Please Help! Some help is needed.

  • 1. Not sure 2. yeah if its a kamikazze ship 3. more details, you mean NPC encounters? selling location what? 4. why... i cannot see any way yu should destroy a base that someone is on.. that just cant work lol, whats the point!!

  • Welcome to TLR Vital, here´s my two cents.. 1. I doubt if that would be possible. You need to actually attack an object directly for it to beome hostile to you. 2. err, yeah linked to above. 3. Very easily done, let me know when you want to go through it and i´ll give you a hand. Basically, you take away the entries in faction_prop.ini and add a few for the hammerheads. It´ll take about 5 or so minutes, thats all. 4. The destructible universe crash hasn´t been solved to my knowledge. Its the kind of thing that may never be solved. It could be posible to have the space_police01 archetype that you dock with and have the original base archetypes as satellites. It would mean that you can blow up parts of the apparent base. Just not the dockable part. Personally, i prefer having dockable non-destructible and undockable destructible bases.

  • Thank you very much indeed for your replies. But unfotunatly I still have some questions. 1).What is kamikazze ship(I mean kamikazze ship in freelancer)? 2).I am trying to replace some ships right now. I"ve done the following: I"ve changed [FactionProps affiliation = gd_bh_grp legality = lawful nickname_plurality = singular msg_id_prefix = gcs_refer_faction_gd_bh jump_preference = any npc_ship = gd_bh_bh_fighter_d1 npc_ship = gd_bh_bh_fighter_d2 npc_ship = gd_bh_bh_fighter_d3 npc_ship = gd_bh_bh_fighter_d4 npc_ship = gd_bh_bh_fighter_d5 npc_ship = gd_bh_bh_fighter_d6 npc_ship = gd_bh_bh_elite_d7 npc_ship = gd_bh_bh_elite_d8 npc_ship = gd_bh_bh_elite_d9 npc_ship = gd_bh_bh_elite_d10 npc_ship = gd_bh_bh_elite_d11 npc_ship = gd_bh_bh_elite_d12 npc_ship = gd_bh_bh_elite2_d13 npc_ship = gd_bh_bh_elite2_d14 npc_ship = gd_bh_bh_elite2_d15 npc_ship = gd_bh_bh_elite2_d16 npc_ship = gd_bh_bh_elite2_d17 npc_ship = gd_bh_bh_elite2_d18 npc_ship = gd_bh_bh_elite2_d19 voice = pilot_f_mil_m01 voice = pilot_f_mil_m02 voice = pilot_f_leg_f01 voice = pilot_f_leg_f01a mc_costume = mc_gd space_costume = pl_male2_head, sh_male2_body, comm_br_elite space_costume = pl_male3_head_hat, sh_male2_body, comm_br_guard space_costume = pl_male6_head, sh_male2_body, comm_br_elite space_costume = pl_male8_head_hat, sh_male2_body, comm_br_guard space_costume = ge_male6_head, sh_male2_body, comm_br_elite space_costume = sc_scientist2_head_hat, sh_male2_body, comm_br_guard space_costume = li_newscaster_head_gen_hat, pl_female2_journeyman_body, comm_br_elite_female space_costume = li_newscaster_head_gen_hat, pl_female2_journeyman_body, comm_br_guard_female space_costume = rh_newscaster_head_gen_hat, pl_female2_journeyman_body, comm_br_elite_female space_costume = rh_newscaster_head_gen_hat, pl_female2_journeyman_body, comm_br_guard_female space_costume = pl_female2_head, pl_female2_journeyman_body, comm_br_elite_female space_costume = pl_female2_head, pl_female2_journeyman_body, comm_br_guard_female firstname_male = 226608, 226741 firstname_female = 226808, 226952 lastname = 227008, 227307 rank_desig = 197137, 197138, 197139, 8, 15 formation_desig = 197821, 197828 formation = fighters, fighter_guild to [FactionProps affiliation = gd_bh_grp legality = lawful nickname_plurality = singular msg_id_prefix = gcs_refer_faction_gd_bh jump_preference = any npc_ship = gd_bh_bh_elite2_d13 npc_ship = gd_bh_bh_elite2_d13 npc_ship = gd_bh_bh_elite2_d13 npc_ship = gd_bh_bh_elite2_d13 npc_ship = gd_bh_bh_elite2_d13 npc_ship = gd_bh_bh_elite2_d13 npc_ship = gd_bh_bh_elite2_d13 npc_ship = gd_bh_bh_elite2_d13 npc_ship = gd_bh_bh_elite2_d13 npc_ship = gd_bh_bh_elite2_d13 npc_ship = gd_bh_bh_elite2_d13 npc_ship = gd_bh_bh_elite2_d13 npc_ship = gd_bh_bh_elite2_d13 npc_ship = gd_bh_bh_elite2_d14 npc_ship = gd_bh_bh_elite2_d15 npc_ship = gd_bh_bh_elite2_d16 npc_ship = gd_bh_bh_elite2_d17 npc_ship = gd_bh_bh_elite2_d18 npc_ship = gd_bh_bh_elite2_d19 voice = pilot_f_mil_m01 voice = pilot_f_mil_m02 voice = pilot_f_leg_f01 voice = pilot_f_leg_f01a mc_costume = mc_gd space_costume = pl_male2_head, sh_male2_body, comm_br_elite space_costume = pl_male3_head_hat, sh_male2_body, comm_br_guard space_costume = pl_male6_head, sh_male2_body, comm_br_elite space_costume = pl_male8_head_hat, sh_male2_body, comm_br_guard space_costume = ge_male6_head, sh_male2_body, comm_br_elite space_costume = sc_scientist2_head_hat, sh_male2_body, comm_br_guard space_costume = li_newscaster_head_gen_hat, pl_female2_journeyman_body, comm_br_elite_female space_costume = li_newscaster_head_gen_hat, pl_female2_journeyman_body, comm_br_guard_female space_costume = rh_newscaster_head_gen_hat, pl_female2_journeyman_body, comm_br_elite_female space_costume = rh_newscaster_head_gen_hat, pl_female2_journeyman_body, comm_br_guard_female space_costume = pl_female2_head, pl_female2_journeyman_body, comm_br_elite_female space_costume = pl_female2_head, pl_female2_journeyman_body, comm_br_guard_female firstname_male = 226608, 226741 firstname_female = 226808, 226952 lastname = 227008, 227307 rank_desig = 197137, 197138, 197139, 15 formation_desig = 197828 formation = fighters, fighter_guild also tried: rank_desig = 197137, 197138, 197139, 8, 15 to rank_desig = 197137, 197138, 197139, 15 Results: There are no piranhas and barracudas in New-York,Texas and Magellan.But there are no hammerheads either!!!!!!!!!!!!!!! There are no bounty hunters in these systems at all! Why??????????? (I have visited only these systems after changing ini). M-A-C-E_166,could you please post some kind of example here? 3).Maybe player would die if the base he is inside is destroyed?....?....... 4).It"s just interesting to me.....where are you from? (I am from Belarus)

  • Hey Vital, i´m from Canterbury in the UK. The problem is with your entries in faction_prop. Those names, the: gd_bh_bh_elite2_d13 bit is linked to an entry in npcships.ini You only need one entry for that to work and the whole thing is just a nickname. You could call it "Hammerheads_at_difficulty_D13" if you wanted to. Whatever you choose, it has to be unique in npcships. In there you´ll find: [NPCShipArch nickname = gd_bh_bh_elite2_d13<--thats the nickname loadout = gd_bh_bh_elite2_loadout01<--thats the armaments level = d13<--- I think its linked to how much it drops on destruction ship_archetype = bh_elite2<--Name of the ship in shiparch.ini pilot = pilot_bh_med<---There´s lots of different pilots with various abilities state_graph = FIGHTER<--keep this the same npc_class = lawful, class_fighter, d13 "Lawful" just means that you can limit the density of certain types in certain areas. Might be linked to what the station says also. "class_fighter" is the ship class. Keep it the same or the encounters won´t work. "D13" is at what difficulty level the ships can appear. So, going through what you have added. You´ve removed the ships that can be at the lower levels and duplicated the D13 one. I´m not sure what you have in mind for the hammerheads in liberty. Might be worth adding a few different loadouts and have several entries rather than just the one. If you want the easy fix.. exchange: npc_class = lawful, class_fighter, d13 for npc_class = lawful, class_fighter, d1, d2, d3, d4, d5, d6, d7, d8, d9, d10, d11, d12, d13 That way the lowest level hammerhead will appear at any level between 1 and 13. If you want me to go through what you do to add multiple entries let me know.. d1, d2, d3, d4, d5, d6, d7, d8, d9, d10

  • As to destroyable bases, the only way around that is creating a seperate object that can be destroyed, whereas the actual dockable object is invicible. If a base object is destoyed and there is a player inside, the server crashes. No matter what. Even IF you could make the player die (you can´t), it would STILL crash the server.

  • Thanks for responses to all. UK.......I dream of working and living in UK.But it won´t be easy. Shame on me!I had to guess about ships.Truly great thanks to you! IT WORKS! Just what I needed. But...some questions again. 1).Is it possible to make systems bigger? I mean BIGGER.10 or 100 times bigger? FLsystem editors don"t allow to do it.Or maybe I am mistaking? And how will it effect density of NPC in the system and there patrol routs? 2)Is it possible to make such a gates that would take you from one part of the system to another part of the same system(inside-system gates)? 3).When I hit docking rings(or even destroy them) I don"t become hostile to factions.It takes no effect at all.How to work it out? Sorry for the last 2 questions.I simply don"t have time to explore ini.I"ll have test in farmacology soon so... I hope you udrestand me.Again sorry.

  • Vital <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>1).Is it possible to make systems bigger? I mean BIGGER.10 or 100 times bigger? FLsystem editors don&quot;t allow to do it.Or maybe I am mistaking? And how will it effect density of NPC in the system and there patrol routs? <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> Yes it is possible to make a large system (The Largest system i´ve seen was over 900k from edge to edge on the map in crossfire. Be warned make it to big the icons on the map become impossible to target.) <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>2)Is it possible to make such a gates that would take you from one part of the system to another part of the same system(inside-system gates)? <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> Ya you can make in system jump gates and holes. In fact there´s one in the unmodded game in New York That you use in the story. <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>3).When I hit docking rings(or even destroy them) I don&quot;t become hostile to factions.It takes no effect at all.How to work it out? <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> I have no idea i´ve never played with destroyable bases cause i heard they tend to crash when you blow them up edit1: spelling Edited by - 5i1 on 10/16/2005 12:19:22 PM

  • I´ve solved the destructible base crashes - i´ll probably be releasing the concept mod sometime this week after i´ve given the base an explosion arch and tweaked a few other things

  • How did you solve it? Make the docking portion seperate like i suggested? or did you use ub3r 1337 h4xx0r skillz? <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> And to any of you who want to know, the biggest system possible is 1400k from edge to edge. beyond that and you spontaneously explode (in MP). And for a system bigger than 200k from edge to edge you will want to utilize the method of increasing draw distance so your sun doesn´t dissapear <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>

  • ehhh a little of both actually <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> - the solution is,mount a cargopod that uses the base mesh on an invisible .cmp file with all the docking mounts and,very importantly the camera - give the base cmp a visit value of 128,ie never shows on navmap - then create an interference zone of 100 strength in a small area centered on the base - once the cargopod is destroyed you can´t target the base manually or via scanner i had some trouble with the invisible cmp until i exported my own,it has to have a material assigned or else it will crash - you should leave the texture out of course so you can´t see this phantom polygon w00t <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle>

  • Hello everybody. Finally I&quot;ve found some free time. THANKS for your replies,THANKS for the thread. Again I&quot;ve got many questions,here are some.but first: I&quot;ve found out that I don&quot;t have &quot;death box&quot; in multiplayer.In my lan MP I am currently 15299k away from Manhattan(navmapscale=0.01).And I haven&quot;t exploded. I play russian version of freelancer(by the way,how can I change it to English?). Use speed mod(cruise speed 3000,thruster 400). Distructable universe mod v1.0 FL version 1.0 Changed weapons:3 times faster and 3 times more damage and 3 times more range. Questions: 1).Ive found that ...well...it...rockets...(I&quot;ve found that I have poor knowledge of English!)I´ve found: I&quot;ve mounted 2 firestalkers: firestalker missile 50 firestalker missile 50 launched 1(1!) and saw: firestalker missile 49 firestalker missile 49 ????????????!!???????????????!!!!!!!!!!!!!!!!!!! I&quot;ve monted 4 of them,launched all at once(4 missiles).I found: firestalker missile 46 firestalker missile 46 firestalker missile 46 firestalker missile 46 !!!!?????????????????!!!!!!!!!!!!!?????? How to fix it?(I&quot;ve tried but failed) Mounting 2 different kinds of missiles didn&quot;t give such effect. 2).In those 15299k from Manhattan I expirience someMEGASHAKING. And in omicron gamma(SP,I am about 1250000kfrom centre of the map,)it becomes just indescribable!!!!!!!!!!!!!!!!! Can it be fixed? Maybe changing 250k draw i limit in exe will help? (please,see Forums &gt; Freelancer Editing: Freelancer Editing Tutorial Forum: **Tutorial** : Upping the draw limit ,posted by FriendlyFire, last post 10/11/2005 18:13 PST).No thread because had some problems giving it,sorry. 3).How can I increase strafe speed?

  • Vital, The reason each weapon´s ammo depletes (goes from 50 to 49) when you fire a missile is because they both share the same ammo source. It isn´t a bug. If you want to be able to carry more ammo, edit the file constants.ini and find the line <i>Max_player_ammo = 50 </i> and change the number to whatever you want it to be. When you get too far away from the center of the map you will experience some &quot;turbulence&quot; <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> To fix it would require editing the .exe, afaik noone has done it yet but it could be done. To change strafing speed open the file shiparch.ini and find the ship you want to edit (you have to edit each ship separately) and find the line for that ship that says <i>strafe_force = 20000 </i> Change the number to anything you want, think about it in multiples. If you want the ship to strafe 3 times as fast, set the number to 60000 (20000 x 3) etc. Hope this helps <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>