*** Newbie Questions? Look no further! ***

  • thx loads chips. im still new and ill definitely b asking more lata. but 4 now im set <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> thx! EDIT: err i cant seem to fine the milkshade file in the downloads section.. can someone post a link to the file so i can try to download it plz ? thx. Blah, i don´t care Edited by - lancerdude2003 on 17-09-2003 21:15:38

  • Still crashes when I go to the ship dealer! This is really starting to get depressing! <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle> Ok got to the ship dealer finely! But now have inviso ship! Game crashes when I try to leave the planet! _____________________________ Experience is the worst teacher! It gives the test before the lesson. Edited by - -{Yeti}- on 17-09-2003 23:08:29

  • Okay - can you email me the files? The mat, CMP, shiparch for sure - goods aint needed. I will have a look for you, tinker a little and see what happens. Email is mikejgarlick@aol.com - will take a peek, try it out and remail it back to you as soon as i find a prob. Am working on a very large mod (solo - on my own) but i should be able to go through it in a day or so (hopefully). There aint much more i can do without seeing the files. The reason they are invis in shipdelear is something to do with inverted textures or something - but i can´t sort that. I can sort why you crash when leaving planet though etc........ Chips

  • Change the lighting of the cockpit interior?? First request ever for that! Will take a peek. For the Extra pilot, i see no reason why not. They are after all just file references like any other CMP modification etc. Needs extra point, referencing in the shiparch.ini and the cockpit I assume as well. Give it a go(basically do everything again for the pilot mount, but make it HpPilot02 or whatever - see what happens. If it is just HpPilot (note - no 01)then it might be like the HpMount - only one definition - but give it a go anyways......let u know!

  • Well, the good news is I can actually see the ship, although unless the mat is just white, the mat file has a prob. It is a very nice model! But the HpMount is set too low - needs to be raised up quite a bit (that is why it is sinking through the floor) More as i keep on trying stuff - but god knows right now..........lol

  • Well - my housemate isn´t happy. Mainly as i just fell off my chair as i pissed myself laughing at the problem, that was staring me directly in the face........... i had just not thought until i was comparing. You see..............you copied the liberty light fighter entry i assume for this...... The reason i say assume is a good one though.......................... You don´t HAVE one!!! You used it up for this! The reason you are crashing on launching is cos every time you launch it is looking for a li_fighter for the police to be flying, and it doesn´t exist!!!!!!!!!! Man - i was almost pulling out my hair! I had stripped the package to nothing, checked the spelling of CMP files and everything else as well!!!! Eventually i was checking that everything in the shiparch.ini was spelt right, and that nothing was ´left´ out...........Then i found what was left out!! LOL Anyways - to help you out a little more!! Here are some numbers to do some custom info for the ships with!. number 261795 is a free ids name number - use that, and for the info! 66616, 66617, 66618 are free (the other is 66608 and is the standard layout structure of the info cards (ie the bit saying turrets, nano bot etc) ) Use those numbers like below, then change your dll for it; [Ship ids_name = 261795 ids_info = 66616 ids_info1 = 66617 ids_info2 = 66608 ids_info3 = 66618 ship_class = 0 nickname = Cronic If you wish to keep it simple that is, otherwise you can create a new dll instead and plonk it in there (keeps the mod smaller, but shabbier as well - extra dll file - this is neater, its already there (the numbers)) Will email it back to you! Chips

  • Thanks for the info on adding the extra equipment into the game Chips. Ive got it all included, with out having any crashes. So I desided to add abounch of other items and corruped my mod. and had to start all over again. ( Making a working back up this time around. For a few screen shots go to: http://www.geocities.com/immor…_brigade/Screenshots.html Now im trying to figure out orientation for my weapons. Once again thanks for the help.

  • Hehehe Thanks Chips! Did not really think of that! Got the texture file worked out and also fixed the HpMount.Got those fixed this morrning! No I can really start to work on skinning it! Oh by the way you said something about the weapons mount! This mod was not ment for any one to D/L. But I might make it so that it is. Maybe class 8 optimal 6. will have to look at that! Any way thanks again Chips! <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> _____________________________ Experience is the worst teacher! It gives the test before the lesson.

  • I don´t have any questions at the moment, I´d just like to commend Accushot and Chips for their selfless contribution here. It is truly admirable. I just finished reading the whole damned post and I am truly amazed at your generosity and kindness. The world needs more people like you two. Keep up the outstanding work! EDIT: I do have a question. How can I get the speedometer in the HUD to display the true speed? It´s stuck at 300kps unless you use engine kill. I´m pretty sure TNG licked this issue, but I can´t seem to find where or how. Any ideas? Kaiten Better to remain silent and be thought a fool, than to speak and remove any doubt. Edited by - Kaiten on 19-09-2003 12:39:26

    Better to remain silent and be thought a fool, than to speak and remove any doubt.

  • @ Draco - here is a tip! When i make mods nowadays, i work straight into FLMM to make the mod. Create the mod there, copy the relevant files across into the directory structure necessary, then start to work Whenever i get something working, especially

  • Chips Try TNG 1.6. Reynen has done it, the speed reads correctly. I will ask the Starfyre Studios guy if they don´t mind sharing that little bit of wisdom. Kaiten Better to remain silent and be thought a fool, than to speak and remove any doubt.

    Better to remain silent and be thought a fool, than to speak and remove any doubt.

  • A Home For Trent? I have attempted this myself first. It is, however, just not in my genes to be a modder. I bothced more game files than I did modding, so I toss this out to all of you. I have searched the mods already done, and with the exception of two, home stations or planets for Trent are comprised inside larger game mods. Has anyone made a mod yet, that I might have missed, that is just a home for Trent, nothing else? A &quot;Real Estate Agent&quot; for Trent kinda thing? I tried altering Planets Primus and Gammu, but that didn´t work out well and moving a station in from another location was a wash, for me anyway. So...anyone doing one at present? Edited by - Ricardius on 20-09-2003 05:10:43

    It Started With Ceasar III and I`ve been citybuilding ever since...

  • Okay - how to make a home for Mr Trent! <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> No location was requested, so lets plonk it in two places....one a station, the other a ´converted´ planet! We will start off with making a planet into a base instead though (quicker - well kinda anyways!) First things first! have you got BiniQ? Get it. Now, this example will be using the planet of Maine in NY, cos its dead easy to fly to it and see your results. Well first up, go to the universe folder, then systems, then to the Li01 folder. Now inside is li01.ini - use biniQ to open that file up. Okay - now we gotta search for planet Maine - well i found it for you - but you need to find it too! Its about 1/8 of the way down [Object nickname = Li01_planet_icemoon_800_1 ids_name = 261119 pos = 55763, 0, -69135 Archetype = planet_icemoon_800 ids_info = 66074 spin = 0, 0.020000, 0 atmosphere_range = 900 burn_color = 255, 222, 160 Ambient = 30, 25, 35 Okay - there is the readout for it. And below it is its ´zone of death´ or atmosphere causing damage´ range [zone nickname = Zone_Li01_Maine_death pos = 55763, 0, -69135 shape = SPHERE size = 850 damage = 2000000 sort = 99.500000 density = 0 relief_time = 0 Okay - so we have a planet -but we want to make a base! Well - what it needs is simple, a base line and a faction owner! So - here i have done it already [Object nickname = Li01_planet_icemoon_800_1 ids_name = 261119 ;means game will say ´planet maine´ pos = 55763, 0, -69135 Archetype = planet_icemoon_800 ids_info = 66074 spin = 0, 0.020000, 0 atmosphere_range = 900 burn_color = 255, 222, 160 Ambient = 30, 25, 35 base = Li01_16_Base ;new base here reputation = li_p_grp ;police - dunno why......lol Okay - notice i called the base li01_16_base? thats cos i am nicking this from a mod i have already made <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Call it what you like, but make sure it isn´t the same as the other bases inside of Liberty......call it trent_base if you like..............hehe Okay - now the planet has a ´base´ (not really yet) but every planet base needs a ring to dock with eh? We need to make one! Look what i found: [Object nickname = Li01_16_dock_ring ids_name = 261119 ;notice this is the same number as for the planet? archetype = dock_ring ids_info = 66141 ;standard number for all rings (docking!) behavior = NOTHING pilot = pilot_solar_easy dock_with = Li01_16_Base ;tells it where to dock too! pos = 56128, 0, -68274 ;notice the position here? rotate = 0, 0, 0 ;orientation (which way it faces!) reputation = li_p_grp ;zoners again difficulty_level = 1 space_costume = , robot_body_a voice = atc_leg_f01 The most important points: - 1) it is pointing to YOUR base 2) IDS number correct 3) The position 4) the position hehe Notice the position? Okay - lets look! Planet pos = 55763, 0, -69135 Dock ring pos = 56128, 0, -68274 Death radius = size = 850 (that is the atmosphere destruction value) Notice that 1) the death zone is centered on the planets position? It also extends for 850m but the planet is only 800m! reason? The zone of death MUST be bigger than the planet, but smaller than the atmosphere! It just does.......make sure its correct! 2) the position of the docking ring is OUTSIDE of the death zone...there is a diff of about 500 in one direction, and 900 in the other........this makes sure its OUT of the zones there! So you don´t die whilst docking. Okay - make sure you get that right, remember to point it at YOUR bases name.... then we move on (ps - the orientation does matter here as well- 0, 0, 0 means that it is facing forwards, and for the rest - i experiment, or nick from other planets - ie, know that Houston looks to the left of the screen, so its orientation would be that way too........or i just use the same orientation and make the dockring on the same side of every planet......lol The docking ring is round the back of the planet by the way - hidden.....lol Okay - moving on - save your info off, and go to universe.ini!! We need to declare the new base there too! [Base nickname = Li01_16_Base ;which base system = Li01 ; which system its in strid_name = 261119 ; its ids number here file = UniverseSystemsLi01BasesLi01_16_Base.ini ;what base file it is/where BGCS_base_run_by = W02bF35 ;faction in control (this is liberty cops) Use other bases to find out which base_run_by yuo are after - eg li01 is liberty police, etc etc! I know that there is NO base file for the base yet, but that is where it points. If you make it in Rheinland, find out the name (new berlin sys is Rh01) and then point it towards the relevant system folder with your base name! Okay - save that off and lets make a base.ini for it!! Go back to the li01 file, into bases and then open on up!! Copy a planets entries (you can use other systems if you like, not limited here, just open the ini from one systems base, then change folders to where you wish to be (ie from Rh01 base folder to the Li01 base folder) hit save as then type in your name - eg Li01_16_base.ini and click save - voila - your new base file......lol okay - now you have that (should look like this below, or similar!) [BaseInfo nickname = Li01_16_Base start_room = Planetscape [Room nickname = Bar file = UniverseSystemsLi01BasesRoomsli01_16_Bar.ini [Room nickname = Trader file = UniverseSystemsLi01BasesRoomsli01_16_trader.ini [Room nickname = Equipment file = UniverseSystemsLi01BasesRoomsli01_16_equipment.ini [Room nickname = Planetscape file = UniverseSystemsLi01BasesRoomsli01_16.ini [Room nickname = ShipDealer file = UniverseSystemsli01BasesRoomsli01_16_shipdealer.ini Once you open it, change the names to point at the right location!! - ie - look here - they all say li01_16_base etc! [BaseInfo nickname = Li01_16_Base start_room = Planetscape And again! [Room nickname = Planetscape file = UniverseSystemsLi01BasesRoomsli01_16.ini Do the same for yours as well........ These are all pointing to our rooms here.....hmm - what to do for that eh? Nice and easy again - do the same for your chosen bases rooms, but save them off in the rooms folder with your respective names - eg, open the rh01_01_shipdealer.ini, then change folders all the way to rooms in li01 bases folder, and then save as - type the name in li01_16_shipdealer.ini and then save - BANG - simple and easy eh? <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Okay - once you have all the rooms sorted, you have nearly got the full monty of the base!! LOL Okay - save that off - then load up FL and take a peek.......is it there? can you land? cool - check rooms, you won´t get much! Okay - go back two pages (to page 19)<A href=´http://www.lancersreactor.org/t/forum/topic.asp?whichpage=19&amp;pagesize=20&amp;forum_title=Freelancer+General+Editing+Forum&amp;topic_title=%2A%2A%2A+Newbie+Questions%3F++Look+no+further%21+%2A%2A%2A&amp;forum_id=18&amp;topic_id=19693´ Target=_Blank>HERE</a> and there should be a tutorial on adding rooms to your custom base by me - i will link in an edit (probs by the time you read this........lol) ONce you have your rooms sorted out, and also have got the base working (hehe) it would sure be nice for us to have a mission or two here (and some munchkins for our bar!!) Okay - this is the involved and tricky bit. I kid you not - this will take HOURS the first time you do it, so if you aren´t bothered about missions or people - then leave it! If you love it though - follow on! The reason it takes hours is because we are about to delve into the Mbases.ini file, and biniQ cocks the file up, so you have to debug the damned thing. Once it is decoded though - you won´t ever have to do it again!!! Okay - open up the mbases.ini and do the following! firstly - its in the missions folder! Now, once opened this file is complicated! lol First - find a base run by your faction - ie manhatten will do here! I am using one for another base here - its from my little Kusari base i made earlier <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> [MBase nickname = Ku04_07_Base ;your base local_faction = ku_p_grp diff = 8 msg_id_prefix = gcs_refer_base_Ku04_01_Base ;refers to another base - you cannot fix this unless you record a new speech thing (its ´am going to blah´) [MVendor ;missions dude! num_offers = 5, 7 [BaseFaction faction = ku_p_grp ;oh - change everything lol weight = 52 ;level stuff offers_missions = true mission_type = DestroyMission, 0.900376, 1.687204, 100 npc = ku0401_kpolice_001_m npc = ku0401_kpolice_002_f npc = ku0401_kpolice_003_f [BaseFaction faction = co_shi_grp weight = 16 npc = ku0401_samura_001_m npc = ku0401_samura_002_m [BaseFaction faction = co_kt_grp weight = 16 npc = ku0401_kishiro_001_m npc = ku0401_kishiro_002_m [BaseFaction faction = co_ni_grp weight = 8 npc = ku0401_synth_001_m [BaseFaction faction = gd_gm_grp weight = 8 npc = ku0401_gmg_001_m ;all base faction are the friendliness of those on base [GF_NPC ;the barman! nickname = ku0401_fix_bartender ;don´t change this - its a file thingy! body = ku_bartender_body head = ku_captain_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 244868 ;oh - later you can make him diff affiliation = ku_p_grp voice = rvp126 bribe = ku_p_grp, 10000, 16101 bribe = co_be_grp, 10000, 16100 bribe = co_kt_grp, 10000, 16100 bribe = co_os_grp, 10000, 16100 bribe = co_shi_grp, 10000, 16100 rumor = base_0_rank, mission_end, 2, 133283 rumor = base_0_rank, mission_end, 1, 133284 rumor = base_0_rank, mission_end, 2, 133285 rumor = base_0_rank, mission_end, 2, 133287 rumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647 [GF_NPC ;ship blokie nickname = ku0401_fix_ship body = ku_commtrader_body head = pl_male5_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 244869 affiliation = ku_p_grp voice = rvp126 [GF_NPC ;trader nickname = ku0401_fix_trader body = ku_commtrader_body head = pl_male8_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 244870 affiliation = ku_p_grp voice = rvp101 [GF_NPC ;me dealer aye! <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> nickname = ku0401_fix_weaponsdealer body = ku_commtrader_body head = ku_bartender_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 244871 affiliation = ku_p_grp voice = rvp101 [GF_NPC ;bar scum nickname = ku0401_gmg_001_m body = li_rockford_body head = pl_male5_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 220549 affiliation = gd_gm_grp voice = rvp101 room = bar bribe = co_be_grp, 10000, 16100 bribe = co_kt_grp, 10000, 16100 bribe = co_ni_grp, 10000, 16100 bribe = co_shi_grp, 10000, 16100 bribe = gd_gm_grp, 10000, 16101 rumor = base_0_rank, mission_end, 1, 133270 rumor = base_0_rank, mission_end, 1, 133271 rumor = base_0_rank, mission_end, 1, 133272 rumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647 [GF_NPC nickname = ku0401_kishiro_001_m body = sc_scientist1_body head = sc_scientist2_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 220550 affiliation = co_kt_grp voice = rvp126 room = bar bribe = ku_p_grp, 10000, 16100 bribe = co_kt_grp, 10000, 16101 bribe = co_rs_grp, 10000, 16100 bribe = gd_gm_grp, 10000, 16100 bribe = gd_bh_grp, 10000, 16100 rumor = base_0_rank, mission_end, 1, 133273 rumor = base_0_rank, mission_end, 2, 133274 rumor = base_0_rank, mission_end, 1, 133275 rumor = base_0_rank, mission_end, 2, 133276 rumor = base_0_rank, mission_end, 1, 133277 rumor = base_0_rank, mission_end, 2, 133278 rumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647 [GF_NPC nickname = ku0401_kishiro_002_m body = sc_scientist1_body head = ge_male2_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 220551 affiliation = co_kt_grp voice = rvp101 room = bar bribe = ku_p_grp, 10000, 16100 bribe = co_alg_grp, 10000, 16100 bribe = co_kt_grp, 10000, 16101 bribe = co_ni_grp, 10000, 16100 bribe = co_shi_grp, 10000, 16100 rumor = base_0_rank, mission_end, 1, 133273 rumor = base_0_rank, mission_end, 2, 133274 rumor = base_0_rank, mission_end, 1, 133275 rumor = base_0_rank, mission_end, 2, 133276 rumor = base_0_rank, mission_end, 1, 133277 rumor = base_0_rank, mission_end, 2, 133278 rumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647 [GF_NPC nickname = ku0401_kpolice_001_m body = ku_male_guard_body head = ku_sales_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 220552 affiliation = ku_p_grp voice = rvp111 misn = DestroyMission, 0.900376, 1.687204 room = bar rumor = base_0_rank, mission_end, 1, 133279 rumor = base_0_rank, mission_end, 2, 133280 rumor = base_0_rank, mission_end, 3, 133281 rumor = base_0_rank, mission_end, 1, 133282 rumor = base_0_rank, mission_end, 2, 133283 rumor = base_0_rank, mission_end, 1, 133284 rumor = base_0_rank, mission_end, 2, 133285 rumor = base_0_rank, mission_end, 2, 133286 rumor = base_0_rank, mission_end, 2, 133287 rumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647 rumor_type2 = base_0_rank, mission_end, 1, 393419 accessory = prop_hat_male_ku_grd [GF_NPC nickname = ku0401_kpolice_002_f body = ku_female_guard_body head = ku_tashi_head lefthand = benchmark_female_hand_left righthand = benchmark_female_hand_right individual_name = 220553 affiliation = ku_p_grp voice = rvp511 misn = DestroyMission, 0.900376, 1.687204 room = bar rumor = base_0_rank, mission_end, 1, 133279 rumor = base_0_rank, mission_end, 3, 133281 rumor = base_0_rank, mission_end, 1, 133282 rumor = base_0_rank, mission_end, 2, 133283 rumor = base_0_rank, mission_end, 1, 133284 rumor = base_0_rank, mission_end, 2, 133285 rumor = base_0_rank, mission_end, 2, 133286 rumor = base_0_rank, mission_end, 2, 133287 rumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647 rumor_type2 = base_0_rank, mission_end, 1, 393419 [GF_NPC nickname = ku0401_kpolice_003_f body = ku_female_guard_body head = pl_female6_head lefthand = benchmark_female_hand_left righthand = benchmark_female_hand_right individual_name = 220554 affiliation = ku_p_grp voice = rvp516 misn = DestroyMission, 0.900376, 1.687204 room = bar rumor = base_0_rank, mission_end, 1, 133279 rumor = base_0_rank, mission_end, 3, 133281 rumor = base_0_rank, mission_end, 1, 133282 rumor = base_0_rank, mission_end, 2, 133283 rumor = base_0_rank, mission_end, 1, 133284 rumor = base_0_rank, mission_end, 2, 133285 rumor = base_0_rank, mission_end, 2, 133286 rumor = base_0_rank, mission_end, 2, 133287 rumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647 rumor_type2 = base_0_rank, mission_end, 1, 393419 [GF_NPC nickname = ku0401_samura_001_m body = sh_male3_body head = pl_male8_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 220555 affiliation = co_shi_grp voice = rvp126 misn = DestroyMission, 0.900376, 1.687204 room = bar bribe = co_rs_grp, 10000, 16100 bribe = co_shi_grp, 10000, 16101 bribe = fc_fa_grp, 10000, 16100 bribe = fc_h_grp, 10000, 16100 bribe = gd_gm_grp, 10000, 16100 rumor = base_0_rank, mission_end, 1, 133288 rumor = base_0_rank, mission_end, 2, 133289 rumor = base_0_rank, mission_end, 1, 133290 rumor = base_0_rank, mission_end, 2, 133291 rumor = base_0_rank, mission_end, 1, 133292 rumor = base_0_rank, mission_end, 2, 133293 rumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647 [GF_NPC nickname = ku0401_samura_002_m body = sh_male3_body head = ge_male2_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 220556 affiliation = co_shi_grp voice = rvp101 room = bar bribe = ku_p_grp, 10000, 16100 bribe = co_shi_grp, 10000, 16101 bribe = fc_fa_grp, 10000, 16100 bribe = fc_h_grp, 10000, 16100 bribe = gd_gm_grp, 10000, 16100 rumor = base_0_rank, mission_end, 1, 133288 rumor = base_0_rank, mission_end, 2, 133289 rumor = base_0_rank, mission_end, 1, 133290 rumor = base_0_rank, mission_end, 2, 133291 rumor = base_0_rank, mission_end, 1, 133292 rumor = base_0_rank, mission_end, 2, 133293 rumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647 [GF_NPC nickname = ku0401_synth_001_m body = ku_shipdealer_body head = sc_scientist1_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 220557 affiliation = co_ni_grp voice = rvp101 room = bar bribe = co_ni_grp, 10000, 16101 bribe = co_os_grp, 10000, 16100 bribe = co_rs_grp, 10000, 16100 bribe = gd_bh_grp, 10000, 16100 rumor = base_0_rank, mission_end, 1, 133294 rumor = base_0_rank, mission_end, 1, 133295 rumor = base_0_rank, mission_end, 1, 133296 rumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647 [MRoom nickname = bar character_density = 6 fixture = ku0401_fix_bartender, Zs/NPC/Bartender/01/A/Stand, scriptsvendorsli_bartender_fidget.thn, bartender [MRoom nickname = trader character_density = 2 fixture = ku0401_fix_trader, Zs/NPC/Trader/01/A/Stand, scriptsvendorsli_commtrader_fidget.thn, trader [MRoom nickname = ShipDealer character_density = 2 fixture = ku0401_fix_ship, Zs/NPC/Shipdealer/01/A/Stand, scriptsvendorsli_shipdealer_fidget.thn, ShipDealer [MRoom nickname = Equipment character_density = 2 fixture = ku0401_fix_weaponsdealer, Zs/NPC/Equipment/01/A/Stand, scriptsvendorsli_equipdealer_fidget.thn, Equipment okay - all these parts are the people in the bar that offer missions! [GF_NPC nickname = ku0401_synth_001_m body = ku_shipdealer_body head = sc_scientist1_head lefthand = benchmark_male_hand_ Just copy and paste from somewhere - preferably your system so that they aint out of place (bounty hunters in the bar on Malta?? Methinks not!! [MRoom nickname = bar character_density = 6 fixture = ku0401_fix_bartender, Zs/NPC/Bartender/01/A/Stand, scriptsvendorsli_bartender_fidget.thn, bartender these are to do with the room, how many and where they stand.......it includes you too though - so its 5 really! (yes you need these for your rooms too......lol) now this bit i have never fiddled with!! Just aint had time for random playing! [BaseFaction faction = ku_p_grp ;oh - change everything lol weight = 52 ;level stuff offers_missions = true mission_type = DestroyMission, 0.900376, 1.687204, 100 npc = ku0401_kpolice_001_m npc = ku0401_kpolice_002_f npc = ku0401_kpolice_003_f This is the missions on the board! Weight will be total level of missions i think - not sure, offers missions is true, and the types refer to the vignettes in the system ini files! Destroy vignettes tere by the looks of it. You will need one of these for the board though. easiest thing to do is copy the li01_02_base entries though! Its very close (planet pitts) so the missions will be accurate, the only diff is that it won´t be police at the base, but different ones. Once you have done this - the bad part. Debugging! BiniQ changes lines like this: offers_missions = true mission_type = DestroyMission, 0.000000, 0.112387, 30 To be lines like this offers_missions = mission_type = DestroyMission, 0.000000, 0.112387, 30 What does this do though? Means you can´t get missions from the board at all..lol It will take 1hr to debug the whole file, but once done, its done!!! Just have to go through putting the true back in, and seperating the lines again......lol Okay - now you have a bar, population, and if there are any vignettes in your system - you have missions too! Forgive me if this has rambled and gone at a tangent in the end, as its 5.30am here and am knackered!! Next part coming up! Edited by - chips on 20-09-2003 06:42:35

  • Okay - for the base of a space station, find your fav space station entry in a file! Now copy that bad boy, and put it in the systems file you are want! eg - here is one from i think its omega 41, and a corsair pirate rock base! COOL! [Object nickname = Ew03_01 ;You change ids_name = 196720 ; write down for later! pos = -7599, 0, 14227 ; change to where you want it! archetype = miningbase_FragC ids_info = 65789 ;note for later! dock_with = Ew03_01_Base ;change name again eh? base = Ew03_01_Base ;and again reputation = fc_c_grp ; and again (which people to control) behavior = NOTHING visit = 0 voice = atc_leg_m01 space_costume = pi_pirate1_head, pl_male1_journeyman_body, prop_neuralnet_E difficulty_level = 17 loadout = miningbase_FragC_pi_03 pilot = pilot_solar_hardest Okay - now you done that, lets say its name is my_base Now, copy all the files (ie - the base.i ni for this base from omega41 - talking abuot the Ew03_01_Base.ini file, and all the corresponding rooms too!!!! Okay - do the same for it as above (ie, change the rooms round to match YOUR bases name, change the base.ini file to be pointing at YOUR base room names. Done that? Good stuff. Now open the universe.ini and make an entry for your base again! [Base nickname = Li01_06_Base ;change name system = Li01 strid_name = 196771 ;twill match your bases one in a mo file = UniverseSystemsLi01BasesLi01_06_Base.ini BGCS_base_run_by = W02bF50 file = UniverseSystemsLi01BasesLi01_06_Base.ini ;to YOUR base sys directory though okay!!! - ie hi03aseshi03_01_base.ini or li01asesmy_base.ini etc! You get the idea.........i hope! Okay - same as before then - make sure you got everything pointing the right way okay?!?!?!. Now, you made notes of their numbers yeah?? okay - now open up FLED ids editor (get from the downloads section) and navigate using the open command to your folder (freelancer) Type in the ids name box the ids name you have written down. Press get info! I got Leon base - its from the nameresources.dll okay Okay - now delete the text, and enter the name you want (eg - Mr Trents Sauvvie shag palace full of dirty tarts!!) Then, enter this number into the ids name field!! 261797 - it is an empty field entry, so you can use it - so save this as your number for that info (this way we don´t rename other stuff!!) Now you have your named base in there!! Go enter THAT number in for you base and also the number in the universe.ini! Voila a base again - with your own name too!.....not bad eh? You can make a new planet to have a truly custom base, or rename them as you like - its up too you. Making a new planet is the same as an old one, just a different nickname and ids number/info. Enjoy anyways, my bum has gone to sleep as this has taken bloody ages now! LOL Hope this helps, i have rushed it quite a bit, so if you get stuck, don´t understand or it doesn´t work, leave a post with what is wrong (if its crashes - when do you crash and also post EVERY entry you made in universe.ini, the systems.ini and mbases if you did mbases!! To make the base sell stuff, do like i said, and check back a few pages so that you can add stuff! Enjoy Chips

  • Let me know how it goes, as i am off to bed. Its really really early morning, and i bashed that out at a record pace of typin, so their might be typo errors, or errors where i copied and pasted from my files as well. Just remember to check that everything is done right, then if something goes wrong, post here with details of it(ie - where you crash tells us alot about what is crashing you!)

  • Chips, Question: What would make my running lights and docking light and tractor not work in game? They where there when i first tryed it then they disappeared. _____________________________ Experience is the worst teacher! It gives the test before the lesson.

  • Yeti - if you are using the version i sent back to you, I had stripped the package (what you get when you buy the ship) down to bare minimums to try to find out if there was a prob somewhere(elimination). Therefore - go into your goods.ini file and change this bit: [Good nickname = cronic_package category = ship hull = cronic_hull addon = ge_gf1_engine_01, internal, 1 addon = ge_fighter_power01, internal, 1 addon = ge_s_scanner_01, internal, 1 To look more like this: [Good nickname = cronic_package category = ship hull = cronic_hull addon = ge_gf1_engine_01, internal, 1 addon = ge_fighter_power01, internal, 1 addon = ge_s_scanner_01, internal, 1 addon = ge_s_tractor_01, internal, 1 addon = shield01_mark01_lf, HpShield01, 1 addon = LargeWhiteSpecial, HpHeadlight, 1 addon = SlowSmallBlue, HpRunningLight01, 1 addon = SlowSmallBlue, HpRunningLight02, 1 addon = SlowSmallBlue, HpRunningLight03, 1 addon = contrail01, HpContrail01, 1 addon = contrail01, HpContrail02, 1 addon = contrail01, HpContrail03, 1 addon = DockingLightRedSmall, HpDockLight01, 1 addon = DockingLightRedSmall, HpDockLight02, 1 addon = DockingLightRedSmall, HpDockLight03, 1 And that will get the running lights back on (its cos they aint there) Chips

  • Hehehe, Tryed that! Was the first thing I thought of. But was not the problem. Seams that a saved game was causing it not to function. Got it fix now! If I trim this ship for d/ling I will make sure you get credit for helping me make it possible! _____________________________ Experience is the worst teacher! It gives the test before the lesson. Edited by - -{Yeti}- on 20-09-2003 11:22:05