****NEWBIE QUESTIONS?? - look no further2!!****

  • Sorry - my internet is very dodgy due to high winds - i am being cut off approx once every five mins - so i have lost alot of typed answers. Suffice to say i will read questions and now answer them into word. For the systems - do you really want me to write this out as a ´bung this into a system for yourself´ or as an explanation for it, i ask because there is alot to explain, but once i am through you will understand what the hell to do, what not to do, and then can expand it later on to include what stuff you can bung into the system. For testing though - basically - you can have the same ids number and info for anything in your system........... Okay - to turn a jumpgate around - you need to make sure it has a rotate line -then just reverse that number - here are two examples <b>Example </b> This is taken for a jumpgate from new london to erm - somewhere else: [Object nickname = Br01_to_Br05 ids_name = 260641 pos = -78332, 0, 56134 rotate = 0, -90, 0 ;&lt;--this line here defines which way it points Now - surprisingly enough - although i have orientated about a thousand things in the past two months, i can never remember this :Here goes ...................... 0 or 180 90 or -90 -------------+------------- 90 or -90 ......................0 or 180 So - from that CRAP diagram - if you have orientation as: rotate = 0, -90, 0 It is either facing to the left or right - so make it 0, 90, 0 to turn that jumpgate round to face the correct way. If its 0, 0, 0 then make it 0, 180, 0 to turn it round. I think -but not sure, that it is taken from the BACK of jumpgates - so if you have it something like 0, 0, 0 then it is pointing towards the north of the screen (but then i might be wrong and its pointing to the south). Honestly - you have no idea how many times i have turned gates and tradelanes round - you would think i would bloody remember!! Last bit: 0,0,0 is facing north or south, right you notice this is rotated on the y axis of the systems stuff - ie x, y, z - so this rotates the object in the linear across system planes of x and z What happens if we change it to another axis? Well - it rotates differently - so give it an x rotation to rotate in the y,z planes - what do you mean by that? This It will basically spin round horizontal if you change the y axis, (so it spins in x, z) so if you change this to y,z then it spins in a plane of different axis view - or in other words the thing will rotate like there is a spike through it in the x axis - or in other words it will be able to ´face´ off upwards, towards back of map, downwards, towards front of map. If you do it in the x, y then it will face towards left, upwards, towards the right, downwards. Good stuff eh? Specially if your making systems in 3d to confuse people which is ´up´ and ´down´. However, if you try this and use tradelanes - you CANNOT make them face up or down, as they dock incorectly in one direction. You just have to eleveate them instead - which is a pain, or create TWO tradelanes instead. BUt that is getting away from the post Chips p.s - i crashed twice typing this thing Edited by - chips on 10-10-2003 19:41:07

  • Termoshad – well, I typed all this out in detail for about 30mins in the window, copying it every five mins just so I could paste if something went wrong. Then - I posted, it was too big or something, then trying to go back it told me it expired or some crap. Then – aol froze up instead, so I had to ctrl alt del and end task on its unresponsive ass, then on reload, it appears the modem had frozen up or something?? Never had that before – after that I couldn’t get AOL to start, and to cut a long story short, I got mad and did a reboot………………before thinking…………….i never pasted my answer into word to keep it safe – SO I LOST THE F******* THING!!! Dammit. Oh well – here goes for a quicker simpler version as I cannot afford to spend all day answering stuff for nothing LOL 1) I will look into this for AI difficulty related to Player difficulty in a zone. As far as I know – no, you cannot do this, mainly because a type of encounter is specified in a zone. Due to the engine, it doesn’t have a player level parameter with it, so you cannot specify anything harsh there – but what do I do for titans in NY? I simply make the cops all carry a shield killing gun – in the loadouts, like this: Here is MY liberty police loadout: [Loadout nickname = li_p_li_fighter_loadout01 archetype = li_fighter equip = ge_lf_engine_01 equip = npc_shield01_mark02, HpShield01 equip = li_fighter_power01 equip = ge_s_scanner_02 equip = ge_s_tractor_01 equip = ge_s_thruster_01, HpThruster01 equip = li_gun01_mark02, HpWeapon01 equip = li_gun01_mark03, HpWeapon02 equip = li_gun01_mark03, HpWeapon03 equip = co_gun02_mark02, HpWeapon04 equip = ge_s_cm_01, HpCM01 cargo = ge_s_cm_01_ammo, 20 equip = LargeWhiteSpecial, HpHeadlight equip = SlowSmallBlue, HpRunningLight01 equip = SlowSmallBlue, HpRunningLight02 equip = SlowSmallBlue, HpRunningLight03 equip = SlowSmallBlue, HpRunningLight04 equip = contrail01, HpContrail01 equip = contrail01, HpContrail02 equip = DockingLightRedSmall, HpDockLight01 equip = DockingLightRedSmall, HpDockLight02 cargo = ge_s_battery_01, 3 cargo = ge_s_repair_01, 3 Notice that they have a level 2 sheild, class 3 guns, and a class 2 gun for killing shields. ON their own they won’t cause much damage – but in a group these cops will take your titan out without a prob – why? Cause basically – those little shield killers do about 189damage to a shield per shot, so after 6 of them are shooting at you, they will waste your shields down in about 30 seconds……………..but it is harder for the little guys too at this point, as the cops will of course kill a starflier in a couple of seconds, and probs waste the rogues and others quicker as shields get killed fastest. Solution? well – you could do what I do and hand one of these guns over to MOST factions in fact. Hell – my corsairs and outcasts have a del cid each. God forbid you come up against some of those. corsairs with a del cid, level 10 salamankas and a cannonball? – yup - you are dead pronto. Class 10 sals you say? Yes – custom weapons. I keep the names if poss – so class 10 kraken and wyrm too. oh – and bounty hunter ones toooo………. 2) Illegal stuff – as before on here its in the faction_prop.ini, however, to make them start out eveil –need to do mpnewcharacter.fl I think – not sure as I don’t have a server to try this out on. Also – I think you need FLSave character editor to try to open this – but I really don’t know! 3) Unlock jumpgates? Initial world.ini – comment out all the jumpgates/ jumpholes in there with a semi colon. For multiplayer I think this works, but it might also be in mpnewcharacter.fl too – I really don’t know about that though – never opened that file. To comment out – use the semi colon at the beginning of the line – ie: 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 Will become, ;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 Good stuff – do it for NPC locked gates/jumpholes too: 4) weapon damage/speed – well –this will have to be client side I am afraid – so clients need the mod as well. However, mod your weapon file, then make a file in the mods folder of FLMM called weaponmod or something, then inside that, make a data folder, inside the data folder make an equipment folder, and into this equipment folde put EVERY file that you change. Ie – if its just weapons power etc, just weapon_equip.ini, if its new weapons – weapon_equip.ini, and weapon_good.ini and also market_misc.ini for the sell points you changed. Then, make a zip of the WHOLE thing in flmm mods folder (so zip up the weaponmod folder) and then rename the zip file to weaponmod.zip.flmm now then – email that to every friend who plays on your server – they can activate it in FLMM and bingo – get the guns with new shoot speeds – and you made your first mod. &amp;#61514; 5) Encouters files? Doubt anyone will do that for you. Erm – I can’t as mine are a) new and b) too intertwined into my files - ie if you had my system files that have encounters you would also get extra tradelanes, jumpgates, wrecks and god knows what else – so it really isnt’ viable. Plus – you would also crash due to some other additons. 6) Yes – they don’t have a jumphole TO them due to the fact the story just PLONKS you in there. I can make you a code that you just put into here, but once again – once you do this, then the clients will need a copy of the files for them to use the holes as well. So – you can include this into your weapon mod for them, by making a universe folder, then a system folder, then the new systems folders as well – or I could make you a script for it, nice and simple – but like I said before – I have limited time here – and helping as many people as possible is quite tough – so I would prefer to make the changes in here so others could copy and paste into their files too! <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Anyways, there we go – still took ages to type out! LOL You have no idea how many crashes and probs i had for this one - i am nearly bald with fustration!! LOL

  • <b> Yeti </b> Welcome back - no probs mate <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> You need to create your own model for a weapon if you wish to do this. At this point, you should look into the CMP file and other files too. Do the weapons all use the same sort of CMP file (I believe that many weapons use just one, its easier) and therefore, you can create two or so, but make 30 odd weapons for it. After this, you then need to make sure that it is roughly the same size as others as we cannot make sur files yet. Of course, once you have your modl and texture, youcan use otehr surs. Now, check what the CMP for a gun type has, then sort of copy that for your gun, but you might need to have some extra stuff. After that, all guns MUST have the same sort of layout instructions as in the file - you cannot make brandnew ones as 1)The game engine won´t recognise your new commands and 2) Heck - it won´t recognise your new code or commands!! LOL So - you MUST use FL commands for guns, and the you can do whatever you like. See if you can make new effects for the guns etc too - and bingo - the ammo line is what you shoot, which depends on what you see. However, seeing as you don´t really see all this hardwork really - it seems pointless!!! At that point, easier to use existing stuff, and then just change lines for what you wnat to see, and change some effects for the projectiles. I haven´t tried makin new effects for this (by copying and fidling old effects with a new name) so i am not sure it is workable or not. However - there we go, that ramble tells ya. Yes - in theory you can. You need to follow like a ship, but make it for a weapon Yes - but its not really worth all the work as you won´t see anything new on your ship (unless the gun is HUGE) - at which point what is the point o all that hard work?

  • Thought i would update my naff diagram catalgoe here.......so prepare to grimace!! <b>Diagram explaining system coordinations </b><i> I know its naff..... </i> Okay - systems positions are worked out as a X, Y, Z position of things, so X is left to right, Y is vertically up and down, and Z is back and forth. So, -60000, 0, -60000 would be a position of the back left sector of you map. 0, 0, 60000 would be front center of the map 60000, 0, 0 would be far right side center, hope that is clear - just think like the diagram below, or perhaps try not too! Remember - 0, 0, 0 is the DEAD center of the system as you look at the map. ..................................<b>Y </b> ...................................I ...................................I......<b>-Z </b> ...................................I...../ ...................................I.../ ...................................I./ .............<b>-X </b>------------------+---------------- <b>X </b> ................................./.I .............................../...I ............................./.....I .........................../.......I ........................<b>Z </b>.........I ..................................<b>-Y </b> So there we have it, a truly s*** diagram - but i hope it gives you an idea instead of a headache/confusion Edited by - chips on 10-10-2003 19:15:45

  • Chips, thats lovely, who needs photoshop? lol -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- If there is anything more important than my ego around here, I want it caught and shot immediately ~ <i>(Zaphod Beeblebrox - Hitchhikers Guide to the Galaxy) </i>

    _____________________________ The best form of defence is attack

  • OKay - for jumpgate orientation: Remember - its controlled by the line Rotate = X, Y, Z. Usually it will just be Y that changes orientation, but i included X for if you really want to be silly - its very annoying though to dock with.........lol So typical entry looks like Rotate = 0, 90, 0, where 90 is the Y value. See below for which was gives what Y value ..................................<b>90,X </b> ...................................I ...................................I......<b> 0,Y </b> ...................................I...../ ...................................I.../ ...................................I./ .............<b>90,Y </b>---------------+---------------- <b>-90,Y </b> ................................./.I .............................../...I ............................./.....I .........................../.......I ........................<b>180,Y </b>..I ..................................<b>-90,X </b> So - what does my crap naff diagrams mean? Imagine EACH of those has a head on it, an arrow if you will, like this: <b> ---&gt; -90, Y </b> Then the dash part represents the BACK of the jumpgate, the head represents the part you DOCK through - so, then, to have it facing in THAT direction - your angle must be 0, -90, 0 .......right. To have it facing the opposite direction - <b> &lt;---- </b> (remeber that the head of the arrow is the front of the jumpgate) you will need to have a 0, 90, 0 rotation. Okay? Hope that helps for anyone else. I love my crap diagrams - i will use them every chance i get!! LOL<img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Edited by - chips on 10-10-2003 19:34:35

  • Okay...this is so cool. I have a complete home for Trent. I have completely transformed The bottom unknown system into a all new place. Damn, even moved it to a new place on the nav map to match up with Liberty space. Ya couldn´t tell it wasn´t part of the origiinal game. &quot;Ah, well yes, I have heard...&quot; that the devil is in the details. I was able to change all the information on the info card for my new system...except I can´t seem to find where the planet info-blurb is to change. Both my new worlds still have the discription of planet Junyo on it. I know it needs a new ID number to describe my new world..but where do I find the ID number to change, in what file? Located all the other IDs to change, the name of the Planets, system, space and even the read out when you land...just don´t know where the planet blurb is....**s**??

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

  • Okay - by the way, i got my missions working again - i made an error in the Mbases file without knowing about it, which caused the other bases below it to not load. I strongly suspect it is cause i removed a base without bloody taking it out of their or something. I erased the 20 or so entries to the one that Giskard told me was fine, and it worked. Typical - modding too much without testing is BADDDDDDDDDDd practice.........lol OKay - Planet still gives the description of Junyo eh? well - just before i go to bed i will have a look........lol - brb to edit this part in *edit* - okay - baffled - will lookagain when i aint falling asleep, but at first glance i cannot see it anywhere - looked into the solararch, the bases, the universe, i looked in the system - but cannot find the info/name for it just yet. Like i said - will look again later Edited by - chips on 11-10-2003 02:51:17

  • &gt;&gt;Typical - modding too much without testing is BADDDDDDDDDDd practice.........lol&lt;&lt; God...that was the HARDEST lesson I learned doing this... I found the Planet Junyo blurb is 65820...but I don´t know where to look for it in the files....

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

  • Hmm - i still can´t find it. I think it must be intertwined somehow. If you look in the solararch.ini - the info there is zero, and there isn´t anything else about it, look at what it has when in game - and that isn´t the info in the systems ini file either. So i cannot locate where it tells it what to look at........yet *edit* - but i forgot to say that i notice all planets with info - seem to have the ids info number immeditately after the first one with all the extra information. So- i assume that if you punch in a new number for your planet, like try this for example: ids info = 66701 Now - this is a free number - just firstly get the get the info from using the number in the files already, ie - type this number in and bring up the info ids_info = 65819 Now type your new number in at the top and save it. Now type in 65820 and get the blurb about teh planet - then erase most of it and type in something truly inspirational like ´most munchkins like to eat hairy dogs for dinner´ and then save it as 66702 Now put your ids info number in for your planet instead of the original one, and check out to see if the info is still the same. If it is - good stuff, if not, oh well - it was worth a shot. I would try it myself, but i have alot to do before i get sidetracked into this area, but if you don´t want to, or don´t check this within the next two days, i will have had a go as i will be finishing up my own systems, which includes sorting out the planets ids info numbers with info!! LOL Good luck let me know if it works (i just assume its programmed to read the number above for additional info as well is all - but not sure) as i am also interested in it! Chips Edited by - chips on 13-10-2003 21:31:52

  • Nope...no go...I just get the readout for the planet stats as written in 66701, nothing else. When I created a station, borrowed Durham borader station, made all the changes as needed, I get the read out to Durham Borader station. So, I figure it deals with, perhaps the coding that is the item. But where and how to dig into that other than the usual is beyond me. When one creates a planet from scrathc do they also get the info from the planet they copied..or is it possible to even create a planet from scratch withou &quot;borrowing&quot; something from elsewhere. There probabaly is a connection in there somewhere to a hidden file of some sort....

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

  • Well - if you ONLY get the custom readout for one number, without it still saying all the rest of the crap, then just add some text to the bottom, however, if its still possible to see other info, then erm, ah, dunno I assume it is somehow linked through something SOMEWHERE! The only other alternative is that when you make something, you will have to edit whatever it is similar too (ie stations secondary info) to be neutral instead - so that it won´t give a specific readout, but a general one instead. - if you follow that that is! lol Must admit though - if that were the case then there would only be one type of each station everywhere.......................otherwise they would all share the same info?

  • FOUND IT! Finally pulled my finger out and thought logically. It couldn´t be tied to the darned station or planet type, otherwise everything would be similar surely? In that case it MUST be tied to something like the darned navmap methinks or something? So - i looked around a little in my files and found this: The infocardmap.ini file inside the interface folder. I really was being stupid sorry - i found this out ages ago, i just didn´t put two and two together until i started thinking rather than just looking places. Here is an example: nfocardMapTable Map = 65537, 65538 Map = 65539, 65540 Map = 65541, 65542 Map = 65543, 65544 Map = 65545, 65546 Map = 65547, 65752 Map = 65549, 65550 Map = 65551, 65552 Map = 65553, 65554 Map = 65555, 65556 Map = 65557, 65558 Map = 65559, 65560 Map = 65561, 65562 Map = 65563, 65564 Map = 65565, 65566 Map = 65567, 65568 Map = 65569, 65570 Map = 65571, 65572 Map = 65573, 65574 Map = 65575, 65576 Map = 65577, 65578 Map = 65579, 65752 Map = 65581, 65582 Map = 65583, 65584 Map = 65585, 65586 Map = 65587, 65588 Map = 65589, 65590 Map = 65591, 65592 Map = 65593, 65594 Map = 65595, 35596 Map = 65597, 65598 Map = 65599, 65600 Map = 65601, 65602 Map = 65603, 65604 Map = 65605, 65606 Map = 65607, 65608 Map = 65609, 65610 Map = 65611, 65612 Map = 65613, 65614 Map = 65615, 65616 Map = 65617, 65752 Map = 65619, 65620 Map = 65621, 65622 Map = 65623, 65624 Map = 65625, 65626 Map = 65627, 65628 Map = 65629, 65630 Map = 65631, 65632 Map = 65633, 65634 Map = 65635, 65636 Map = 65637, 65638 Map = 65639, 65640 Map = 65641, 65642 Map = 65643, 65644 Map = 65645, 65646 Map = 65647, 65648 Map = 65649, 65650 Map = 65651, 65652 Map = 65653, 65752 Map = 65655, 65574 Map = 65657, 65658 Map = 65659, 65574 Map = 65661, 65662 Map = 65663, 65664 Map = 65665, 65666 Map = 65667, 65668 Map = 65669, 65670 Map = 65671, 65672 Map = 65673, 65674 Map = 65675, 65676 Map = 65677, 65678 Map = 65679, 65680 Map = 65681, 65682 Map = 65683, 65684 Map = 65685, 65686 Map = 65687, 65688 Map = 65689, 65690 Map = 65691, 65692 Map = 65693, 65694 Map = 65695, 65696 Map = 65697, 65698 Map = 65699, 65700 Map = 65701, 65702 Map = 65703, 65704 Map = 65705, 65706 Map = 65707, 65708 Map = 65709, 65768 Map = 65711, 65712 Map = 65713, 65714 Map = 65715, 65716 Map = 65717, 65718 Map = 65719, 65720 Map = 65721, 65722 Map = 65723, 65724 Map = 65725, 65768 Map = 65727, 65728 Map = 65729, 65730 Map = 65731, 65732 Map = 65733, 65734 Map = 65735, 65736 Map = 65737, 65738 Map = 65739, 65740 Map = 65741, 65742 Map = 65743, 65744 Map = 65745, 65746 Map = 65747, 65748 Map = 65749, 65750 Map = 65751, 65752 Map = 65753, 65754 Map = 65755, 65756 Map = 65759, 65760 Map = 65761, 65762 Map = 65763, 65764 Map = 65765, 65766 Map = 65767, 65768 Map = 65769, 65770 Map = 65771, 65772 Map = 65773, 65774 Map = 65775, 65776 Map = 65777, 65778 Map = 65779, 65780 Map = 65781, 65782 Map = 65783, 65784 Map = 65785, 65786 Map = 65787, 65788 Map = 65789, 65790 Map = 65791, 65792 Map = 65793, 65588 Map = 65795, 65796 Map = 65797, 65798 Map = 65799, 65800 Map = 65801, 65802 Map = 65803, 65804 Map = 65805, 65806 Map = 65807, 65808 Map = 65809, 65810 Map = 65811, 65812 Map = 65813, 65814 Map = 65815, 65816 Map = 65817, 65818 Map = 65819, 65820 Map = 65821, 65822 Map = 65823, 65824 Map = 65825, 65826 Map = 65827, 65768 Map = 65829, 65830 Map = 65831, 65832 Map = 65833, 65834 Map = 65835, 65836 Map = 65837, 65838 Map = 65839, 65840 Map = 65841, 65842 Map = 65843, 65844 Map = 65845, 65846 Map = 65847, 65848 Map = 65849, 65850 Map = 65851, 65852 Map = 65853, 65854 Map = 65855, 65856 Map = 65857, 65858 Map = 65859, 65860 Map = 65861, 65862 Notice that each info number has the one above it associated. Now, when you use a custom ids number you don´t get any blurb for it do you? Nope - but you can make it here. Add a line, and then add what you are after - like so: Map = 66701, 66702 where the 66702 contains the speil about the planet or base you have. Enjoy <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Chips

  • Hot damn....and I went into that file and I myself didn´t notice the corilation to it either....I gotta look at these file far more closely and think more like a programer....thank you much. My new home and system for Trent is complete and I´m one happy camper. The game will feel far more at home now, thanks again Chips....

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

  • 2 questions 1. How do i make bases destractable and 2. This base has only 1 person in th bar why? [MBase nickname = iw08_07_Base local_faction = fc_x_grp diff = 14 msg_id_prefix = gcs_refer_base_iw08_07_Base [MVendor num_offers = 2, 4 [BaseFaction faction = fc_x_grp weight = 100 offers_missions = true mission_type = DestroyMission, 1.000000, 1.000000, 100 npc = li0117_001_m npc = li0117_002_m npc = li0117_003_m [GF_NPC nickname = li0109_fix_bartender body = li_manhattan_bartender_body head = rh_captain_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 244677 affiliation = fc_x_grp voice = rvp101 misn = DestroyMission, 1.000000, 1.000000 bribe = fc_x_grp, 10000, 16100 rumor = base_0_rank, mission_end, 1, 131159 [GF_NPC nickname = li0117_fix_ship body = li_manhattan_bartender_body head = rh_captain_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 244678 affiliation = fc_x_grp voice = rvp131 [GF_NPC nickname = li0117_fix_trader body = li_manhattan_bartender_body head = rh_captain_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 244678 affiliation = fc_x_grp voice = rvp131 [GF_NPC nickname = li0117_fix_weaponsdealer body = li_manhattan_bartender_body head = rh_captain_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 244679 affiliation = fc_x_grp voice = rvp101 [GF_NPC nickname = li0117_001_m body = li_manhattan_bartender_body head = rh_captain_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 220204 affiliation = fc_x_grp voice = rvp101 misn = DestroyMission, 1.000000, 1.000000 room = bar bribe = fc_x_grp, 10000, 16100 rumor = base_0_rank, mission_end, 1, 131159 rumor = base_0_rank, mission_end, 1, 131161 [GF_NPC nickname = li0117_002_m body = li_manhattan_bartender_body head = rh_captain_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 220205 affiliation = fc_x_grp voice = rvp101 misn = DestroyMission, 1.000000, 1.000000 room = bar bribe = fc_x_grp, 10000, 16100 rumor = base_0_rank, mission_end, 1, 131159 rumor = base_0_rank, mission_end, 1, 131161 [GF_NPC nickname = li0117_003_m body = li_manhattan_bartender_body head = rh_captain_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 220206 affiliation = fc_x_grp voice = rvp101 misn = DestroyMission, 1.000000, 1.000000 room = bar bribe = fc_x_grp, 10000, 16100 rumor = base_0_rank, mission_end, 1, 131159 rumor = base_0_rank, mission_end, 1, 131161 [MRoom nickname = bar character_density = 10 fixture = li0109_fix_bartender, Zs/NPC/Bartender/01/A/Stand, scriptsvendorsli_host_fidget.thn, bartender [MRoom nickname = Deck character_density = 2 fixture = li0117_fix_trader, Zs/NPC/Trader/01/A/Stand, scriptsvendorsli_commtrader_fidget.thn, trader fixture = li0117_fix_weaponsdealer, Zs/NPC/Equipment/01/A/Stand, scriptsvendorsli_equipdealer_fidget.thn, Equipment [MRoom nickname = ShipDealer character_density = 2 fixture = li0117_fix_ship, Zs/NPC/Shipdealer/01/A/Stand, scriptsvendorsli_shipdealer_fidget.thn, ShipDealer fixture = li0117_fix_ship, Zs/NPC/Shipdealer/01/A/Stand, scriptsvendorsli_shipdealer_fidget.thn, ShipDealer

    Demouser: I have no wish to join the play, but rather to see it enacted. My only concern is to avoid having the lands of Microsoftia bare down on myself. If you can`t read this you are a retard

  • OKay - to make objects destructable. Open up your solararch.ini file (careful, there is problems here, suggest you download the SDK thing or use the new editor out on the front page - however, to be honest, you won´t really notice the effects, so you can just use BiniQDU if you wish!) Now - you need to find what you are looking for. Erm - lets start with a station Lke - the Depot, Now then - look at its entry : [Solar nickname = depot ids_name = 261161 ids_info = 66150 type = STATION DA_archetype = solardockabledepot_lod.cmp material_library = solarSolar_mat_dockable02.mat material_library = fxenvmapbasic.mat envmap_material = envmapbasic LODranges = 0, 800, 1200, 2000, 15000 mass = 10000.000000 loadout = depot open_sound = depot_open_sound close_sound = depot_close_sound docking_sphere = berth, HpDockMountA, 4.500000, Sc_port dock open docking_sphere = berth, HpDockMountB, 4.500000, Sc_starboard dock open docking_sphere = moor_large, HpDockMountC, 5.000000 docking_sphere = moor_medium, HpDockMountD, 5.000000 docking_sphere = moor_medium, HpDockMountE, 5.000000 docking_camera = 0 solar_radius = 600 shape_name = NAV_depot <b>hit_pts = 999999961690316250000000000000000000.000000 </b> Notice that line at the bottom? Means bloody indestructable in this game. What it needs to be is something like these two lines instead of the bold one above. hit_pts = value of choice here - like 200000 destructible = true Now then, although this works you don´t have any explosion effects for it all just yet. Shame eh? Hmm - what can we do then? Well - there is a destructable depot further down the same file explosion_arch = explosion_pirate_depot Oh - fancy eh? so for depot you have add that line and you will get some pretty explosions when it blows up. You could also give them explosion_arch = instant (which is what freeport 7 further down the page gives you). Now - other explosions are in the explosions.ini file in the FX folder. Personally i haven´t made it all blow up yet, but there we go - there are some in there for you. Mix and match etc etc. Now for effects before blowing up you can also have fuse effects (like when your ship smokes and gives off sparks) - but personally i would leave them til later. That is very very simply what you put to make it have effects and be destructable okay. Next thing your base. Firstly - what is the nickname of your base? Make sure you have that right first things first. Next - you have an odd assortment of stuff going off in there - its tough to see what you got. Make EVERY character have your base nickname - so they look like this: [MBase nickname = Li07_02_Base local_faction = li_p_grp diff = 2 <b>msg_id_prefix = gcs_refer_base_Li07_02_Base </b> [MVendor num_offers = 2, 4 [BaseFaction faction = li_p_grp weight = 62 offers_missions = true mission_type = DestroyMission, 0.082100, 0.205129, 70 npc = li0702_lpolice_001_m npc = li0702_lpolice_001_f [BaseFaction faction = gd_bh_grp weight = 25 offers_missions = true mission_type = DestroyMission, 0.082100, 0.205129, 30 npc = li0702_bounty_001_m [GF_NPC nickname = li0702_bounty_001_m body = sh_male2_body head = ge_male4_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 220175 affiliation = gd_bh_grp voice = rvp111 misn = DestroyMission, 0.082100, 0.205129 room = bar [GF_NPC nickname = li0702_fix_bartender base_appr = Robot_body_d individual_name = 262028 affiliation = li_p_grp voice = rvp003 bribe = li_p_grp, 10000, 16101 Notice all mine have the li0702 instead? It doesn´t matter if it was li0702 or bob the builder here to be honest, but it is tidy to keep it in your base names. Next - i highlighted a line up there, that is because it is what your base is referred to as well, personally i like to hear silence than another base name. make sure this part: [BaseFaction faction = li_p_grp weight = 62 offers_missions = true mission_type = DestroyMission, 0.082100, 0.205129, 70 npc = li0702_lpolice_001_m npc = li0702_lpolice_001_f matches with the names further down okay? [GF_NPC nickname = li0702_lpolice_001_m body = li_male_guard_body head = ge_male3_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 220177 affiliation = li_p_grp voice = rvp111 misn = DestroyMission, 0.082100, 0.205129 room = bar accessory = prop_hat_male_li_grd [GF_NPC nickname = li0702_lpolice_001_f body = li_female_guard_body head = rh_newscaster_head_gen_hat lefthand = benchmark_female_hand_left righthand = benchmark_female_hand_right individual_name = 220178 affiliation = li_p_grp voice = rvp511 misn = DestroyMission, 0.082100, 0.205129 room = bar Make sure that they are in the bar as well. Basically for starting out with Mbases, its best off to copy a base that is the same type as yours, then at teh bottom of the file paste it in, and change the nicknames. Next - keep the ids names individual for a nicer look (ie don´t just remake the same guy over and over again - it doesn´t seem to work). Basically - keep the ids numbers different in your base entry. Strictly speaking this SHOULDN´T make a diference, but this is a very sensitive file, where one cockup and it all goes pairshaped. next - it isn´t necessarily your base that is wrong either - it could be the one before if you changed that. The problems carry over - so if the last base in the file is wrong, no-where else is affected, if Manhatten has an error, you won´t find NPC´s or missions ANYWHERE you look either. edit - oh yes, give the ship and the other guy different names will ya? that way it rules that problem out. Edited by - chips on 14-10-2003 23:10:36