"unknown equipment" ioncross error - Mod Errors Board - Lancersreactor

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1

Tuesday, September 27th 2005, 12:25pm

I shouldn´t have thought it would, simply because here is the default MP loadout... [Loadout nickname = MP_ge_fighter archetype = ge_fighter equip = ge_gf1_engine_01 equip = shield01_mark01_lf, HpShield01 equip = ge_fighter_power01 equip = ge_s_scanner_01 equip = ge_s_tractor_01 equip = ge_s_thruster_01, HpThruster01 equip = li_gun01_mark01, HpWeapon01 equip = li_gun01_mark01, HpWeapon02 equip = LargeWhiteSpecial, HpHeadlight equip = SlowSmallOrange, HpRunningLight01 equip = SlowSmallOrange, HpRunningLight02 equip = SlowSmallOrange, HpRunningLight05 equip = contrail01, HpContrail01 equip = contrail01, HpContrail02 equip = DockingLightRedSmall, HpDockLight01 equip = DockingLightRedSmall, HpDockLight02 cargo = ge_s_battery_01, 3 cargo = ge_s_repair_01, 3 As you can see, it comes directly from the loadouts.ini file - no addons, no internal etc. *edit* read your entries - ship_archetype = ?? never seen a ship_archetype entry, did you copy paste that into the thread, or just type it in without reference? Edited by - Chips on 9/27/2005 11:27:48 AM

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2

Tuesday, September 27th 2005, 1:13pm

copied from the xml edited mpnewcharacter.fl - speaking of which i´ve been meaning to have a dialogue with the community about removing newcharacter.ini from mods - its redundant for normal purposes and as i´ve found there are lots of cool applications for modding newcharacter.ini but they all involve some xml editing of the file(until i can get an app built for it)..anyways eliminating that file reduces headaches for people editing their startup loadouts and ships, and of course installing my addon <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> ah, could a moderator move this to mod errors for me please?thnx Edited by - Cold_Void on 9/27/2005 3:47:21 PM
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3

Tuesday, September 27th 2005, 10:58pm

No problem, Glad to help.. <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Harrier
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Wednesday, September 28th 2005, 12:38am

Cold Void, what exactly would you then do to the newplayer.fl file? YOu realise that the amount of cash, starting pos, ship, loadout, character etc is all directly taken from the newcharacter.ini file don´t you? Instead of modifying %MONEY% or whatever, the xml could simply change the newcharacter.ini´s line about money. Same for where you start etc - I still do not understand why people insist that you must use the .fl file when the ini file is where it actually takes the values from, and easier to work with (as you can specify a whole ream of loadouts in there, and change one line with XML to change what startout they have). The only reason to fiddle with that is your rep, and I forget whether your starting rep is the same as the faction named in the newcharacter.ini file as well.

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5

Wednesday, September 28th 2005, 1:31am

yes but i´m talking about the user changing newcharacter.ini to select pilot or faction -for server ops editing a loadout in .fl is faster and more direct than finding one w/o infinite power or other bad things in loadouts.ini imo - also for compatibility this addon can´t edit primary ini´s included in a parent mod, like loadouts.ini faction reps and pilot properties can only be set by the clients editing newcharacter.ini - which FLMM doesn´t want to do when it already has a copy of that file installed <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade> The only reason to fiddle with that is your rep, and I forget whether your starting rep is the same as the faction named in the newcharacter.ini file as well. <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> actually you can let clients select their pilot (costume, base, and faction) and/or faction separately, in vanilla reputation is set faction by faction with a large column of empathy settings in mpnewchar,however there is a semicoloned &quot;initial_rep =&quot; at the top and a &quot;rep_group =&quot; line in newcharacter.ini that simply aren´t used newcharacter.ini is a vestigial file from older versions of FL where they were planning on multiple characters for users,for ´trent´ purposes every single variable can be directly defined in mpnewchar,provided ioncross errors can be fixed
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6

Friday, September 30th 2005, 7:03am

You can create custom loadouts in the loadouts.ini file for players ships. if you are going to edit theri starting ship in the fl file - you can do exactly the same - but in the loadouts.ini file. Its server side, players don´t need the loadout. FLMM can simply use the append to make it 100% compatable with any mod going. hence my &quot;server admins mod&quot; - which is 2 years old, and still in the downloads section. Trust me, all the lines in the fl files which have &quot;%% %%&quot; do is pull info from the ini files. Anyway, some say potato, and others say potato! I guess that only works when saying the phrase - anyway, did the error get resolved? Was it the ship_archetype line or did you find something else? Edited by - Chips on 9/30/2005 6:07:13 AM

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7

Friday, September 30th 2005, 12:01pm

that would involve appending a file thats already installed,FLMM would complain and the original file would be lost when it backed up the pre-existing mod file over it.and consarnit i _know_ what the %% variables are, i wrote the book on em nope, ship_archetype is fine, - &quot;the internal, 1&quot; comments that were still in the loadouts were causing some spit but nothing that should make ioncross scream cheat - all i can think of is that cargo may not be equipping correctly
Signature from »Cold_Void« Nice head...I think I`ll take it

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