files you modify depends on the type of wreck you are making. If the wreck you are making is a transport wreck, then you'd need to modify loadouts_utility.ini. If it's a storage container, then it's Data\Solar\loadouts.ini. Otherwise, it's Data\Ships\loadouts.ini. It is in these files that you set the loot for your wreck...but the process is not as straight forward as it seems!
Exe\nameresources.dll (Optional)
Sets the name for your wreck. If you're not into dll hacking, just "borrow" the name of an existing wreck.
Exe\infocards.dll (Optional)
Sets the description for your wreck. If you're not into dll hacking, just "borrow" the description of an existing wreck.
(Note: I won't go through .dll hacking here...it's already well covered enough by quite a few other posts, so go read those instead if you need to.)
Data\Solar\SolarArch.ini (Optional, but mandatory for storage depot wrecks)
If you want to create your own type of wreck instead of the wrecks pre-defined in the game, this is the file to do it in. Note that if your wreck is a storage depot, the link pointing to the loot for your wreck is set in here, and not in the <system_name>.ini file! In other words, if you want to create a wreck that is a storage depot, you MUST modify this file.
Note also that I won't be going through how to create your own wreck archetype here, since it's outside the scope of the topic. But it's really not that hard to figure out.
Data\FX\fuse_suprise_solar.ini (Optional)
Even though we won't be going through how to create your own wreck archetypes here, it should be noted that if you created your own type of wreck, then you may also want to modify this file. However, this is strictly speaking not absolutely necessary. It's also worth mentioning that this file is single-handedly responsible for why we don't always get the loot we are expecting from the wrecks.
Section II: Wreck creation
Creating the wreck itself without actually setting the loot is very easy to do...basically, the game treats each wreck as simply another Solar Object, so you create the wreck almost like the same way you create a base, a planet, etc.
So, the basic layout is thus:
[Object
nickname = Li01_suprise_bh_fighter_badlands
ids_name = 261709 ;name of the wreck -- borrow another wreck's number, or use the one you generated
pos = -4870, -1000, 39426
rotate = 6, 38, -61
Archetype = suprise_bh_fighter efined in SolarArch.ini...read on to see pre-defined types
visit = 16 ;a value of 16 is a "normal" wreck...each player can loot only once...set to 0 if you want them to regenerate
ids_info = 66458 escription of the wreck....same idea as for ids_name
loadout = SECRET_bh_bh_fighter_li01 ;the nickname for the loadout for your wreckIf you want radiation to surround your wreck, you have to define a zone of radiation around the wreck. Intuitively, we want to set a sphere of radiation centered on the wreck itself. And if we look at the .ini files, that's exactly what happens:
[zone
nickname = Zone_li01_badlands_radiation2
pos = -4869, -1000, 39427 ;note this is almost the same co-ordinate as the wreck
shape = SPHERE ;makes the zone a sphere shape
size = 2000 ;radius of your sphere in metres
edge_fraction = 0.300000
damage = 50 ;sets radiation damage...the more the merrier!
visit = 128 ;leave this value alone
interference = 0.400000
sort = 99.500000And that's it! Congratulations, you've created your own wreck. Of course, right now, it gives no loot, since you haven't defined it yet, but that problem will soon be taken care of.
If your wreck is a depot, the process is similar to above, but there are a few differences.
1) Under the Object tag, do NOT include the line loadout=<loadout_nickname>. For depots, that line is defined in SolarArch.ini.
2) For the Archetype line, you'll have to supply your own unique Archetype. To do this, you'll need to create the archetype in SolarArch.ini. Here's how to do it:
[Solar
nickname = surprise_superconductors ;name your Archetype here, and use this name in the system ini file
type = DESTROYABLE_DEPOT
DA_archetype = solar\dockable\space_depot_frame.3db
material_library = solar\Solar_mat_tink.mat
LODranges = 0, 1800
mass = 10000.000000
solar_radius = 800 ;not sure what this does, but all wrecks have 800 here...
loadout = surprise_superconductors ;here is where you define your loadout link for depots!
shape_name = NAV_surpriseX ;this should be left alone too so that navmap icons are consistentThe following are valid pre-defined wreck archtypes found in solararch.ini. The names are pretty much self-documenting, though I have taken the liberty of clarifying a few of the more obscure ones.
suprise_li_elite
suprise_transport
suprise_transport_large
suprise_li_fighter
suprise_li_freighter
suprise_br_fighter
suprise_br_elite
suprise_br_freighter
suprise_ku_fighter
suprise_ku_elite
suprise_ku_freighter
suprise_rh_fighter
suprise_rh_elite
suprise_rh_freighter
suprise_bh_fighter
suprise_bh_elite
suprise_bh_elite2
suprise_pi_fighter
suprise_pi_elite
suprise_pi_freighter
suprise_co_fighter
suprise_co_elite
suprise_co_elite2
suprise_ge_fighter ;starflier
suprise_ge_fighter2 ;startracker
suprise_ge_fighter4 ;hawk
suprise_ge_fighter5 ;falcon
suprise_ge_fighter6 ;eagle
suprise_bw_fighter
suprise_bw_elite
suprise_bw_elite2
suprise_bw_freighter
suprise_no_fighter ;nomad fighter <-- entry in solararch.ini seems a bit bugged, use with caution
suprise_ge_armored ;armored transport
suprise_ge_train
suprise_ge_csvNote that there is no large train wreck pre-defined, but as I wrote earlier, it's relatively simple to create your own type of wreck. But like I also wrote earlier, you're on your own if you want to do this.
Section III: Loot creation
Now we come to the favourite part of the tutorial...setting up the goodies in your wreck!
Note that this part is purely optional, if you want a wreck with no loot. There are numerous examples of wrecks in the game with no loot....the many wrecks around the Unknown Jumphole in Omicron Alpha comes to mind.
If your wreck is a fighter, heavey fighter, very heavy fighter, or freighter, then your loot must be defined in the Data\Ships\loadouts.ini file. If your wreck is a transport, large transport, armored transport, or a train, then your loot must be defined in the Data\Ships\loadouts_utility.ini file.
(If you create your own wreck archetype based on the large train, then the loot for that wreck must also be defined in loadouts_utility.ini)
Regardless of which file you end up modifying, the actual definition for the loot is the same in both cases, and is pretty straightforward:
[Loadout
nickname = SECRET_bh_bh_fighter_li01 ;nickname for loot, must match with the entry in the system ini file
archetype = bh_fighter ;see note below
equip = gd_bh_gun01_mark01, HpWeapon01
equip = gd_bh_gun01_mark01, HpWeapon02
equip = gd_bh_gun01_mark01, HpWeapon03
equip = gd_bh_gun01_mark01, HpWeapon04
equip = gd_bh_turret01_mark01, HpTurret01
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20 ;you can also place weapons here, which is useful if you want your wreck to pop more weapons than it has hardpointsIMPORTANT NOTE: Under the archetype entry, notice that you are using the definition from shiparch.ini!!! Whereas in the system ini file, you use the equivalent "wreck" archetype found in solararch.ini. Make sure that both archetypes are ultimately refering to the same ship, or else you'll get very, um, interesting results.
In our example, notice that in the system ini file, we had used the solar archetype of suprise_bh_fighter, which is the Piranha Bounty Hunter Light Fighter. Therefore in our loadouts.ini file, we used the corresponding ship archetype definition for the Piranha Bounty Hunter Light Fighter, which happens to be bh_fighter.
In your loadout, make sure you assign equipment to the proper hardpoint type. (So, no guns attached to the thruster hardpoint!)
But here's an important cavaet: not all equipment that you place on your wreck might actually show up in the game! The following conditions dictate whether or not your loot will appear in the game. (These conditions are based on settings found in fuse_suprise_solar.ini)
1) As a general rule of thumb, if you place any equipment on a hardpoint located on a wing or extension of the wreck in question, you can kiss it goodbye. Hardpoints on wrecks are NOT mapped the same way as hardpoints on ships, though they ultimately do use the same physical location. (i.e. HpWeapon01 on the ship may be, say, HpWeapon03 on the wreck). You'll have to experiment to find out which hardpoints are available, and which aren't, and plan accordingly
2) Thanks to a typo in the fuse_suprise_solar.ini file, any equipment placed on HpWeapon06 will NOT show up. If you want, you can correct the typo yourself, but I'll leave that up to you.
3) No equipment placed on HpWeapon07 or higher will show up
4) No turrets placed on HpTurret07 or higher will show up
5) Any equipment placed in the cargohold WILL appear. There seems to be no limit here, but I haven't stress tested this yet....
6) For transports and trains, you can define loot to come from cargo pods if you first define the cargopod to the cargo hardpoints, and then placing the cargo itself in the cargo pods. Remember that different transports have a different number of cargo hardpoints, and there is no rule that says that each cargo pod has to hold the same amount! (Read on if you need a solid example, since depot cargo pods and loot settings are defined exactly the same way.)
And that's it! Go nuts.
For depots, again the rules are similar, but slightly different. The loot for depots are defined in the /Data/Solar/loadouts.ini file (note the different directory path!). Other than the different file, the format is pretty much the same, as illustrated from the following example, and is pretty much self-explanatory:
[Loadout
nickname = surprise_superconductors
equip = cargopod_green, HpCargo04
cargo = commodity_superconductors, 40, HpCargo04For the equip line, valid depot hardpoints are HpCargo01 to HpCargo04, and you can define more than one cargo pod as long as it is on different hardpoints. The following is a list of valid cargo pod colours:
cargopod_green
cargopod_blue
cargopod_white
cargopod_yellow
cargopod_drab
cargopod_red
cargopod_greyNote the in the game, different types of commodity are associated with different coloured cargo pods (details found in the same loadouts.ini file), so try to make sure your colour matches the cargo it contains for the sake of gameplay consistency.
Have fun creating your wrecks!
-- The Haen.
Edit: corrected error in file name, and highlighted point 2 above to (hopefully) prevent any more unnecessary questions.
Bonus: Section IV: Creating your own wreck Archetypes
Ok...I know I wrote that I won't do this, but due to many e-mails about this issue, I've decided to post details on how to create your own wreck archtypes. I thought it would be easy to figure out, but apparently not....and since I'm in a charitable mood, I figured, "What the heck...why not?" All right, enough ranting...onto the good stuff.
Files you need to modify:
solararch.ini
fuse_suprise_solar.iniFirst, you'll need to decide what existing ship you want to "wreck". For the purposes of demonstration, let's say we want a new Hammerhead (the Bounty Hunters' Very Heavy Fighter) wreck.
Next, you'll have to decide what you want your wreck to look like. If you look at Hammerhead wrecks in-game, you'll notice that all of them are missing their wings and their top and bottom fins. Let's say instead you want to create a Hammerhead wreck that miraculously still has its port side wing left intact.
Having made those critical design decisions, you can now begin to make your own wreck archetype!
Open up solararch.ini, and add the following lines at the bottom of the file. Actually, you can add these lines anywhere immediately before a [Solar tag, but putting it at the bottom of the file makes things easier to track. Don't forget about the closing brackets where appropriate!!
[Solar
type = MISSION_SATELLITE ; This MUST be here
nickname = my_new_surprise_wreck ; make up your own nickname here
LODranges = 0, 80, 150, 1000
DA_archetype = ships\bounty_hunter\bh_vheavy_fighter\bh_vheavy_fighter.cmp ; the ship model..replace this line if creating wrecks from different ship
material_library = ships\liberty\li_playerships.mat
surface_hit_effects = 0, small_hull_hit
mass = 100000.000000
solar_radius = 800
shape_name = NAV_surpriseX ; makes your wreck appear like a red X on map...experiment if you really want to have different icons here
explosion_arch = explosion_li_elite
hit_pts = 3600 ; how tough is your wreck
destructible = true ; overridden by fuse_suprise_solar.ini file
fuse = fuse_my_new_surprise_wreck, 0.000000, 3601 ; make up your own nickname here, but copy it down as you'll need to use it later
fuse = fuse_suprise_drop_loot, 0.000000, 3590 ; absolutely necessary if your wreck is to drop ANY loot! Don't changeNow, you'll have to define the separable components of the ship, which mostly consists of things like wings/fins/tails/spoiler/etc. of the ship. You can do this by looking at the .cmp file, or by looking that the shiparch.ini file. I recommend the latter since you can easily copy and paste the nicknames for the parts defined there, and you will be using those same nicknames. Technically speaking, all you really have to do is to define the components you want your wreck NOT to have. In our case, we don't want the two fins, and the right wing. So, we need a minimum of 3 component entries. These are as follows:
[CollisionGroup
obj = bh_topfin_lod1
dmg_hp = Dptopfin
dmg_obj = bh_fighter_dmg_topfin_cap
separable = parent_impulse = 0
child_impulse = 0
debris_type = debris_small_ship
hit_pts = 1800[CollisionGroup
obj = bh_btmfin_lod1
dmg_hp = DpBtmfin
dmg_obj = bh_fighter_dmg_btmfin_cap
separable = parent_impulse = 0
child_impulse = 0
debris_type = debris_small_ship
hit_pts = 1800[CollisionGroup
obj = bh_port_wing_lod1 ; yes, this name seems to be a mistake, but read important note below
dmg_hp = DpPortwing
dmg_obj = bh_fighter_dmg_port_wing_cap
separable = parent_impulse = 0
child_impulse = 0
debris_type = debris_small_ship
hit_pts = 1800Add these lines immediately below wherever you added your new wreck archetype. The names found in the obj lines are same as those found defined in shiparch.ini, which is why I recommended earlier that you look through that file and use copy and paste, and delete any unnecessary lines.
IMPORTANT Note: Yes, I know that I defined the port wing as a component, even though in our example we wanted to preserve this. Why? Because due to a design screw-up, the port wing for the Hammerhead model was accidentally given the label bh_star_wing_lod1, and vice versa (oops)!! I haven't looked up each component to see if they were designed properly, so be sure to take an actual in-game look at your wreck when all is said and done, and see if the results are what you wanted. If not, you'll have to experiment and adjust.
Now save and exit solararch.ini, and waddle over to fuse_suprise_solar.ini. Up to now, all you have done is define your wreck and the components it have. Now, you'll have to make those unwanted components disappear. For our example, adding the following lines at the bottom of the file will do the trick:
[fuse
lifetime = 0.100000
name = fuse_my_new_surprise_wreck[destroy_group
fate = disappear
at_t = 0.100000
group_name = bh_topfin_lod1[destroy_group
fate = disappear
at_t = 0.100000
group_name = bh_btmfin_lod1[destroy_group
fate = disappear
at_t = 0.100000
group_name = bh_port_wing_lod1And there you have it, a Hammerhead wreck with no fins, and only its left wing and main body intact!
One final question needs to be addressed: What happens if, in solararch.ini, we actually defined a component of the wreck, but did not mention it in the file fuse_suprise_solar.ini? Going back to our example, let's say we actually defined the port wing too in solararch.ini. as thus...
[CollisionGroup
obj = bh_star_wing_lod1 ; Remember that due to the screwup in Hammerhead design, the wing labels were reversed!
dmg_hp = DpStarwing
dmg_obj = bh_fighter_dmg_star_wing_cap
separable = parent_impulse = 0
child_impulse = 0
debris_type = debris_small_ship
hit_pts = 1800...but left out fuse entry in fuse_suprise_solar.ini unchanged. What happens now?
Good question, and the answer is that you've got a wreck that can have parts of it blown off...woo hoo! In the specific case of our example, the port wing of our wreck can now be destroyed with enough shots from our guns. Increasing its hit_pts value under the CollisionGroup tag will make the component tougher to shoot off, so you can play around with this to make more "realistic" behaviour for your wrecks. If you do play with the hit_pts value of your components, I'd suggest adjusting the hit_pts of the main wreck archetype itself to compensate appropriately, thus creating even more "realistic" behaviour, but that's entirely up to you.
A word of warning, though: Shooting a component part of your wreck will NOT release the loot from your wreck, unless your other shots happen hit the main body of the wreck itself. And if you had an piece of equipment on your wreck that happens to be mounted to that component, and you shoot of that component, you can kiss that loot good-bye! Fortunately, shooting the main body of the wreck before destroying the component will still allow you to loot the piece of equipment.
And once again, that's it! Go nuts, folks.
-- The Haen.
-
PART 8. (change nav map scale)
we will be modding:
Freelancer Mod Manager\mods\BIGGER MORPH MOD\DATA\UNIVERSE\Universe.iniFind the system name u wanna mod, u can use IONCROSS for this if u dont know the names.
Chuck in this line (unless it already exists) under "ids_info = xxxxxx":
NavMapScale = 0.850000 (normal value is 1) the smaller the value the bigger Area ur Nav Map covers
, and vice versaexample:
[system]
nickname = ST06
file = systems\ST06\ST06.ini
pos = 16, 2 -----position on the big nav map, this is the galaxy map
visit = 0
strid_name = 486200 ----------system name
ids_info = 486201
NavMapScale = 1.500000 ------size of small nav map,this is the system map
msg_id_prefix = ignore ------this has something to do with wheter or not the u can see system location -
PART 9 (opening locked gates)
Opening locked jumpholes and gatesCredit to Gibbon and many thanks for allowing us to post this here.
First of all remember this file is taken from basic Freelancer and probably won't work with modded servers unless they also use the original Freelancer systems.
Locate the initialworld.ini which sits in your main DATA folder, then open it with notepad and you get this,
;@#Group File
[locked_gates]
locked_gate = 2926089285 ;St01_to_St02_hole ;St01_to_St02_hole
locked_gate = 2926433351 ;St01_to_St03_hole ;St01_to_St03_hole
locked_gate = 2460445762 ;St02_to_St01_hole ;St02_to_St01_hole
locked_gate = 2263303234 ;St03_to_St01_hole ;St03_to_St01_hole
locked_gate = 2284213505 ;Li05_to_Li01 ;Li05_to_Li01
locked_gate = 2293678337 ;Li01_to_Li05 ;Li01_to_Li05
locked_gate = 2711806985 ;Ku06_to_Ku07_hole ;Ku06_to_Ku07_hole
locked_gate = 3051899916 ;Ku07_to_Ku05_hole ;Ku07_to_Ku05_hole
locked_gate = 2640501769 ;Ku05_to_Ku07_hole ;Ku05_to_Ku07_hole
; Mission 4 ;
locked_gate = 2541540999 ;Iw03_to_Li01 ;Iw03_to_Li01
locked_gate = 2963174661 ;Li01_to_Iw03 ;Li01_to_Iw03
locked_gate = 2314954114 ;Iw03_to_Br04_hole
locked_gate = 2193365380 ;Br04_to_Iw03_hole
; Mission 5 ;
locked_gate = 2350144385 ;Bw01_to_br03_hole ;Bw01_to_br03_hole
locked_gate = 2384076422 ;Br03_to_br04_hole ;Br03_to_br04_hole
locked_gate = 2919942795 ;Br03_to_bw01_hole ;Br03_to_bw01_hole
locked_gate = 2747303563 ;Br04_to_br03_hole ;Br04_to_br03_hole
; Mission 6 ;
locked_gate = 2749302404 ;Br04_to_br05_hole ;Br04_to_br05_hole
locked_gate = 3080351366 ;Br05_to_br04_hole ;Br05_to_br04_hole
; Mission 9 ;
;
; Mission 10 ;
locked_gate = 3157307012 ;Bw05_to_Ku06_hole ;Bw05_to_Ku06_hole
locked_gate = 2675819466 ;Bw05_to_rh01_hole ;Bw05_to_rh01_hole
locked_gate = 2694587652 ;Ku06_to_bw05_hole ;Ku06_to_bw05_hole
locked_gate = 3015759243 ;Rh01_to_Bw05_hole ;Rh01_to_Bw05_hole
locked_gate = 2254122510 ;Rh02_to_Rh04_holeb ;Rh02_to_Rh04_holeb
locked_gate = 2578962883 ;Rh04_to_Rh02_holeb ;Rh04_to_Rh02_holeb
; Mission 11 ;
locked_gate = 2444625543 ;Li01a_to_Li01b_hole ;Li01a_to_Li01b_hole
locked_gate = 2980035276 ;Li01b_to_Li01a_hole ;Li01b_to_Li01a_hole
npc_locked_gate = 3080351366 ;Br05_to_br04_hole
npc_locked_gate = 2749302404 ;Br04_to_br05_hole
npc_locked_gate = 2384076422 ;Br03_to_br04_hole
npc_locked_gate = 2747303563 ;Br04_to_br03_hole
npc_locked_gate = 2350144385 ;Bw01_to_br03_hole
npc_locked_gate = 2919942795 ;Br03_to_bw01_hole
npc_locked_gate = 2694587652 ;Ku06_to_bw05_hole
npc_locked_gate = 3157307012 ;Bw05_to_Ku06_hole
npc_locked_gate = 2675819466 ;Bw05_to_rh01_hole
npc_locked_gate = 3015759243 ;Rh01_to_Bw05_hole
npc_locked_gate = 2578962883 ;Rh04_to_Rh02_holeb
npc_locked_gate = 2254122510 ;Rh02_to_Rh04_holeb
npc_locked_gate = 2293678337 ;Li01_to_Li05
npc_locked_gate = 2284213505 ;Li05_to_Li01
npc_locked_gate = 2444625543 ;Li01a_to_Li01b_hole
npc_locked_gate = 2980035276 ;Li01b_to_Li01a_hole
npc_locked_gate = 2640501769 ;Ku05_to_Ku07_hole
npc_locked_gate = 3051899916 ;Ku07_to_Ku05_hole
npc_locked_gate = 2711806985 ;Ku06_to_Ku07_hole
npc_locked_gate = 3051850763 ;Ku07_to_Ku06_hole
npc_locked_gate = 2926089285 ;St01_to_St02_hole
npc_locked_gate = 2460445762 ;St02_to_St01_hole
npc_locked_gate = 2926433351 ;St01_to_St03_hole
npc_locked_gate = 2263303234 ;St03_to_St01_hole
npc_locked_gate = 2382233355 ;
npc_locked_gate = 2569281742 ;
npc_locked_gate = 2963174661 ;Li01_to_Iw03
npc_locked_gate = 2541540999 ;Iw03_to_Li01
; Easter Egg Systems - Player is allowed to go to these systems, but not NPCs
npc_locked_gate = 2259929730 ; Hi02_to_Ew06_hole
npc_locked_gate = 3128701573 ; Hi01_to_Ew05_hole
npc_locked_gate = 2974773122 ; Ew01_to_Li01_hole
npc_locked_gate = 2942653837 ; Li04_to_Bw05_hole
npc_locked_gate = 3030328194 ; Ew04_to_Hi01_hole
npc_locked_gate = 3163920771 ; Bw05_to_Li04_hole
npc_locked_gate = 3128521351 ; Hi01_to_Ew04_hole
npc_locked_gate = 2868648589 ; Li01_to_Ew01_hole
Now to change this so all the holes are open, meaning you can goto Alaska, Tohoku, plus the various jumpholes that are normally locked in multiplayer, all you have to do is put a ; in front of the gate you want open, so it looks like this,
;@#Group File
[locked_gates]
;locked_gate = 2926089285 ;St01_to_St02_hole ;St01_to_St02_hole
;locked_gate = 2926433351 ;St01_to_St03_hole ;St01_to_St03_hole
;locked_gate = 2460445762 ;St02_to_St01_hole ;St02_to_St01_hole
;locked_gate = 2263303234 ;St03_to_St01_hole ;St03_to_St01_hole
;locked_gate = 2284213505 ;Li05_to_Li01 ;Li05_to_Li01
;locked_gate = 2293678337 ;Li01_to_Li05 ;Li01_to_Li05
;locked_gate = 2711806985 ;Ku06_to_Ku07_hole ;Ku06_to_Ku07_hole
;locked_gate = 3051899916 ;Ku07_to_Ku05_hole ;Ku07_to_Ku05_hole
;locked_gate = 2640501769 ;Ku05_to_Ku07_hole ;Ku05_to_Ku07_hole
; Mission 4 ;
;locked_gate = 2541540999 ;Iw03_to_Li01 ;Iw03_to_Li01
;locked_gate = 2963174661 ;Li01_to_Iw03 ;Li01_to_Iw03
;locked_gate = 2314954114 ;Iw03_to_Br04_hole
;locked_gate = 2193365380 ;Br04_to_Iw03_hole
; Mission 5 ;
;locked_gate = 2350144385 ;Bw01_to_br03_hole ;Bw01_to_br03_hole
;locked_gate = 2384076422 ;Br03_to_br04_hole ;Br03_to_br04_hole
;locked_gate = 2919942795 ;Br03_to_bw01_hole ;Br03_to_bw01_hole
;locked_gate = 2747303563 ;Br04_to_br03_hole ;Br04_to_br03_hole
; Mission 6 ;
;locked_gate = 2749302404 ;Br04_to_br05_hole ;Br04_to_br05_hole
;locked_gate = 3080351366 ;Br05_to_br04_hole ;Br05_to_br04_hole
; Mission 9 ;
;
; Mission 10 ;
;locked_gate = 3157307012 ;Bw05_to_Ku06_hole ;Bw05_to_Ku06_hole
;locked_gate = 2675819466 ;Bw05_to_rh01_hole ;Bw05_to_rh01_hole
;locked_gate = 2694587652 ;Ku06_to_bw05_hole ;Ku06_to_bw05_hole
;locked_gate = 3015759243 ;Rh01_to_Bw05_hole ;Rh01_to_Bw05_hole
;locked_gate = 2254122510 ;Rh02_to_Rh04_holeb ;Rh02_to_Rh04_holeb
;locked_gate = 2578962883 ;Rh04_to_Rh02_holeb ;Rh04_to_Rh02_holeb
; Mission 11 ;
;locked_gate = 2444625543 ;Li01a_to_Li01b_hole ;Li01a_to_Li01b_hole
;locked_gate = 2980035276 ;Li01b_to_Li01a_hole ;Li01b_to_Li01a_hole
;npc_locked_gate = 3080351366 ;Br05_to_br04_hole
;npc_locked_gate = 2749302404 ;Br04_to_br05_hole
;npc_locked_gate = 2384076422 ;Br03_to_br04_hole
;npc_locked_gate = 2747303563 ;Br04_to_br03_hole
;npc_locked_gate = 2350144385 ;Bw01_to_br03_hole
;npc_locked_gate = 2919942795 ;Br03_to_bw01_hole
;npc_locked_gate = 2694587652 ;Ku06_to_bw05_hole
;npc_locked_gate = 3157307012 ;Bw05_to_Ku06_hole
;npc_locked_gate = 2675819466 ;Bw05_to_rh01_hole
;npc_locked_gate = 3015759243 ;Rh01_to_Bw05_hole
;npc_locked_gate = 2578962883 ;Rh04_to_Rh02_holeb
;npc_locked_gate = 2254122510 ;Rh02_to_Rh04_holeb
;npc_locked_gate = 2293678337 ;Li01_to_Li05
;npc_locked_gate = 2284213505 ;Li05_to_Li01
;npc_locked_gate = 2444625543 ;Li01a_to_Li01b_hole
;npc_locked_gate = 2980035276 ;Li01b_to_Li01a_hole
;npc_locked_gate = 2640501769 ;Ku05_to_Ku07_hole
;npc_locked_gate = 3051899916 ;Ku07_to_Ku05_hole
;npc_locked_gate = 2711806985 ;Ku06_to_Ku07_hole
;npc_locked_gate = 3051850763 ;Ku07_to_Ku06_hole
;npc_locked_gate = 2926089285 ;St01_to_St02_hole
;npc_locked_gate = 2460445762 ;St02_to_St01_hole
;npc_locked_gate = 2926433351 ;St01_to_St03_hole
;npc_locked_gate = 2263303234 ;St03_to_St01_hole
;npc_locked_gate = 2382233355 ;
;npc_locked_gate = 2569281742 ;
;npc_locked_gate = 2963174661 ;Li01_to_Iw03
;npc_locked_gate = 2541540999 ;Iw03_to_Li01
; Easter Egg Systems - Player is allowed to go to these systems, but not NPCs
;npc_locked_gate = 2259929730 ; Hi02_to_Ew06_hole
;npc_locked_gate = 3128701573 ; Hi01_to_Ew05_hole
;npc_locked_gate = 2974773122 ; Ew01_to_Li01_hole
;npc_locked_gate = 2942653837 ; Li04_to_Bw05_hole
;npc_locked_gate = 3030328194 ; Ew04_to_Hi01_hole
;npc_locked_gate = 3163920771 ; Bw05_to_Li04_hole
;npc_locked_gate = 3128521351 ; Hi01_to_Ew04_hole
;npc_locked_gate = 2868648589 ; Li01_to_Ew01_hole
-
PART 10 (Random Wormholes)
Random Wormholes
« Thread Started on Nov 23, 2007, 10:59am »--------------------------------------------------------------------------------
hello all,
have you ever been wondering what the difference is between a jumpgate and a jumphole?
well, short answer: there are few ..
have you ever wanted to change something here? if so, you may like what i got here.myself i thought about a way to make jumpholes somewhat spicier, i thought it would be nice if jumpholes would be a little like wormholes.
i mean theoretically, if you "dock with" a wormhole you do not know where it`s gonna take you. (of course, theoretically there are some other aspects that come to mind as well, for ex.wormholes aren`t stable -but the possibilities are limited)this is about making random wormholes, here we go:
the main approach is to have many jumpholes with slight position offset and to make them not appear on the map (visit = 128), then add an object using wormhole effect to make it look better -and to be able to find the place again.
it`s just ini coding,
off to the required files now ..data/solar/solararch.ini: *entry for the object using wormhole effect*
[Solarnickname = random_wormholeids_name = 1ids_info = 1type = NON_TARGETABLEDA_archetype = solar\misc\gravity_buoy.3dbmaterial_library = solar\Solar_mat_misc02.matLODranges = 0, 50, 100, 400, 1500, 5000mass = 10000.000000solar_radius = 2.443000shape_name = NNM_SM_NAVBUOYhit_pts = 100000000fuse = fuse_random_wormhole, 0.000000, 100000001
data/fx/fuse.ini: *actual fuse entry, triggering the effects*
[fusename = fuse_random_wormholelifetime = 10.000000death_fuse = true[start_effecteffect = dyson_city_creationbeamhardpoint = HpMountat_t = 0.000000pos_offset = 0, -10535, 0ori_offset = 0, 0, 0attached = true[start_effecteffect = gf_nomadwormholehardpoint = HpMountat_t = 0.000000pos_offset = 0, 0, 0ori_offset = 0, 0, 0attached = true
data/universe/systems/xxx/xxx.ini: *typical system entry*
[Objectnickname = random_wormhole_01ids_name = 1pos = 0, 0, 0archetype = random_wormholeids_info = 1visit = 128[Objectnickname = Randomhole_01ids_name = 1pos = 10, 10, 10archetype = jumpholeids_info = 66146jump_effect = jump_effect_holegoto = system_01, system_01_other_side, gate_tunnel_bretoniavisit = 128[Objectnickname = Randomhole_02ids_name = 1pos = 10, 10, -10archetype = jumpholeids_info = 66146jump_effect = jump_effect_holegoto = system_02, system_02_other_side, gate_tunnel_bretoniavisit = 128[Objectnickname = Randomhole_03ids_name = 1pos = -10, 10, 10archetype = jumpholeids_info = 66146jump_effect = jump_effect_holegoto = system_03, system_03_other_side, gate_tunnel_bretoniavisit = 128[Objectnickname = Randomhole_04ids_name = 1pos = -10, 10, -10archetype = jumpholeids_info = 66146jump_effect = jump_effect_holegoto = system_04, system_04_other_side, gate_tunnel_bretoniavisit = 128[Objectnickname = Randomhole_05ids_name = 1pos = 10, -10, 10archetype = jumpholeids_info = 66146jump_effect = jump_effect_holegoto = system_05, system_05_other_side, gate_tunnel_bretoniavisit = 128[Objectnickname = Randomhole_06ids_name = 1pos = 10, -10, -10archetype = jumpholeids_info = 66146jump_effect = jump_effect_holegoto = system_06, system_06_other_side, gate_tunnel_bretoniavisit = 128[Objectnickname = Randomhole_07ids_name = 1pos = -10, -10, 10archetype = jumpholeids_info = 66146jump_effect = jump_effect_holegoto = system_07, system_07_other_side, gate_tunnel_bretoniavisit = 128[Objectnickname = Randomhole_08ids_name = 1pos = -10, -10, -10archetype = jumpholeids_info = 66146jump_effect = jump_effect_holegoto = system_08, system_08_other_side, gate_tunnel_bretoniavisit = 128
that`s it already, go ahead with questions if you have any.
what is random: you don´t know which jumphole you have targeted and therefore you don´t know where you`re gonna jump to.
if you like it or not, i like it and i bet there are some who feel the same.yours,
RimShot
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[ Exalt | Smite ] Re: Random Wormholes
« Reply #1 on Mar 28, 2008, 10:07am »--------------------------------------------------------------------------------
I have some question :1. The "goto = system_08, system_08_other_side" of "system_08_other_side" is a jumphold or something else ?
2.If I use your entry to do, they has eight jumphold in same time or not ?
Thanks for your help.
-
PART 11 (spinning asteroids)
Spinning Asteroids
« Thread Started on Nov 23, 2007, 10:59am »--------------------------------------------------------------------------------
Dynamic asteroid fields require editing 4 seperate files.Solar\Asteroidarch.ini
Solar\Asteroids\Asteroid_field_name.ini
The system file you will place the field.
...and the hidden secret, FX\Explosions.ini1. Asteroidarch.ini.
You will use the dynamic asteroid function to create the field. So you first make new archetypes for dynamic asteroids, but using larger 3dbs for the visual.
Code example:
[DynamicAsteroid
nickname = DAsteroid_rock_10;<--- new name for the asteroid field file
DA_archetype = solar\asteroids\models\ast_rock_10.3db;<--3db found in the asteroids\models directory
material_library = solar\ast_rock.mat;<---corrensponding MAT file
explosion_arch = Explosion_DAsteroid_rock_10;<---custom explosion for the asteroid. You will need a custom explosion for every single dynamic asteroid archetype you make!2. Asteroid_field.ini
Make a new field, and get rid of the cube, billboards and band sections. Also remove any loot sections, as the asteroids are supposed to be indestructible, not popping apart like balloons!
Example:
[TexturePanels
file = solar\asteroids\rock_shapes.ini[Field
cube_size = 1000<--
fill_dist = 1<--only used for the cube section, so this these two are unimportant actually
diffuse_color = 255, 255, 255
ambient_color = 1, 1, 1
ambient_increase = 0, 0, 0
empty_cube_frequency = 0.400000<-- this does not matter, either[properties
flag = rock_objects
flag = object_density_high[DynamicAsteroids
asteroid = DAsteroid_rock_10<--our new DynamicAsteriod archetype
count = 100<--number of asteroids of that type to be generated at once
placement_radius = 5000.000000;<-- area around you in which they exist.
placement_offset = 0;<-- Just leave it zero, worked best for me
max_velocity = 100.000000<--self-explaining
max_angular_velocity = 1.000000<-- too
color_shift = 1.000000, 1.000000, 1.0000003. Now build that field into a system
[Asteroids
file = solar\asteroids\custom_asteroid_field01.ini;<---name of the file for the field created above
zone = Zone_Custom_Asteroid_Field01;<--name of the zone in the system, featuring the field(...)
[zone
nickname = Zone_Custom_Asteroid_Field01
pos = 0, 0, 0
shape = SPHERE
size = 20000
property_flags = 68
visit = 0
density = 10
sort = 1
interference = 0.500000
pop_type = nonlootable_ast_fieldDefines asteroid field properties like position, shape and size, sensor efficiency reduced and appeareance on the map, as usual.
4. Now the part that is the key to making them asteroids indestructible!
EXPLOSIONS.INI![Debris
nickname = debris_explosion_DAsteroid_rock_10;<--debris type defition
death_method = vanishing
lifetime = 0, 0;<--lifetime 0, 0 makes the debris not disappear at all!
linear_drag = 0
angular_drag = 10, 10, 10;<--reduces spinning. For larger asteroid 3dbs you should set this higher[explosion
nickname = Explosion_DAsteroid_rock_10;<---the explosion archetype name from the first paragraph
lifetime = 0.000000, 0.000000
process = NONE;<-- all dynamic asteroids must use an explosion with process=none.
debris_impulse = 0;<--leave at zero
debris_type = debris_explosion_DAsteroid_rock_10, 1
innards_debris_start_time = 0.000000
innards_debris_num = 1
innards_debris_radius = 1
innards_debris_object = simple_explosion_DAsteroid_rock_10[Simple
nickname = simple_explosion_DAsteroid_rock_10<;--the appearance of the asteroid after you shot it is set here!*
DA_archetype = solar\asteroids\models\ast_rock_10.3db
material_library = solar\ast_rock.matLook carefully at the code. What does it do? When you shoot the asteroid, it is destroyed and triggers the explosion defined in asteroid_arch.ini. That explosion however, has no visual or sound effect, and just creates one single debris object with an unlimited lifetime. And that single debris object...
"DA_archetype = solar\asteroids\models\ast_rock_10.3db
material_library = solar\ast_rock.mat"...has the very same appeareance as the original asteroid!
That's the whole trick.
If you want to have different asteroid meshes, just overlay several fields over each other, all using a different dynamic asteroid (cut down the individual count then to save performance), each with its own archetpye and explosion and simple_archetype. They can share the same debris_type, however.
Be warned, above 8 of those fields overlaying, Freelancer can't properly load the system, or it just takes ages to do so. I tried putting more and more fields with lots of different asteroids on top of each other, until that problem occured. Removing one field again solved it, no matter which on it is.