Unable to find section (1 rep)….
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Error: Unable to find section (1 rep):
[Player]
in ‘C:\Program Files\Microsoft Games\Freelancer\EXE\newplayer.fl’What have i done wrong this time ( keep making small mistakes and I can never see them: cue the startport community :P)
EDIT: here is the code, if your interested (there is more than one instance where the player section needs to be edited….so if i find out whats wrong…i can edit them all.)
<data file="EXE\newplayer.fl" method="sectionmodify" options="9:2">[Player] <source> rank = 100 system = MARKET01 base = MARKET01_01_Base ship_archetype = 2151746432 equip = 2265531853, HpHeadlight, 1 equip = 2802020621, HpRunningLight01, 1 equip = 2802020621, HpRunningLight02, 1 equip = 2802020621, HpRunningLight05, 1 equip = 2500775748, HpContrail01, 1 equip = 2500775748, HpContrail02, 1 equip = 2494027655, HpDockLight01, 1 equip = 2494027655, HpDockLight02, 1</data>
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I think you have the wrong end of the stick.
Why are you making all the changes with scripts?
The script is meant only for small changes.
For all other changes, make the changes in a copy of the original file.
Save all your changed files in the right folder in a directory tree like this:
My Mod
My Mod\EXE
My Mod\DATA
My Mod\DATA\EQUIPMENT
My Mod\DATA\MISSIONS
My Mod\DATA\SHIPS
My Mod\DATA\SOLAR
My Mod\DATA\UNIVERSEIf you have a script put it in the header folder My Mod\
(I use one only for FLMM data and for renaming the docking ring sur file so that big ships don’t crash into it).
When you have made all the changes just zip from My Mod
as yourmod.zip.flmodTest the zip to make sure it works, then rename it yourmod.zip.flmod
And it’s ready for activation using FLMM.
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I’m using the script for a selection. That selection being, “what system would you like to start in?” hence why i’m using a script…that I know of you cant have 3 copies of the same file and switch between them.
EDIT: Even if you can, the syntax would be near enough the same…
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newplayer.fl is encrypted.
Use the script for case selection. Make a new one for each case and just replace the entire file.
Are you sure you can’t have several copies? Use diffferent names e.g. newplayer_opt1.fl, newplayer_opt2.fl, etc and copy the correct one of those as newplayer.fl dependent on selection?
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it is. but the same if you want to look up the sur in the HardCMP, you have to open the save editor and then via the tab menu open up the savegame file. the result is a decrypted and editable savegame (the editor does not work with already decrypted saves). it is built similar to an ini but it would not tell you what parameter controls which value.
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StarTrader wrote:
newplayer.fl is encrypted.Hate to correct you, ST, but this isn’t necessarily true. It is in Vanilla, but mods can use unencrypted newplayer.fl, such as mine for FL2:
[Player] name = Trent rank = 1 Description = NewPlayer money = 5000 voice = trent_voice costume = trent com_costume = trent system = Li01 base = Li01_01_Base log = 1, 0 ship_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 = ge_s_cm_01, HpCM01 cargo = ge_s_cm_01_ammo, 20 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, 10 cargo = ge_s_repair_01, 10 house = 0, li_n_grp house = 0, li_lsf_grp house = 0, li_p_grp house = 0, br_n_grp house = 0, br_p_grp house = 0, ku_n_grp house = 0, ku_p_grp house = 0, rh_n_grp house = 0, rh_p_grp house = 0, hi_n_grp house = 0, hi_p_grp house = 0, ha_u_grp house = 0, co_alg_grp house = 0, co_as_grp house = 0, co_be_grp house = 0, br_m_grp house = 0, co_nws_grp house = 0, co_gs_grp house = 0, co_hsp_grp house = 0, co_ic_grp house = 0, co_khc_grp house = 0, co_kt_grp house = 0, rh_m_grp house = 0, hi_m_grp house = 0, co_me_grp house = 0, co_ni_grp house = 0, co_os_grp house = 0, co_rs_grp house = 0, co_shi_grp house = 0, co_ss_grp house = 0, co_ti_grp house = 0, co_vr_grp house = 0, fc_bd_grp house = 0, fc_b_grp house = 0, fc_fa_grp house = 0, fc_g_grp house = 0, fc_gc_grp house = 0, fc_h_grp house = 0, fc_him_grp house = 0, fc_j_grp house = 0, fc_lh_grp house = 0, fc_lr_grp house = 0, fc_lwb_grp house = 0, fc_m_grp house = 0, fc_rh_grp house = 0, fc_od_grp house = 0, fc_u_grp house = 0, fc_x_grp house = 0, gd_gm_grp house = 0, gd_im_grp house = 0, gd_ms_grp house = 0, gd_z_grp house = 0, gd_bh_grp house = 0, fc_or_grp house = 0, fc_o_grp house = 0, fc_n_grp house = -0.65, fc_no_grp house = 0, fc_uk_grp [StoryInfo] Mission = No_Mission MissionNum = 42 delta_worth = -1 ;; These gates will be locked in single player, but not necessarily multiplayer. [mPlayer] vnpc = 3089403016, 2977746497, 2, 0 ; Ew05_01_Base, ew0501_fix_bartender
This is, in fact, integral to my OpenSP, and what the OP was doing was feasible in theory.
MK
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Hiya MkNote: Look in his post - he used the Save Editor - hint:- his one must therefore be encrypted. Because the Save Editor doesn’t open plain files, it hangs.
Your unencrypted one is not normal in FL.
Anyway, I addressed his query.
To my knowledge, FLMM scripts cannot read or modify encrypted .fl files (saved game files).
Except mpnewcharacter.fl which is a plain-text file in plain FL.