Please be aware that changes to market_ships.ini will require everyone to have the same modded file (mod) as you. If you haven´t patched the game, then you can make this mod optional for those wanting the sabre or titan. ___________________________________ There is no knowledge that is not power.
Posts by Captain Tylor
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Only way I know of is setting the mod right before they log in. Use your standard starting mod if any. When someone logs in and asks you to make them a sabre or titan, you set the mod up, then have the player log back in with a new character. The nice thing about edits to mpnewcharacter.fl is you don´t have to restart the server, or even the game if you play it from the same computer. Make the change for the player, let them get the ship, then remove the mod. Yes it´s time consuming, and you have to do all the work, but unless there´s a utility that can do what you want, you´ll have to swap out ship changes to mpnewcharacter.fl. Besides which, every person logging in would require the utility, and it may give them freedom to create any ship they want to. Would you really want a bunch of titan ships with cloaks? In the long run, it´s best to make the edits yourself. pain to do it sometimes, but only if you got lots of players wanting their clan ships. The other option is to use a program like IONCROSS to directly edit player´s accounts. Of course this only works when the player isn´t logged in, but it´ll let you give them the ship they want. You may have trouble with the lights and contrails, as these are separate. Those red docking lights you see when you´re entering a space station? they may not be there when you switch ships, and haven´t bothered to memorize the lights that each ship has. ___________________________________ There is no knowledge that is not power.
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This tutorial on <A href=´http://www.lancersreactor.org/t/forum/topic.asp?topic_id=24123&forum_id=29&Topic_Title=%2A%2ATutorial%2A%2A+%2D+Changing+starting+ship+in+multiplayer&forum_title=Freelancer+Editing+Tutorial+Forum&cat_title=Freelancer+Editing&M=False´ Target=_Blank>Changing starting ship in multiplayer</a> should help you out. It covers what makes a <i>legal </i> ship for the game, and one that doesn´t cause problems with the player´s account.
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I´ve copied your mpnewcharacter.fl mod exactly and had no problems with it. I must be other mods that are giving you some problems. If you´d like me to test the mod on your server, let me know when you´ll be online and I´ll help playtest it for you. ___________________________________ There is no knowledge that is not power.
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Exactly what mods were you using? ___________________________________ There is no knowledge that is not power.
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Just did an extensive test on your mod. I´m gonna go out on a limb here, and suggest you´ve used another mod before this one? Cause I can´t find anything wrong with what you´re putting in mpnewcharacter.fl so most likely a prior mod corrupted some player accounts. The only remedy I know for that is to delete their account folder, and have them try again. IFSO should tell you what folder each player uses. Remove the folder and things should be normal for them again. Of course they´ll lose all their characters, but it can´t be helped. Still you should ask around the forums and see what other alternatives there are. ___________________________________ There is no knowledge that is not power.
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Okay, I´ve had similar problems with a corrupted character preventing me from making more or getting rid of what´s already created. e-mail me the mod and I´ll see what I can do. If you use any mod that alters mpnewcharacter.fl then it could be corrupting new characters. ___________________________________ There is no knowledge that is not power.
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I tested out your mod and it works well. too well. Leaving Manhattan is suicide when you´re an outcast. I suggest maybe having the player start from buffalo base in the badlands. That would be <b>li01_12_base </b>. What server will this be on anyway? Edited by - Captain Tylor on 12/22/2004 9:27:47 AM
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Did you make sure that [Player is at the top of the file? And there´s supposed to be a closing bracket there, but these forums have picky rules about it and remove it. Just make sure you have the word <b>Player </b> at the top of your file surrounded by the [ brackets. If you´ll go back to my first few posts, I never said to copy over everything, just everything below [Player . Just place it in the top of your file and you should have it working.
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I´ll be moving out at the end of the week. If I can afford cable internet, I´ll probably host the server once again. I´ll open up a new topic on it if I do. By the way, do you know if any servers used my mod? ___________________________________ There is no knowledge that is not power.
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The ship pack was my creation. I´ve still to update it for the new version of FLMM. I was running off the 1.2 when I made the mod pack. I gave up on an update cause I haven´t encountered any server that uses it. Just in case though, here´s my <A href=´http://www.lancersreactor.org/t/download/download.asp?id=759´ Target=_Blank>Freelancer Starting Mod Pack</a> for your enjoyment. ___________________________________ There is no knowledge that is not power.
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You seem to have a good understanding of it all. Check with shiparch.ini to make sure the class restrictions are correct. It´s possible to go over the class restriction on character creation, but once you try to undock from a base or planet, the 1.1 server patch will kick the player for cheating. The best way is to test it out yourself if you´re ever in doubt, before commiting it to your server. Sounds like you wish to add weapons that go beyond class restrictions of the ship you´re using. Instead of using: equip = li_gun01_mark03, HpWeapon02 try using: cargo = li_gun01_mark03, HpWeapon02 and you should be fine. ___________________________________ There is no knowledge that is not power.
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Figured there´s still a few server hosts that would like to add variety to their server. Here´s a couple of tutorials, one made by myself: <A href=´http://www.lancersreactor.org/t/forum/forum.asp?Forum_ID=29&Cat_title=Freelancer+Editing&forum_title=Freelancer+Editing+Tutorial+Forum´ Target=_Blank>**Tutorial** - Changing Server starting money/base by Chips</a> <A href=´http://www.lancersreactor.org/t/forum/topic.asp?topic_id=24123&forum_id=29&Topic_Title=%2A%2ATutorial%2A%2A+%2D+Changing+starting+ship+in+multiplayer&forum_title=Freelancer+Editing+Tutorial+Forum&cat_title=Freelancer+Editing&M=False´ Target=_Blank>**Tutorial** - Changing starting ship in multiplayer by Captain Tylor</a> We both change different files but it still achieves the same results. Use whichever one you´re most comfortable with. ___________________________________ There is no knowledge that is not power.
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Friendly bump for anyone that needs this information. <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> ___________________________________ There is no knowledge that is not power. Edited by - Captain Tylor on 6/11/2005 8:09:55 AM
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Am I correct in assuming you wish new players on an online server to start out differently or is this just for singleplayer? For an online server I can recommend my <A href=´http://www.lancersreactor.org/t/download/download.asp?id=759´ Target=_Blank>Freelancer Starting Mod Pack</a>. It contains a mod that starts you out in an anubis ship or Juni defender if you´re so inclined, and it covers most house factions and criminals too. If you´d like an indepth tutorial on changing the multiplayer starting ship/base/faction, then try this <A href=´http://www.lancersreactor.org/t/forum/topic.asp?topic_id=24123&forum_id=29&Topic_Title=%2A%2A%2A%2A+TUTORIAL+%2A%2A%2A%2A+changing+starting+ship+in+multiplayer&forum_title=Freelancer+Editing+Tutorial+Forum&cat_title=Freelancer+Editing&M=False´ Target=_Blank>link</a> and see if it helps. Any questions on it, just ask me about it. ___________________________________ There is no knowledge that is not power. Edited by - Captain Tylor on 10/29/2004 8:12:38 PM
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First, any mod that "fixes" the issues with this game, such as certain wrecks not giving up their loot (paralyzer launcher is a prime example) or unfinished systems that digital anvil never completed (without giving away any spoilers, it´s a system where nomads hang around with simians), help to complete the FL experience for me. Plus there´s shields that are part of the game but have never been put into use, especially freighters since there´s 10 classes of shields for all ships, but freighters and light fighters are limited to what can be used. If I was a die hard purist, I´d tell digital anvil to finish developing the game fully leaving nothing out and no bugs, even if it takes another year before the game is ready for the public. For multiplayer gaming, I like server side mods that no one else needs to download. random encounters, loot drops and mission payouts are just a few things that can be controlled by the server only, and you still preserve all the original elements of Freelancer without really adding in anything new. After playing the singleplayer adventure numerous times, multiplayer gets pretty dull without all the scripted events, so mods really help to spice things up and keep the gameplay fresh. My favorite mods are those that change your newly created character to something other than friggin liberty navy, which gets dull very fast. I used to host a server where I randomly change how a new character arrives in my world. One day, you might start in a freighter with no weapons and a small amount of cargo. The next day you could be an outcast docked at Buffalo Base in a dagger ship. Lane hackers, Corsairs, Blood dragons, I made them all available to anyone playing on my server, so there´s no longer a need for somoene to ruin their reputation with liberty navy just to join a faction they always wanted to start out with. Unique ship mods I usually try once in awhile, but I still prefer mods that change existing content in the FL universe without introducing something new. I don´t know if that makes me a purist or not, but I would rather see a server recreate the 80 years war than use a mod that turns it into a tie fighter game. ___________________________________ There is no knowledge that is not power.
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Can any of these player loot scripts work on the server computer alone, or will each client need an exact copy of the mod as well? ___________________________________ There is no knowledge that is not power.
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There´s a reason you don´t see too many topics on changing loot from asteroids. Lots of cheaters who´ll exploit it to no end. I´ve tried myself to make a server side mod that adjusts asteroid loot for everyone logging on, but it doesn´t work that way. Your best bet is to download a mining mod I know is around here, and try to figure out the changes on your own. If your intent is to make it compatible with multiplayer, you might as well give up now. As far as I can tell, there´s no way to sync the files for mining with those on a client computer. ___________________________________ There is no knowledge that is not power.
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Try <A href=´http://www.lancersreactor.org/t/forum/topic.asp?TOPIC_ID=24123&FORUM_ID=29&CAT_ID=9&Topic_Title=%2A%2A+Tutorial+%2A%2A+%2D+Changing+starting+ship+in+multiplayer&Forum_Title=Freelancer+Editing+Tutorial+Forum&M=False&S=True´ Target=_Blank>** Tutorial ** - Changing starting ship in multiplayer</a> and see if it helps you at all. ___________________________________ There is no knowledge that is not power.
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Nice to see some servers looking out for players who tire of endless dogfights. Just a little bump to see what other servers are mentioned in this topic. *bump* ___________________________________ There is no knowledge that is not power.