Server Kicks when package bought
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Wait…
[good] ... ship=li_freighter ....
But…
[Ship] ... nickname=br_freighter ... ```? And what you have for
[good]
…
ship=br_freighter
… -
But…
[Ship] ... nickname=br_freighter ... ```?
lol well spotted HeIIoween
i actually have 2 offending packages
both frieghters li_freighter and br_freighterboth use very similar setups and are both causing the problem
ive updated my initial post with the correct example of li_freighter
my initial post showed half li’s info with half br’s info Doh
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Here are the problems I can see:
Yours:
LODranges=0, 99999, 99999, 99999, 99999, 99999, 99999Should be
LODranges=0, 99999Yours:
mission_property=can_use_berths
mission_property=can_use_med_moors
mission_property=can_use_large_moorsFL will use only the last entry I think.
If the ship is normal size it will go through normal sized dock bays so you can make it:
mission_property=can_use_berthsotherwise just make it:
mission_property=can_use_large_moorsBecause med_moors are the ones NPC freighters dock at and they don’t normally allow you to dock, it’s only for the cinematic effects of freighters seeming to dock and still stay visible.
Are you sure the .mat file contains the textures used by the new model:
DA_archetype=ships\liberty\rhino2.cmp
material_library=ships\liberty\newfl_liberty.matThese two you can remove if you want, they cause error messages in FLSpit/FLSpew if you didn’t get my fixed copies:
material_library=fx\envmapbasic.mat
envmap_material=envmapbasicThese two are integers, remove the decimal points and zeros:
mass=300
linear_drag=30And this one too:
nudge_force=30000I wouldn’t do this, you don’t need 4 shields:
shield_link=l_freighter_shield01, HpMount, HpShield01, HpShield02, HpEngine01, HpEngine02If you do have HpShield02 hardpoint in your model?
Make it:
shield_link=l_freighter_shield01, HpMount, HpShield01, HpShield02This shield below does not have a hardpoint associated with it:
hp_type=hp_fighter_shield_generatorIn any case it’s not needed as you already have 2 shields, HpShield01, HpShield02, so remove it. This may be the one causing the problem.
Is this shield below a class 2,3 or 4 shield?:
addon=shield01_mark02_fr, HpShield01, 1Its HpShield01 hardpoint can only support class 2,3 and 4:
hp_type=hp_freighter_shield_special_4, HpShield01
hp_type=hp_freighter_shield_special_3, HpShield01, HpShield02
hp_type=hp_freighter_shield_special_2, HpShield01, HpShield02Good luck.
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thx for your Reply StarTrader
i had a feeling the ship would get picked apart when i posted it lol
gota remember this is rebalanceWhich means…
Ships not been cleaned up in years
over like 300 ship i dont have patience to do em all solo my selfshield_link=l_freighter_shield01, HpMount, HpShield01, HpShield02, HpEngine01, HpEngine02
im no ship expert but i thought shield_link=l_freighter_shield01
was defining what sources are linked to the shield drainhp_type=hp_fighter_shield_special_1, HpEngine01, HpEngine02
these are no longer shields changed hardpoints
the hp_fighter_shield_special_1 is now only for power addons.hp_type=hp_freighter_shield_special_4, HpShield01
hp_type=hp_freighter_shield_special_3, HpShield01, HpShield02
hp_type=hp_freighter_shield_special_2, HpShield01, HpShield02hp_freighter_shield_special_2, HpShield01, HpShield02 these are the shields and yeah it has 2 shields and 2 power upgrades.
was unsure about hp_type=hp_fighter_shield_generator
figured it was needed as seemed to be on most ships -
Arrrrrrg i just dont get it
I just flew to pitsburgh an bought package
[Good]
nickname=lfr_hull
category=shiphull
ship=li_freighter
price=151000
ids_name=12002
item_icon=Equipment\models\commodities\nn_icons\li_freighter.3db[Good]
nickname=lfr_package
category=ship
hull=lfr_hull
addon=ge_lfr_engine_01, internal, 1
addon=li_freighter_power01, internal, 1
addon=ge_s_scanner_01, internal, 1
addon=ge_s_tractor_01, internal, 1
addon=shield01_mark01_fr, HpShield01, 1
addon=SlowSmallBlue, HpRunningLight01, 1
addon=SlowSmallBlue, HpRunningLight02, 1
addon=SlowSmallBlue, HpRunningLight03, 1
addon=SlowSmallBlue, HpRunningLight04, 1
addon=contrail01, HpContrail01, 1
addon=contrail01, HpContrail02, 1
addon=DockingLightRedSmall, HpDockLight01, 1
addon=DockingLightRedSmall, HpDockLight02, 1launched fine works as intended,
so i swapped out my trader start package for the same setup,[Good]
nickname=trader1_hull
category=shiphull
ship=li_freighter
price=19420
ids_name=12002
item_icon=Equipment\models\commodities\nn_icons\li_freighter.3db[Good]
nickname=trader1_package
category=ship
hull=trader1_hull
addon=ge_lfr_engine_01, internal, 1
addon=li_freighter_power01, internal, 1
addon=ge_s_scanner_01, internal, 1
addon=ge_s_tractor_01, internal, 1
addon=shield01_mark01_fr, HpShield01, 1
addon=SlowSmallBlue, HpRunningLight01, 1
addon=SlowSmallBlue, HpRunningLight02, 1
addon=SlowSmallBlue, HpRunningLight03, 1
addon=SlowSmallBlue, HpRunningLight04, 1
addon=contrail01, HpContrail01, 1
addon=contrail01, HpContrail02, 1
addon=DockingLightRedSmall, HpDockLight01, 1
addon=DockingLightRedSmall, HpDockLight02, 1launched and kicked for cheating
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This problem is because you now have a class 1 shield and your freighter will only take class 2, 3, or 4.
Easy fix for this I hope - change it to class 2…
addon=shield01_mark02_fr, HpShield01, 1
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God im such a noob think its time to put this to one side untill someone else takes up the mantle
Your very right ST except when i re wrote the shield system a year or two ago i moved all ones onto using hp’2 since slot 1 on all types of shield hp’s was taken else were to be used on diff equipment.
also was originaly a class 2 shield but changed to match working package too see if made a diff, so again although it looks wrong it isnt
the main problem is
Why does package one lfr_package
launch fine, no errorsbut this package trader1_package
almost identical doesnt launch
kicks for cheating.Could it really be the names ive assignd ?
thx again for you support ST
sorry for rebalance lookin all muddled -
Tanjitsu wrote:
God im such a noob think its time to put this to one side untill someone else takes up the mantleNo thanks, you can keep it or better yet drop it back in MD’s lap and let him fix his own fuckup.
Now you see why I went the total rebuild route when I tryed to fix RB, MD’s butchered code just gives to many headaches to make it worth while to fix.
Trial and error - comment out every addon except the engine, power and scanner and see if you get kicked, if you don’t then slowly add the others back in until you do get kicked.
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Your right Bejay,
havent done a ini coment out yet
but did try unequiping ingame items once package bought before launch. kicked with minimal equipedGuessin its a power scanner engine problem.
Just still cant get over why one package launches and the other doesnt. Im gona try renaming the trader package as from what i can see the name is the only thing different in both sets.
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I have had this problem when i was working on the A-10 mod, The place that you buy the package from MUST! and i de mean this, MUST have each piece of equipment for sale at that station. Or you will get a kick for cheating, item not wold at station. kick. There area few items i think the engines that are not included in this, but if i reamber right, the weapons, scanner, thrusters, and shields need to be on the market ini files for that station for it to work.
BUT this might be something else than what you are experancing. But You might want to look into this also.
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lonestar wrote:
I have had this problem when i was working on the A-10 mod, The place that you buy the package from MUST! and i de mean this, MUST have each piece of equipment for sale at that station.Er, no. The equipment mounted on a ship simply has to be defined correctly. Utter nonsense that the equipment has to be for sale at the same station.
I have ships all over my new mod for testing with nothing being sold on the bases as of yet, strange how they all work properly.
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Seems like a logical point which could well be the cause,
except,[BaseGood]
base=fc01_02_Base
marketgood=liberty_package, 1, 0, 1, 1, 0, 1, 1[BaseGood]
base=fc01_04_Base
marketgood=kusari_package, 1, 0, 1, 1, 0, 1, 1[BaseGood]
base=fc01_07_Base
marketgood=trader1_package, 1, 0, 1, 1, 0, 1, 1
marketgood=trader2_package, 1, 0, 1, 1, 0, 1, 1[BaseGood]
base=fc01_08_Base
marketgood=freelancer_package, 1, 0, 1, 1, 0, 1, 1All these bases have no equipment defined.
they only have a single sales person selling ships.
They have no equipment defined in any of the market files.
All the ships launch perfectly fine apart from the 2x trader packages. -
MD included the 1.1 server patch with 3.50 full (probably had it in earlier versions aswell), and it will kick anything that isn’t part of vanilla Freelancer. You need IFSO, FLAC, FlHook etc to take control of the FLServer.exe to stop it kicking you.
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Very True but…
when i took over i started by comparing RB to all the patches. i encompase them into RB, i merged in the 1.1 SDK + bits of the 1.4 patch and various other peoples fixes before starting to continue adding and fixing what already existed.Did that to make sure u only needed Rebalance and not
Freelancer + 5 patches then rebalanceThing i dont get is what u say is true
but the server has 0 problems with anyof the other 5 packages i created and added in, it just has a problem with the 2 freighter trader start packages.My Pirate / freelancer packages all launch absolutly fine just on the standard 1.1 server.
Also in MP i do have Hook attached.
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just ran the packages like
[Good]
nickname = trader_hull
category = shiphull
ship = li_freighter
price = 19420
ids_name = 12018
item_icon = Equipment\models\commodities\nn_icons\li_freighter.3db[Good]
nickname = trader_package
category = ship
hull = trader_hull
addon = ge_lfr_engine_01, internal, 1
addon = li_freighter_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
;addon = ge_s_tractor_01, internal, 1
;addon = shield01_mark01_fr, HpShield01, 1
;addon = SlowSmallBlue, HpRunningLight01, 1
;addon = SlowSmallBlue, HpRunningLight02, 1
;addon = SlowSmallBlue, HpRunningLight03, 1
;addon = SlowSmallBlue, HpRunningLight04, 1
;addon = contrail01, HpContrail01, 1
;addon = contrail01, HpContrail02, 1
;addon = DockingLightRedSmall, HpDockLight01, 1
;addon = DockingLightRedSmall, HpDockLight02, 1
;addon = co_gun01_mark01, HpWeapon01, 1
;addon = co_gun01_mark01, HpWeapon02, 1still kicked me for cheating
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If I remember rightly, it should not have let you take off without the tractor!? Can’t remember.
What on earth is going on on your setup?
What happens if you make the standard Rhino available on the same base at the same time and buy that?