Posts by Thaddeus

    I did this awhile back for my own mod, I added four new nodes, HpDockPointB02 postion x = 0 y = 277 z = 0 orientation x = 89 y = 89 z = 0 HpDockPointB01 postion x = 0 y = 117 z = 0 orientation x = 89 y = 89 z = 0 HpDockMountB postion x = 0 y = -7 z = 0 orientation x = 89 y = 89 z = 0 HpXX01 (jumpout point) postion x = 0 y = -125 z = 0 orientation, this is probably wrong due to HardCMPs inability to read 90 degree angles, I would think in truth it would be 89,89,0 again, but as written x = 180 y = 89 z = -1 And the code [Solar nickname = dyson_airlock type = JUMP_GATE DA_archetype = solarmiscdyson_door.cmp material_library = solarSolar_mat_dyson.mat LODranges = 0, 20000 mass = 10000.000000 loadout = dyson_door open_anim = Sc_open dock open_sound = gate_open_sound close_sound = gate_close_sound jump_out_hp = HpXX01 solar_radius = 600 shape_name = NAV_jumpgate docking_sphere = jump, HpDockMountB, 225 hit_pts = 999999961690316250000000000000000000.000000 It seems to work alright on these settings, I know myself from fiddling with settings it takes ages to get these things sorted. If you want the modified Cmp give me a shout and I´ll email it. Edited for positive y number on jumpout point Edited by - Thaddeus on 8/4/2005 1:39:07 AM

    This may not be your problem, but just in case. Patrol paths, like any map item are written into you character file, once you´ve seen it making it invisible afterwards will make no difference, its already written to your character. So if youre using an old character for testing theyre going to show up anyway. Create a new character and then check that they are not visible with Chips´s info. havent tried making patrols invisible myself, interesting idea tho

    Outcast is right about the Hogosha being semi legal. Step outside the Narita police station in Tokyo and you will nearly always see some flying by without challenge, same with planet new tokyo. The Farmers Alliance are also a quasi legal bunch, step outside Deshima station and there they´ll be mugging you for engine comps, without challenge from the navy, police or the BH´s. A fight will only start if a liberty corp. say, synth foods turns up. I think the story was that they were both Samuras lackys, doing their dirty work, thus enjoying some immunity

    I think they are supposed to be natural. This is a quote from the ingame infocard for the second (SP) Hamburg to Frankfurt jumphole. infocard ref. is 60212 Like jump gates, jump holes are semi-permeable areas in real-space that have a tendency to breach the natural boundaries of linear time and space. Unlike jump gates, though, these anomalies occur naturally and so are both unpredictable and unstable. Traveling through jump holes is a risky proposition at best. Though some have been charted and, based on accounts from ships that have accidentally encountered them, have had their exit points logged, just as many ships have never been heard from again. It is believed that these ships were either crushed in the violent, cataclysmic vortex that lies outside the narrow corridor of a jump tunnel, or were sent to a place far enough away to make communication or a return trip infeasible. In either case, those missing are presumed dead. Valhalla Research and Monument Engineering urge all citizens to use the prescribed trade lanes and jump gates and to avoid all contact with jump holes. This must be an earlier alternative infocard for the jumpholes as I havent seen it used elsewhere. "Valhalla Research and Monument Engineering" was the early name for Ageira, hence why they are the co_vr_grp faction.

    47: E:FLScratchSourceServergfBaseDB.cpp(1645) : *** ERROR: Location 2396975493 is invalid 48: E:FLScratchSourceServergfBaseDB.cpp(1645) : *** ERROR: Location 3076718850 is invalid these are usually caused by bases have more rooms than actually exist. the file mbases.ini may have a shipdealer stipulated for your new base, but the room may not exist in the folder universeyour_systemyour_base
    ooms file take the number 2396975493 and put it into <A href=´http://www.lancersreactor.org/t/news/comment.asp?ID=3133&amp;category=Freelancer´ Target=_Blank>this tool</a> to find out what the number relates to, or keep an eye on the console messages as you or others dock at bases. edit: make sure youre using the new version of crctool ^, the previous versions didnt work very well for me either Edited by - Thaddeus on 7/3/2005 5:23:10 AM

    Base character appearence is controlled by mbases.ini (datamissionsmbases.ini) heres a sample of a Rheinland police female in New Berlin [GF_NPC nickname = rh0101_rpolice_001_f body = rh_female_guard_body head = pl_female2_head lefthand = benchmark_female_hand_left righthand = benchmark_female_hand_right individual_name = 220679 affiliation = rh_p_grp voice = rvp511 misn = DestroyMission, 1.687204, 3.161630 room = bar accessory = prop_hat_female_rh_grd &lt;--female police helmet Looking through the rest of mbases should give you some good examples of ones that work, or you could have a look at datacharactersodyparts.ini for unused helmets and accessories. Not all work tho

    I strongly advise you to get FLac mate, does a lot more than log the ip address, very very very useful. And get yourself to the <A href=´http://www.earendilsplace.net/FLadminsforum/´ Target=_Blank>FLadmin forum</a> your fellow admins will only be to happy to answer your questions behind its closed doors. Something they cant do on an open forum like this without giving the cheats their knowledge aswell. Edit: for html links Edited by - Thaddeus on 5/17/2005 6:50:08 AM

    RimShot , welldone!! Looks like a great piece of work. problem is I cant download your .thn´s from your server :-/ could you e-mail them to me at gorbag4everAThotmail.com, much obliged <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=m

    &gt;shield_link = b_elite_shield01, HpMount, HpShield01 each of the original freelancer ships have their own shield .3db and .sur files, basically a shield bubble the shield files are referenced thru select_equip.ini [Shield nickname = b_elite_shield01 DA_archetype = Shipsretoniar_eliter_elite_shield.3db HP_child = SpConnect I havent seen much written about these, many custom ships dont have their own custom shield link files and could be the cause of the common problem where the shields dont drop when jettisoning loot.

    &gt;E:FLScracthSourceServergfBaseDB.cpp(1645):***ERROR: Location 2316833921 I´m getting a similar error to that in my mod, I know what it is cuz i´m lazy. You have a room described in mBases.ini, say a shipdealer.. but it doesnt exist in the system/whatever_base.ini files

    Sorry, didn´t see this post earlier, must have been sleeping or something. If you havent already figured it out this is the WORKING code from my own server which I worked out ages ago. pretty sure its all here. This code will work serverside in much the same way as the battleship encounters Datamissionsfactionprops.ini [FactionProps affiliation = co_os_grp . npc_ship = co_os_ge_liner_d1-19 . formation = liners, liner_os .................................. Datamissionsformations.ini [Formation nickname = liner_os pos = -100, 0, 0 pos = 100, 0, 0 pos = -55, 50, 188 pos = 55, 50, 189 pos = -110, 60, 225 pos = 110, 60, 225 pos = -165, 70, 263 pos = 165, 70, 262 pl_pos = 0, 50, 275 .................................. Datamissions
    pcships.ini [NPCShipArch nickname = co_os_ge_liner_d1-19 level = d5 loadout = ge_liner_co_02 ship_archetype = ge_liner state_graph = TRANSPORT pilot = transport_hard npc_class = lawful, class_liner, d1, d2, d3, d4, d5, d6, d7, d8, d9, d10, d11, d12, d13, d14, d15, d16, d17, d18, d19 .................................. DatamissionsPilots_population.ini [JobBlock nickname = liner_job wait_for_leader_target = False maximum_leader_target_distance = 2500 flee_when_leader_flees_style = False scene_toughness_threshold = easy flee_scene_threat_style = equal flee_when_hull_damaged_percent = 0.5 flee_no_weapons_style = True loot_flee_threshold = hardest attack_subtarget_order = anything field_targeting = never loot_preference = lt_none combat_drift_distance = 20000 attack_preference = fighter, 2500, guns / guided / unguided attack_preference = freighter, 2500, guns / guided / unguided attack_preference = anything, 2500, guns / guided / unguided .................................. Datamissionsshipclasses.ini [ShipClass nickname = liners member = liner [ShipClass nickname = sc_liners member = class_liner append liner entries to the following [ShipClass nickname = CAPITALS member = destroyer member = battleship member = liner member = prison [ShipClass nickname = LARGE_SHIPS member = TRANSPORTS member = CAPITALS member = gunboat member = mining member = repair member = lifter member = liner member = prison member = special member = miner [ShipClass nickname = ANY member = fighters member = freighters member = gunboat member = destroyer member = battleship member = large_transport member = transport member = armored member = mining member = repair member = lifter member = csv member = liner member = prison member = special member = miner .................................. Datashipsloadouts_utility.ini [Loadout nickname = ge_liner_co_02 archetype = ge_liner equip = ge_s_scanner_02 equip = infinite_power equip = ge_s_tractor_01 equip = sfx_rumble_liner equip = ge_lnr_engine_01 equip = co_liner_turret01, HpTurret_Liner_01 equip = co_liner_turret01, HpTurret_Liner_02 equip = co_liner_turret01, HpTurret_Liner_03 equip = co_liner_turret01, HpTurret_Liner_04 equip = co_liner_turret01, HpTurret_Liner_05 equip = co_liner_turret01, HpTurret_Liner_06 equip = co_liner_turret01, HpTurret_Liner_07 equip = co_liner_turret01, HpTurret_Liner_08 equip = co_liner_turret01, HpTurret_Liner_09 equip = co_liner_turret01, HpTurret_Liner_10 equip = co_liner_turret01, HpTurret_Liner_11 equip = SlowLargeWhite, HpRunningLight01 equip = SlowLargeWhite, HpRunningLight02 equip = SlowLargeWhite, HpRunningLight12 equip = SlowLargeWhite, HpRunningLight13 cargo = ge_s_repair_01, 10 .................................. NEW encounter file Datamissionsencountersarea_trade_liners.ini [EncounterFormation ship_by_class = 1, 1, sc_liners pilot_job = liner_job ship_by_class = 0, 1, sc_fighters pilot_job = escort_leader_job ship_by_class = 0, 2, sc_fighters, -1 pilot_job = escort_job formation_by_class = liners behavior = trade arrival = all allow_simultaneous_creation = no zone_creation_distance = 0 times_to_create = infinite [Creation permutation = 0, 5 and put the following in the system ini [EncounterParameters nickname = area_trade_liners filename = missionsencountersarea_trade_liners.ini and the [Zone entry encounter = area_trade_liners, 5, 0.030000 faction = co_os_grp, 1.000000 hope this helps I setup the prison liners and mining ships in much the same way. Personally I think its pretty cool to see them wandering around. Edited cuz I put in the wrong loadout Edited by - Thaddeus on 11/27/2004 9:38:49 AM

    In the unmodded game the best speed you´ll ever get out of any thruster is 199. Only you´re cruise engine will take you up to 299. As for other players seeing you do that speed, how? are they grouped up with you? only by that method would they get an accurate indication.

    The Anubis is actually legally available for multiplayer on Planet Toledo in Omicron Minor, trouble is you cant get there. What you can do if you´re a server admin is use a server operator like Ioncross to transport yourself there, buy the thing, check out Omi Minor, Major and Beta SP while you´re there, then use the server operator again to transport yourself back.