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Friday, November 25th 2011, 6:13am

Author: Outlaw_no1

customs ship errors

I modeled a ship in 3dsmax exported it into .3do format. I open it with milkshap add my mats go to export it. Exports fine, however hardcmp crashes when I try and open it. I reimport the created .cmp and my ship has been crushed into a pancake. Whats going on?

Friday, October 21st 2011, 12:43pm

Author: Outlaw_no1

npcs and commodities

Yes they are. Used flmm script for those so I could add IDS info

Tuesday, October 18th 2011, 8:40am

Author: Outlaw_no1

npcs and commodities

This is why I am stumped, I don't know why any other groups other the fc_lr_grp would be dropping this commodity. I went through fo FLMM and deleted all the back ups to and any ghost files in the Freelance directory.

Monday, October 17th 2011, 1:47pm

Author: Outlaw_no1

npcs and commodities

I made a new commodity that I intend to give to one group right now its is the liberty rouges for testing. Commodities_per_faction.ini Problem is every npc faction has the commodity not just the rogues. [FactionGood] faction = fc_lr_grp MarketGood = commodity_bountyhunted, 0, 0 Goods.ini [Good] nickname = commodity_bountyhunted msg_id_prefix = gcs_gen_commodity_bountyhunted equipment = commodity_bountyhunted category = commodity price = 20000 combinable = true good_sell_price = 2.0 bad_buy_price...

Wednesday, October 5th 2011, 9:42am

Author: Outlaw_no1

Bar missions

Removing story line scripted movies? or adding player content into story line scripts? I still don't get what the activator of the script is? Even after mission one is done, what activates mission 2?

Wednesday, October 5th 2011, 8:34am

Author: Outlaw_no1

Bar missions

The lua code sin't required tho? If my mission didn't require a cut scene I could just remove it or wil FL go nutty? Couple more follow up question, in the the m01a.ini is it possable to add more then mission and offer condition in each mission script? I'm guessing because the m01a.ini is the "spin" or "trunk" of the scripting that you can't really add aditional missions after the storyline has completed. But what about stopping the last mission script from ending and mod missions into that scri...

Wednesday, October 5th 2011, 7:42am

Author: Outlaw_no1

Bar missions

From there you just go into coding your events and and conditions? or are the mission events objectives, pass and fail in scripts\story\msn01a_ar01_01_bar_haarkon_offer.lua and this all the combat?

Wednesday, October 5th 2011, 6:02am

Author: Outlaw_no1

FLMM scripts +ids

It might have been just the widescreen issue mod, giving each item an id number doesn't hurt anyways makes it easy to look up stuff later. Here she is Pretty happy with the end result!

Wednesday, October 5th 2011, 3:55am

Author: Outlaw_no1

FLMM scripts +ids

Figure it out how to make it work in Flmm for every item and entery that you want to show up in info card or item names needs a unique number followed by the ;GENERATESTRRES("DISPLAYED TEXT") so like this ids_name = 9999999999 ;GENERATESTRRES("Machine Gun") ids_name = 9999999998 ;GENERATESTRRES("Plasma Cannon") ids_name = 9999999997 ;GENERATESTRRES("Swordfish II") Now all items will show up in shop and repair show as well as ship info cards, right in the FLMM script! This works for any item INFO...

Tuesday, October 4th 2011, 9:35pm

Author: Outlaw_no1

FLMM scripts +ids

I am using flmm 1.3 and ya thinking i'm just going to have to the info cards the traditional way.

Tuesday, October 4th 2011, 9:29pm

Author: Outlaw_no1

Bar missions

The action of giving the player a mission that then triggers the activation of the story line missions is linked to the NPC Juni. This does happen in the bar, then to the equpiment dealer there [CharacterEncounter] Location = Li01_01_base, Equipment offer = scripts\story\s005a_offer_juni_li_01_Equipment_01.thn decision = scripts\story\s005e_decision_juni_li_01_Equipment_01.thn accept = scripts\story\s005b_accept_juni_li_01_Equipment_01.thn reject = scripts\story\s005c_decline_juni_li_01_Equipmen...

Tuesday, October 4th 2011, 5:27pm

Author: Outlaw_no1

FLMM scripts +ids

YES FLDev is what I was thinking of, I would still like to make it with FLMM script as it would mean my ship modd coulds be used with other mods. Fled-ids I have no idea how to use even with the manual telling me what everything is, I don't know how to add and entery and then find it... EDIT I found a tutorial on how to use fled-ids, I can make it work that way with modified .dll, still doesn't fix the flmm script issue, as I would like to make my mod work able with other mods, once I am done wi...

Tuesday, October 4th 2011, 7:42am

Author: Outlaw_no1

FLMM scripts +ids

I am trying to add info card information in the form of a FLMM script. The ship and weapons work fine however when I try and use IDS Generator to make my ships name and discription I get an error on line 19 that is one of the line that IDS Generator adds. No error if I just leave a 0 there. If I add the ids_name = 0 ;GENERATESTRRES("Machine Gun") in for a weapon it will not show up it is blank in flight and at the equipment window. Samething for the ship if I manually enter it ids_name = 0 ;GENE...

Monday, October 3rd 2011, 8:50pm

Author: Outlaw_no1

Bar missions

I will take a look at them and see what I can see. Sounds like the Thn sources the script and activates the story mission script. So I will be looking at the equipment ship scene when trent recives the ship and see how that is sourced. Basicly to get a handle on it I am going to try and move juni from there into the bar, remove all the animations of that scene just have the info card accept deny. If that works then we can add custom mission to every bar.

Saturday, October 1st 2011, 11:03am

Author: Outlaw_no1

Bar missions

How do you manage to decode .thn? Is that what you guys did for Crossfire? Or do you have all your new mission play after the stock cutsceens? I just finish downloading crossfire I will be playing on monday

Friday, September 30th 2011, 10:39am

Author: Outlaw_no1

Bar missions

In mission 1 [Trigger] nickname = chs_juni_bar system = Li01 Cnd_CharSelect = juni, Bar, Li01_01_Base Act_SetNNObj = mlog_equip Act_AddRTC = missions\\m01a\\M001a_s005a_Li01_01_offer.ini, repeatable Act_AddAmbient = scripts\\Bases\\Li_01_Equipment_ambi_s005_music.thn, Equipment, Li01_01_Base Act_AddAmbient = scripts\\story\\Li_01_Equipment_ambi_s005_ship_01.thn, Equipment, Li01_01_Base Act_ActTrig = mrp_reject Act_ActTrig = mrp_accept Act_NNIds = 30015, HISTORY Is this not the mission accept lin...

Thursday, September 29th 2011, 8:18pm

Author: Outlaw_no1

Bar missions

Say I complete my script, how do I give the mission to the player, I was thinking along the lines of a npc in the bar that is always there. Kind of how Juni gives you the first mission? Do I have to replace the standered mission arc or can add to it?

Thursday, September 29th 2011, 4:32pm

Author: Outlaw_no1

Bar missions

Pretty disappoint in that. I think I will just do the quest giver style missions have my targets use legal patrol paths so they stay to the shipping lanes and they just fly around untill engaged by the user, adds some style of randomization to it and hunting aspect. How do you connect you missions to a static npc like Juni so that the quests are story missions?

Wednesday, September 28th 2011, 9:58pm

Author: Outlaw_no1

Bar missions

What about the INFO card .dll aspect of this? VignetteParams.ini It really doesn't have what I thought it would for information, mostly node information and I don't understand for lack of references,what node and what child connects to on the other side of the numbers. There is no NPC ships lists no name of npcs no comms models no nicknames very few conditions. Might have to go about it a different way, add a NPC to a bar that hands out my scripted missions? And write in a couple of bounty hunte...

Wednesday, September 28th 2011, 6:00pm

Author: Outlaw_no1

Bar missions

I guess so, but I want to make it so there are no way points and the player has to hunt for the target. I can script a "Story line" mission that requires the player to fly to different way-points and then have the target spawn when the player is close to the way-point. What I can't seem to wrap my head around is how to randomize that for bar missions, and how to connect that randomized mission to info cards mission descriptions. Ideally this is what I would like to be able to do. Step 1 Player t...