Posts by Thaddeus

    Difficult to know what youre talking about there, but, "APS shippack" had 3 ships the same style{ish} one called the Hornet and had very greem cockpit glass. Or maybe "just for fun" mod which I think had those ships plus the Slipstream, which was sort of conical, cylinderish

    Interesting to see that they actually planned to use Starlancer style ships for the opening scene, would have made more sense and more in keeping than the ships that were used.


    OP, Lancers used to have a gallery of concept art, including artists impressions of the Nomad sun killer and various side elevations of the civillian starflier series and particularly the Rheinland Stols which never got used. Any chance these still exist somewhere, I remeber someone made a Stol model but I cant find that either. Any chance?

    You have to make seperate smaller zones in the main asteroid field, any shape or size. You then link the zones at the bottom of the main solar/asteroids/asteroid_field.ini file


    Sorry I cant provide any examples,I'm away from my normal computer, but I believe that the asteroid fields around leipzig in dresden use multiple loot zones, certainly the fields in omega-7 have them. try looking them up and using them as a template.


    good luck

    There is a mod called "the no hud screen capture mod" out there. should be in the downloads, I remember getting it off the old tlr site. Basically it removes the centre reticule graphics and bumps up the screen size. hope its still there

    The line


    to many players accesing the job board


    is usually caused by non exsitant vignettes or wrongly assigned vignettes or - to many players accesing the job board!


    try changeing lawful, unlawful to unlawful, unlawful

    I get this error when I run my test server without the 1.1 patch in, always thought it was normal. Installing the patch seems to get rid of it. Probably just a bit of verbose legacy code left in by the dev team for whatever reason.

    Afraid not. its all or nothing type of mod, it will unload everything that is in the cargo hold of the deceased, bats, bots, missiles and guns. With the drop fuse there is no way to filter individual items. Another problem with the fuse is that unless you create new arch entries for the playerships the npcs will unload all their goods just as redily as players. Okay if you have modestly armed npc´s but a right pain if you have the heavily armed with missiles orps variety. Suddenly you can find yourself surrounded by rippermines, cannonballs and sunslayers. All very nice at 7000 odd bux a time i´m sure for players, people can make millions just hanging round a jumphole not doing any work. Not something to be encouraged <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>

    From an example in the battleship encounters as covered here in this tutorial, battleship_wall [Formation nickname = battleship_wall pos = 0, 0, 0 pos = 400, 0, 0 pos = -400, 0, 0 pos = 0, 200, 0 pos = 400, 200, 0 pos = -400, 200, 0 pos = 400, 0, 0 pos = 400, 200, 0 pos = 0, -200, 0 pos = 400, -200, 0 pos = -400, -200, 0 pos = 400, -200, 0 pl_pos = 0, 0, 500 pl_pos is the position a player would take up in a single player encounter and does not count in a multiplayer environment. In a formation ships are set out in the sysytem of pos = x, y, z Looking at the front of the formation x = left-right, y = up-down, z = front-back, if you can see it, battleship_wall is a big flat upright square, there are no ships either to the front or back, they are arranged around a center position of pos = 0,0,0 If you do have gunboats or cruisers the size of Liberty dreadnoughts then these are probably the sizes you are look for, they are a bit spread out but are less likely to collide. In the end its all down to experimentation. I prefer delta/diamond formations myself, where the fighters are kept out of the way either fore n´ aft and out on the wing Positions are set in order of level, therfore the gunboats would take the first two positions, fighters the rest.. The 2nd problem could be down to your .cmp for your gunboats not being centralised. Use <A href=´http://www.lancersreactor.org/t/download/download.asp?id=1462´ Target=_Blank>this tool</a> to center it. Just import the cmp and then resave it with the button provided, backup first <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> simple as that, good luck dude Edited by - Thaddeus on 8/26/2005 2:40:02 PM

    &gt;&gt; And Trent was Captain Pugwash, no doubt . lol, possibly... but no I dont know about Capt. Tish but from the cmp files the characters of Edo and Scrote are named in the main directory. Also the character of Jacobi was suppose to be a Bretonian by the name of Lft. Darcy. As aside who was Kusari Kym??

    I know what you mean by the light ring on jumpout. I had the same problem on that as well. I think I got round it by using the jump_effect = jump_effect_hole rather than the gate bretonnia style effect in the system entry. Most of models specially gates are horizontal in nature getting them to work vertically is quite a challenge. With the normal gates and holes ships will spawn in a vertical disc around the plane of the jumpmount. So with the door you will sometimes appear below the floor. I dont know if this is curable. I gave up in the end and made two gates/paths, the outputs based on the invisble nomad_airlock holes and gave them the visit =128 line so they didnt show on the nav map. As for the appearing outside the warp tunnel, I still havent been able to cure that. Again it could be down to the horizontal/vertical mismatch. If you find a fix send me a line <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle>

    I now realise it is pointless reading oreintations off the cmp editor... Well, the y postion should be negative (thats what I edited) thats why youre going back up. The other two dockpoints are lead-ins, with bases and jumpgates the autopilot will line up on dockpoint02 carry you thru to dockpoint01, then to dockmount where the cut scene is enabled and you jump out at the jumpout point. Its the jumpout point which is badly angled, I just tried these numbers on my own and I ended up going in Backwards!!. loadout is the standard loadout, infinite_power + scanner02, I was toying with the notion of making the door into a base dock for a custom base. Make the base, cut a big round hole in it, slap in the dyson door as a seperate object, there you have it, custom base with docking door animation. May still do that yet. checked the cmp again and I do go in straight, lol, email sent Edited by - Thaddeus on 8/4/2005 3:09:29 AM