I took a quick look at it: <pre><font size=1 face=Courier> ... ids_info2 = 66608 ids_info3 = 0 ;GENERATEXMLRES("<... </font></pre> - This seems bad - because when dll order is unknown - 66608 might not even exist. make it another GENERATExxxRES tag - FLMM is smart enough to reuse numbers if two resources are identical. The other thing I wonder about is including the Freelancer.ini. The problem could be that the scripts are applied before the files are copied - this would remove the reference to the dll that FLMM generates. I´m not sure if FLMM still behaves this way - ... Try to not use the .ini file in your mod - If you need to make changes you can always add a script. <data file="exefreelancer.ini" .... Phez
Posts by Phezzan
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I know about explosion resistance - well - I know that 1.0 is supposed to be resistant and all equipment is set to 1.0... Still the question is why does the missile do more than the stated amount of damage - or - why can´t the ship take the damage that the file says it should. There are ramifications here into the area of gameplay balance, and since I haven´t seen a discussion of it - I assumed it was straight forward. Armor - damage = new Armor if Armor < 0 Then dead I´m thinking it isn´t so straightforward. My Difficulty scale is set to 1.0 Phez
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I´m hoping someone knows exactly how damage is worked out - I thought I knew but... Explanation: I´m running a large custom SP mod, among the things added is mountable armor. I was playing a new game - Starflier 1100 hitpoints - Fighting some Xenos - Lost shields, was hit by a missile - died...? Level 1 missiles do less than 600 damage, Level 2 less than 900 - I was in Jersey debris field... Why would so little damage have killed me? - Does mounting armor unmount the correct hit_points_scale?... I guess I could´ve really had hull damage and I didn´t realize it... Has anyone tested this? My only other insight into this is that a Xenos StarFlier nearly dies from a 600 damage Javelin hit. I checked the loadouts.ini and it seems Xenos have armor_scale_2 giving them a 27% reduction... I thought they should live through 2 hits... Phez
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<font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade> This mine has a radius of 50000, <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> You realize that someone firing that mine will never have any friends... If you detonated it at Rochester - you´d hit the police at Manhattan... Last I checked a single mine hit will put you on their hit list. 5000 would be less unrealistic - but make sure there are no friendlies anywhere nearby - You´d have to get a better scanner just to make sure, because the default one is only 2500. I always thought the screenshots of your mod looked pretty good - but I´m not rushing to download something with such an overpowered unrealistic weapon. I´ve been playing w/ guided energy weapons and although they hold promise - they won´t autofire, and if they´re too good at homing - they´re immediately overpowered because the difficulty of all in game weapons is all aiming. Currently my lavablades are 4x damage, AngVel: 0.15, 8 second recharge, 15deg field of view, Range 800. I thought they were underpowered (missing in dogfights) until I realized if I got the computer to follow me I could really blast them... It´s really unfair... It´d be more interesting in PvP - or when I give the similar weapons to capital ships and have a Rhineland Vs Liberty War. Phez Edited by - Phezzan on 05-10-2003 00:54:31
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Chips - you <b>neeeed </b> a good text editor. if your editor can´t do regular expressions - it´s a toy - don´t use it for large files. emacs GVim <- My Favorite UltraEdit TextPad ...etc The list goes on - All of these editors have advanced feature sets that make 5 hour jobs like changing things take 1 command. You know how the old Bini used to flummox the mbases.ini file? offers_missions = ...junk that is supposed to be the next line... These editors can fix the whole file with 1 command. To change all of the MarketGood = missile02_mark01, 0, -1, 10, 10, 0, 1 entries in the entire file I would use :%s/(Marketa+ = [^,+, d+,) -1/1 0/ which didn´t come out right because of the !@#$ forum, but you get the idea As for needing details - I really wish that FLMM would be more vocal about problems. I had a messed up syntax on a "copyfile" chunk for a week because I didn´t notice the tiny little parse error hidden in the middle of FLMM´s startup log. Couldn´t find "=" on line 42 It started without complaints - activated the mod - no errors - ran the game - but it had failed to do some of the scripts because of the parse error - so I was missing a bunch of in game results. Took me forever to figure out that the quotes I was using were curly quotes instead of plain quotes... grrrr I mean - it could´ve at least said - Don´t Panic - Error line 42 - "foo mod" - in a popup window Phez
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This will change the game itself to always say Anubis has x cargo space. get FLED-IDS <A href=´http://www.lancersreactor.org/t/download/download.asp?id=458´ Target=_Blank>Click here</a> run it and tell it your FL directory type 66583 in the ids_info box and press ´Get ids_info´ See the 70 - That´s the cargo space - change it to whatever press ´save ids_info´ Done Q: - how did I get 66583 - A: it´s in ship_arch.ini under the ship oe_elite (the Anubis) if you change that number - you change where it get´s it´s info from. FLED-ids can also search for a string like "Anubis" - but you have to pick the dll you want to search. Ships use InfoCards.dll - type in "Anubis" - hit the info button - use the main panel´s get button to look through the results. 66582 - Here we have a problem - the result returned doesn´t contain ´70´ - don´t worry - the next one has all the data. Type in 66583. Q: How´d you know to try the next one A: in shiparch.ini all the ships have 4 info entries - One I don´t know - another is a paragraph about the ship, the Third is the labels for the data, the Fourth is the data. 0, 1, and 3 are sequential. - The same labels are used for all ships. Phez
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Here´s how the files should look (If you want a big tutorial on this I´ll write one) script.xml contains: <script> <header name="!! My mod´s name !!"> <scriptversion> 1.2 </scriptversion> <author> Me </author> <description> This text shows up in the info panel on the left side when my mod is selected. </description> </header> ..data tags.. </script> It´s the only script that needs a header - but every script needs the other stuff. other.xml <script> ..data tags.. </script> GENERATETEXT and GENERATEXML dont exist - but <pre><font size=1 face=Courier><font size=1 face=Courier> ids_name = 0 ;GENERATESTRRES("The name I want instead" ) ids_info = 12445 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><PARA/><JUST loc="right"/><TEXT>This text is right aligned</TEXT><PARA/><TEXT>This is a new paragraph - still right aligned</TEXT><PARA/><POP/></RDL>" ) </font> </font></pre> EDIT: To avoid smiley faces I had to stick a space between " and ) Works nicely. You don´t have to zero the ids_name ##### if you dont want to... <b>TroubleShooting: </b> When troubleshooting - make _Sure_ you closed all of your script and data tags. If your text doesn´t show up in the game - make SURE you are using beta 5. - If you´re using beta 5 then you might have found a new bug - but first check the file that resulted from the script. If it still has your GENERATE line in it - either you misspelled or you found a new bug. If the file looks okay ie: no GENERATE line and the number is changed (larger) ids_info = 46797 Then it´s the string itself that´s the problem - this only happens with XML - ordinary strings are simple. 1 - make sure you don´t close an XML string with </xml> - the game doesn´t like that. 2 - The format of the XML starts with: <?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/> and ends with <POP/></RDL> I don´t know how the game will respond if you leave any of that out. 3 - Text chunks can be repeated - <JUST loc="right"/> - changes the text to right aligned "center" and "left" work as expected. <TEXT> </TEXT> - Surrounds all your text <PARA/> - causes a new line - paragraph... - always used outside of <TEXT> blocks - haven´t tried it inside... <TRA data="65281" mask="-31" def="30"/><TEXT>&gt;&gt;&gt;HIGHLY PERISHABLE &lt;&lt;&lt;</TEXT><PARA/><TRA data="96" mask="-31" def="-1"/> You should recognize this as the chunk that generates the RED >>>HIGHLY PERISHABLE<<< Text on MOX, LuxFood ..etc.. I´m guessing that <TRA data...> sets the font size and color: 65281 is FF01 in hex - but that doesn´t seem sufficent for a color value - FF0101 would be red green blue - so maybe the order is different - GRB or BRG ... dunno... trail and error time. &gt; is html for ´>´ &lt; is html for ´<´ I would assume other html escape sequences will work. Phez Edited by - Phezzan on 03-10-2003 16:30:52
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If you´re not motivated, that´s totally understandable. modding takes a lot of reading, guessing, and trial and error. of course - if you opened any one of the files in that mod I suggested - and looked down to about 5-6 lines from the end - you´d either need very little additional help, or medical attention. Phez
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<font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade> I think that it determines the level of force it applies to your ship when it explodes although i might be wrong. <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> Nah - that´s Impulse. And technically it´s Force*Time so divide Impulse by target´s mass and get change in target´s velocity. The only thing I can guess about strength is that it changes the dropoff over distance from the center of the explosion. If anyone finds out - I´d sure like to know... Phez
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the idea was for you to learn, and make it yourself. It´s really quite easy. Instead of water make it drop alien_organisms. It´s a one line change. then you´re done.
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I got 3 Kusari, 2 Rhineland, 1 Nomad weapon, and about 3 or 4 Hellflurry and Starfury lvl 10 weapons in the Jersey debris field killing Xenos and a few Rogues. I still had a starflier - so I sold all my non Lvl 10 weapons at Fort bush and bought a starviper. I decked it out - This took me about 1.5 - 2 hours in ver 1.6 I still hadn´t left NewYork. Pretty mod - but I have to wonder about the balance - Tried Hostile Universe and figured out how to use the Hyperspace gates to make money NBerlin -> NTokyo... Finally got 90,000 - went to NMars on way back to Manhattan -... Crash. Oh well - I guess I just need to find some cool tutorials for adding Gunships and Capships to patrols and random missions. Wish someone had a pre-setup way of adding that without editing every system... Phez
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<font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade> seeker_fov_deg=35 ;<---the angle off the target you can be and still get a seek <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> This one is a little crazy - you can click right on them sometimes and not get a seek, but at the same time - I have missile turrets that work fine firing backwards... If anyone knows exactly how this variable works - I´d love to hear it... Any case - you can make it 180 and the missile will never lose it´s target. Like in Xwing or Tie-Fighter - the missile will (given time) come back for another bite at the apple. <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade> max_angular_velocity=2.90333 ;<---the force of turn vs. gravity or 2.9 g´s I think. <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> I´m pretty sure this is the Maximum Angular Velocity, it is measured in radians/second G-Forces are a measure of acceleration. To calculate it from angular velocity you need a few other variables, like mass and linear velocity. Phez
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well - I don´t know if this is specifically covered in the forums - but you might try the "mining operations" mod. It deals with what you´re looking for also - there is a system, I forgot the name - where the asteriods do release alien organisms - and you can make a _LOT_ of money running from there to California Minor and back. Trick is - Outcasts have to like you -- or you´ll have... trouble... Phez
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WolfDemon: what is and npc???? Translator working.... Translation success - Q: What is an NPC? A: NPC - Non Player Character - Most games have only one player - everyone else is an NPC. <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade> term0shad: aim looking at server side stuff that works n changes things like npc or ai what every u want to call them is to make them more aggressive n more at ones ,shield n hull repair them selfs, loot droped ,weapon dmg increased n better shots or anything you no of that can be changed server side only you can email me at ksgrinde.telus.net thanks n have a nice day <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> Translator working.... Translation - partial success - Q: Where can I find server side mods that change: npc ai aggression, Shield/ship stats, Loot, Weapons. Look at that - there is a list of them stickied to the top of the forum in which you posted. Waves magic wand... <A href=´http://www.lancersreactor.org/t/forum/topic.asp?topic_id=9683&forum_id=18&Topic_Title=%2A%2A%2A+A+list+of+server+side+only+mods+%2A%2A%2A&forum_title=Freelancer+General+Editing+Forum&cat_title=Freelancer+Editing&M=True´ Target=_Blank>Click here</a> Phez Edited by - Phezzan on 01-10-2003 01:09:35 Edited by - Phezzan on 01-10-2003 01:10:51
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[Explosion} nickname = missile01_mark01_explosion effect = li_missile02_impact lifetime = 0.000000, 0.000000 process = disappear strength = 100 radius = 24 hull_damage = 600 energy_damage = -100 impulse = 0 ; <= impulse = mass * change in velocity A value of 8000 should send light fighters flying at full speed from a full stop. Anyone tried it? Since this parameter is in the explosion - I would expect all objects caught in the explosion to recieve the impulse - In case you increased radius to something... larger... Phez
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This is a crosspost from the beta 4 thread on general editing: I want to raise IGx89´s attention Request for clarifications / Possible bug: I have a mod that has mymoddataequipmentmarket_misc.ini inside the file, added to the end of each section is: ;__BASENAME__ ;Add where __BASENAME__ = Li01_01_base etc... and in one of my script files I try to "filereplace" some pieces of it - this allows me to approximate multi section appends. I get: Error: FLMM has determined that ´-= My Mod =-´ won´t properly activate. Error: Unable to find dest ´;Br03_01_base´(...) (#1) in ´K:Freelancerdataequipmentmarket_misc.ini´ Which makes sense - If market_misc.ini hasn´t been copied over the original yet, but I thought that was changed in the beta.. Phez
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Request for clarifications / Possible bug: I have a mod that has mymoddataequipmentmarket_misc.ini inside the file, added to the end of each section is: ;__BASENAME__ ;Add where __BASENAME__ = Li01_01_base etc... and in one of my script files I try to "filereplace" some pieces of it - this allows me to approximate multi section appends. I get: Error: FLMM has determined that ´-= My Mod =-´ won´t properly activate. Error: Unable to find dest ´;Br03_01_base´(...) (#1) in ´K:Freelancerdataequipmentmarket_misc.ini´ Which makes sense - If market_misc.ini hasn´t been copied over the original yet, but I thought that was changed in the beta.. Phez Edited by - Phezzan on 30-09-2003 01:12:05
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Tutorial 3 - Using FLMM so that your mod works with other mods. Problem - your mod´s text resources don´t jive with the newest FooMan ship release - so now your ships are all named FooFighter. Solution - stop using hardcoded dll references! Difficulty: Hard - Requires reading and independent thought Step One - Read the HowTo.html that comes w/ FLMM Two options: 1. Copy the files you are modifying into your mod´s root directory. 2. make a script.xml as described in Step One. 3. For each ini file you modify create a <data></data> tag in your script.xml It will look like this... <data file="dataequipmentmarket_goods.ini" sourcefile="my_market_goods.ini" method="copyfile" scanfile="true"> </data> 4. in the ini (my_market_goods.ini) or whatever - when you have a reference to a dll like: ids_name = 123456 put ids_name = 0 ;GENERATESTRRES("I´d just like to say thank you because now my mod doesn´t crap out whenever I load up the newest batch of ships from LancersReactor. In fact it always works if I load it last - because it doesn´t have any hardcoded dll references in it that will screw it up. If everybody did it this way - you could load as many mods as you liked and still know the name of the ship you are about to purchase." ) Edit - the space before the close paren is to prevent a forum smiley - Bad forum, no cookie! Option 2 1. - instead of changing the text in the actual files, put instructions on how to change the files in a script.xml file as shown in Step One. (told ya - reading is required) 2. Inside the script.xml file whenever you have: ids_name = 45602 put instead: ids_name = 0 ;GENERATESTRRES(" the stuff you were gonna type in to the dll"<img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Now you don´t have to worry about whether your mod´s numbers stay correct when another mod uses a dll. - The numbers are generated when the mod is activated and will always be correct. Edited by - Phezzan on 29-09-2003 06:10:42
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Market goods - hmm misc_equip is wrong - you need market_misc.ini You should make sure to put your new base´s entry in the right spot: alphabetical order. The game doesn´t care - but any mods using FLMM that reference your new base and try to append to the BaseGood section will need to keep the order correct if they´re also appending to other bases at the same time. .. - I almost confused myself for a second there... Phez
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Chips - maybe I´m confused - but I use binilite to decode - and haven´t noticed any problems... If I had problems though - I´d fix em w/ GVIM Given this: offers_missions = mission_type = DestroyMission, 0.000000, 0.112387, 30 Is supposed to be this: offers_missions = true mission_type = DestroyMission, 0.000000, 0.112387, 30 The command would be: :%s/^(offers_a+ = )(mission_.*
)/1true
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/ I hope that comes out right - That should fix every broken offers_missions line in the file. http://www.vim.org Phez