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  • <b>5. Changing weapon efficiencys against shield types </b> This is possible, the file you need is DATA/EQUIPMENT/weaponmoddb.ini. Look through the file for the type of weapon and adjust the numbers next to the shield type. A higher number makes the weapon more effective. For example, to make laser-based weapons more efective against graviton shields change: [WeaponType nickname = W_Laser01 shield_mod = S_Graviton01, 0.800000 shield_mod = S_Graviton02, 0.800000 shield_mod = S_Graviton03, 0.800000 shield_mod = S_Molecular01, 1.000000 shield_mod = S_Molecular02, 1.000000 shield_mod = S_Molecular03, 1.000000 shield_mod = S_Positron01, 1.200000 shield_mod = S_Positron02, 1.200000 shield_mod = S_Positron03, 1.200000 to [WeaponType nickname = W_Laser01 shield_mod = S_Graviton01, 1.800000 shield_mod = S_Graviton02, 1.800000 ;&lt;-- Change these numbers shield_mod = S_Graviton03, 1.800000 shield_mod = S_Molecular01, 1.000000 shield_mod = S_Molecular02, 1.000000 shield_mod = S_Molecular03, 1.000000 shield_mod = S_Positron01, 1.200000 shield_mod = S_Positron02, 1.200000 shield_mod = S_Positron03, 1.200000 There are three entries for each weapon type, change them all if you want to change ALL of a type of weapon.

  • <b>7. New Random missions </b> At the moment, it isnt possible to create new random missions. The most useful file is DATA/RANDOMMISSIONS/vignetteparams.ini, which controls the flow of the missions but is horribly encrypted. You can, however, create new story missions, by looking in DATA/MISSIONS and opening the folder and then the file for the mission, for example DATA/MISSIONS/M01A/m01a.ini for the first mission. This is fairly complicated but I can post some info to help you if you want to edit the missions. The triggers are basically composed of two kinds of statement, Act_ (Actions) and Cnd_ (Conditions). These are the available Conditions you can use: Cnd_ProjHitShipToLbl Cnd_ProjHit Cnd_HealthDec Cnd_DistVecLbL Cnd_DistVec Cnd_DistShip Cnd_PlayerManeuver Cnd_WatchTrigger Cnd_CommComplete Cnd_Timer Cnd_LaunchComplete Cnd_SpaceEnter Cnd_BaseEnter Cnd_Destroyed Cnd_True And these are the available Actions: Act_AdjAcct Act_Destroy Act_StaticCam Act_SpawnSolar Act_EtherComm Act_SetLifetime Act_Popupdialog Act_NNIds Act_SetInitialPlayerPos Act_NagDistTowards Act_AdjHealth Act_LightFuse Act_SetVibeShiptoLbl Act_NagOff Act_LockManeuvers Act_DeactTrig Act_StartDialog Act_PlayerEnemyClamp Act_SetVibeLbl Act_SetVibeLblToShip Act_RevertCam Act_PobjIdle Act_SendComm Act_GiveObjList Act_CallThorn Act_SetVibe Act_SpawnFormation Act_SpawnShip Act_RandomPopSphere Act_PlayMusic Act_PlayerCanDock Act_SetNNObj Act_Save Act_RpopAttClamp Act_MovePlayer Act_ChangeState Act_NagDistLeaving Act_RandomPop Act_ActTrig Act_Invulnerable Act_MarkObj Act_PlayerCanTradelane As with most modding, the best way to figure it out is to look at what the developers have done and fiddle with the code until it starts to make sense. Hope this has helped, let me know if theres anything else.

  • Alright, here´s a dumb newb question for everyone. I´ve never modded FL but there seems to be a lot of great stuff out there and I want to give some of it a try. A friend is preparing to open a modded server and I just want some assurance. I still want to play on normal unmodded servers also. If I have the newest FLMM is it really as easy as it sounds to activate and de-activate the mods? Thereby allowing me to go back to unmodded servers without getting the boot? Is it best to make a backup on my own just in case or will FLMM definitely take care of it? I probably have a thousand other questions but I´ll keep it relatively simple for now. Thanks a bunch.

  • Hails evryone ! First a <b>very big THX </b>to Accu´o´shot for this fast and extensive answer (where the hell do you know the cmnds. for mission creation ?) !! Never close this thread, you´re in good company here !! lol Great mate, now I have stuff to think about, but I will definately ask more when my mod is under construction (start modding next week in my holis). (No need to explain now, but do you know how to edit the story line ?) But one quick question now : I wanna make engines and armors buyable. Can they be categorized like shields (light fighter, heavy fighter etc.) ? Btw, I gave a countermeasure dropper the disrupter mine as ammo, and it can be dropped IN cruise now ! Disadvantage : you have to fire it manually, otherwise you drop a cm too <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Have a nice day &amp; thx again Khan Goldi @ freakzilla : I use FLMM 1.2 and it <i>is </i> as simple and save as written. Start it, have a click on the mod you want, cklick on &quot;activate&quot; and there you go ! Deactivation the same way on the &quot;deactivate&quot; button. The latest version has been improved, I had no probs till now. The backup functions works too, but if you want to be on the safe side make your own backups . cu all

  • <b>HistoryBuff </b> <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>Is it possible to change how radioactive some places are? <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> Sure is, you need to add a zone like this to your system: [zone nickname = Zone_Robs_Radioactive_Field ;&lt;--- Or whatever ids_name = 261336 pos = 26207, 0, -9522 rotate = 0, 20, 0 shape = ELLIPSOID size = 5000, 1000, 5000 property_flags = 32768 property_fog_color = 40.000000, 90.000000, 80.000000 ids_info = 66019 damage = 8 visit = 32 spacedust = radioactivedust spacedust_maxparticles = 35 sort = 99 Music = zone_nebula_nomad Khan, Im glad it worked! Youre best bet for changing the story line is to change the sound files that the characters speak (In DATA/AUDIO/DIALOGUE). The actual stroyline seems to be hard-coded. Edited by - Accu(&gt;o&lt<img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>shot on 04-07-2003 10:18:48

  • to put the anubis up for sale, check out the ´how to get to toledo´ tuitorial, you can buy all the order guns and equipment as well as the Anubis on toledo when you revisit. ____________________________________________________________________ I´m not a smuggler, i just sell alien artefacts and cardamine to the poor and needy!

    I`m not a smuggler, i just sell alien artefacts and cardamine to the poor and needy!

  • Hi ! I edited the cargo hold of my rh_cruiser but i cant tractor the number i inserted. The only way to make a full hold is bying goods. Who can help ?

    ---- Don´t walk on the grass ---- -----------Smoke it !!!------------

  • Hmm,problem... This is all I can think of: 1) Double check that youve changed the hold size in DATASHIPSshiparch.ini. 2) Look in DATA/EQUIPMENT/goods.ini and make sure your ship has a line <i>something </i> like this: addon = ge_s_tractor_01, internal, 1 It may not be identical to this but this line is the one that gives your cruiser a tractor beam. If you havent, add it.

  • Yeah.. I just wanted to know the code name for some ships... because frankly, I cant find mine :. My ship is a Liberty Heavy Fighter.... Oh and another thing... is there a way to change how much money your character has?

  • I think Accushot needs a break, so I´ll hop in and answer a few for him... Xotic, The nickname you´re looking for is li_elite (Liberty Elite). A list by ids_name is available <A href=´http:// http://www.lancersreactor.org/t/forum/topic.asp?topic_id=11865&amp;forum_id=29&amp;Topic_Title=Compilation+of+ALL+IDS+names%2C+Mod+Info%2C+Tutorials%2C+INI+explination+%2D%2D+Read+first%21&amp;forum_title=Freelancer+Editing+Tutorial+Forum&amp;cat_title=Freelancer+Editing&amp;M=False´ Target=_Blank>here</a>. After doing this for a while you´ll figure out the naming system they used, it´s just a little rough at first. Bob McDob, Since your question seems to have been missed, heres a bit on formations for you. The file you posted the clip from doesn´t control the formation, it just sets up the number of ship for a specifc encounter. But since you posted that excerpt I´ll explain that file a bit for you: [EncounterFormation ship_by_class = 1, 1, sc_fighters &lt;- Min, Max, ship class pilot_job = patrol_leader_job make_class = class_police_patroller ship_by_class = 2, 2, sc_fighters, -1 &lt;- Min, Max, ship class, level adjustment pilot_job = patrol_job formation_by_class = fighters &lt;- can be any class, see below behavior = patrol_path arrival = cruise allow_simultaneous_creation = yes zone_creation_distance = 0 times_to_create = infinite For the ship_by_class min and max, just make sure the leader is &quot;1,1&quot; and then do whatever you want with the wingmen, if you set it to something like &quot;0,3&quot; the encounter will have between 1 and 4 ships (1 leader + 0-3 wingmen). The formation_by_class chooses which formation to use depending on which faction has just &quot;spawned&quot; using this encounter. To see which formation you need to look for go into faction_props.ini and look at the faction you are interested in. You´ll see something like this: [FactionProps affiliation = li_p_grp legality = lawful nickname_plurality = singular msg_id_prefix = gcs_refer_faction_li_p &lt;snipped to save space&gt; formation = fighters, fighter_li_p &lt;- &quot;fighters&quot; from formation_by_class above formation = gunboats, armored_li_p So now, the formation you want to edit for the Liberty Police would be fighter_li_p, open up formation.ini and search for &quot;fighter_li_p&quot; and you´ll see this (well, not really, this is from my mod): [Formation nickname = fighter_li_p pos = 0, 0, 0 pos = 25, 25, 25 pos = 100, 100, 50 pos = 125, 125, 75 pos = -50, -150, 100 pos = -25, -125, 125 pl_pos = 50, 50, 75 Each &quot;pos&quot; line is a ship´s position, the first number is left(+)/right(-) the second is up(+)/down(-) and the last is forward(-)/back(+). The &quot;pl_pos&quot; line is where the player goes if they join the formation. Frako, Your train engine is missing some effects or using an engine effect that doesn´t have a cruise effect. Go into engine_equip.ini and add all the lines missing when you compare it with a normally flyable ship. Also, if you want to see the trail behind your engines like you see on the NPC ships make sure the value for trail_effect_player is identical to the value for trail_effect. None of the stock player ships have the visible trail, a quick copy &amp; paste job will let you see the trail in the game behind your own ship. That should get you all caught up accushot, take the rest of the weekend off <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>

  • Ok im new in designing new ships... How do i import the ships files to ither, Milkshape 1.64 or Lightwave 7.5 graphic programs.. Exporting i have an idea but i would like to modify the current ship for practice... anybody have an idea.. These programs dont recognize the format? Lightwave looks for objects in there model program &amp; Milkshape looks for files with *.ms3d Freelancer files end with *.sur / *.3db What import addon do i need or how do i convert this???

  • First off, cheers Victor for givin my keyboard, and me, a rest!! <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> Cant really help you im afraid WolfThor. There is a .cmp exporter in the downloads section somewhere, but I cant seem to find it now. This plugin for Milkshape allows you to export your models into .cmp format which Freelancer can read. As far as I know, there isnt yet a prog for importing FL ships into Milkshape or Lightwave etc. But i may be wrong so if anyone else can help...

  • Have been offline for a week, so i started to mod and also build a website (really bored......really basic site though - first attempt) Have decieded to make it a mod site for noobs, really basic mods and stuff - good idea anyone? Help in answering questions that are beyond me as well (volunteers). What do people think, as it is taking a while to build it up - and if i am wasting my time i would rather give it up! (only just found this thread - thinking that it is not worth it now!) Cheers

  • question for you, when I convert the .ini files to the readable files the game will not read them, they dont show up as file.ini.txt. and changing the name and extension does not change the file type. Is there another way to do this?

  • There is a helpful list available in the tutorials forum, just look for something like &quot;Compilation of all names, IDs&quot; Most of the items are listed by ids_name but the bases and systems are listed by nickname so that should help you.

  • okay, will work harder on the site......don´t expect anything flash though! Now i have a question myself....lol Have created a nice little base for the bounty hunters in Omicron Gamma, based upon the cadiz. Have it all working etc, weapons dealer selling all the rippers, paralyzers and all the other guns/ launchers you can´t get, and all the different ships that you can never bloody find, etc. The only problem is trying to get the bounty hunters to patrol the area. I have re-routed one patrol to the location of the base, but was wondering how (spent hours trying to figure this out) i can get the sods to dock/ undock from the base like any other base? Any suggestions would be cool...........and on the silly note, i am also trying to get the bounty hunters to fly gunboats around the base area - haven´t succeeded yet - what do i need to do? Cheers Chips