XTS Battleship Wrecks Mod
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I’m trying to implement the Xtreme Modding Studios (XTS) Battleship Wrecks mod into our mod. It was billed as being a server side mod although I really can’t see how that can be as the client would at least have to have the objects in their system files…
Regardless, I’ll be adding the wrecks into clone systems, so the unmodded player should never encounter them. Going through the files it looks like there’s a number of fuses added to the fuse.ini file that don’t seem to be referred to in the mod anywhere else so I cut those out leaving only the fuses that were applied to the solars themselves. It seems to work just fine as long as both the client and the server are running the mod. If the client is not running the mod however, the client will CTD as soon as they attempt to launch to space.
Before I delve too deeply into this, is anyone aware of whether or not adding fuses to fuse.ini would cause that problem? A walkthrough the files doesn’t seem to indicate anything else. I can’t work on it any deeper until my dev server is back up, but I thought I’d get the ball rolling with this inquiry.
Thanks for any input.
R
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Shouldn’t of thought an incorrectly written fuse would cause a problem until you try to blow said object up, at least that’s my experience with screwing up a fuse.
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well, once my dev server is back up i can work on isolating just what’s causing the crash. It’s either the base I added to St01 (instead of making a clone system), or it’s the battleship wrecks mod.
Here’s the code from the XTS BS Wrecks mod I’m using.
<data file="DATA\FX\fuse_suprise_solar.ini" method="append" options="1:0, 1:1"><source> [fuse] name = fuse_BS_wreck_LiBS_smoking lifetime = 1 death_fuse = false [start_effect] effect = explosion_sfx_csx_large02 hardpoint = HpFx01 at_t = 0 [start_effect] effect = gf_continuous_sparks hardpoint = HpTurret_L4_03 at_t = 0 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_continuous_sparks hardpoint = HpTurret_L4_04 at_t = 0 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_prisonattack_bigsmoke hardpoint = HpTurret_L4_05 at_t = 0 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true [start_effect] effect = gf_prisonattack_bigsmoke hardpoint = HpTurret_L4_06 at_t = 0 pos_offset = 0, 0, 0 ori_offset = 0, 0, 0 attached = true</data> <data file="DATA\SHIPS\loadouts.ini" method="append" options="1:0, 1:1"><source> [Loadout] nickname = SECRET_li_dreadnought_01 archetype = li_dreadnought equip = li_battleship_turret01, HpTurret_L1_01 equip = li_battleship_turret01, HpTurret_L2_01 equip = li_battleship_turret03, HpTurret_L3_01 equip = li_battleship_turret04, HpTurret_L4_01 equip = li_battleship_turret04, HpTurret_L4_02 equip = li_battleship_flak_turret01, HpTurret_L4_03 equip = li_battleship_flak_turret01, HpTurret_L4_04 equip = li_battleship_turret04, HpTurret_L4_05 equip = li_battleship_turret04, HpTurret_L4_06 equip = li_battleship_turret04, HpTurret_L4_07 cargo = special_gun07, 1 cargo = special_gun07, 1 cargo = special_gun08, 1 cargo = special_gun08, 1 cargo = mine02_mark04, 1 cargo = mine02_mark04_ammo, 20 cargo = ge_s_cm_03, 1 cargo = ge_s_cm_03_ammo, 20 cargo = ge_s_thruster_04, 1 cargo = commodity_cardamine, 500</data> <data file="DATA\SOLAR\solararch.ini" method="append" options="1:0, 1:1"><source> [Solar] nickname = suprise_li_dreadnought type = MISSION_SATELLITE DA_archetype = ships\liberty\li_dreadnought\li_dreadnought.cmp material_library = ships\liberty\li_capships.mat LODranges = 0, 9999 surface_hit_effects = 0, small_hull_hit mass = 100000 solar_radius = 800 shape_name = NAV_surpriseX explosion_arch = explosion_li_elite hit_pts = 100000 destructible = true fuse = fuse_BS_wreck_LiBS_smoking, 0, 3601 fuse = fuse_suprise_drop_loot, 0, 3590</data> ; <data file="DATA\UNIVERSE\SYSTEMS\St01\St01.ini" method="append" options="1:0, 1:1">;<source> ;[Object] ;nickname = St01_suprise_li_dreadnought ;ids_name = 0 ;GENERATESTRRES("Liberty Dreadnought LNS @fterburn") ;ids_info = 0 ;GENERATESTRRES("blah blah blah, yada yada yada") ;pos = -28090, 0, -90145 ;rotate = 150, 55, 0 ;Archetype = suprise_li_dreadnought ;visit = 16 ;loadout = SECRET_li_dreadnought_01 ; ;</data>
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Is the fuse at the bottom of the file being called for? Only asking because it wont be read seeing as it’s commented out.
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That’s not the fuse. That’s an object (lootable wreck) dropped in St01.ini (Omicron Minor).
It’s commented out at the moment to try to rule out whether or not IT is the cause.
The fuses are the top section in fuse_suprise_solar.ini
I only posted the code for a lootable liberty dreadnought in order to reduce post size.
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the weapons mounted on the capships are not. The weapons in the cargo hold are. I don’t think that’s even related however. The mod works fine IF you’re running the client mod as well. If you’re not running the client mod, you’ll CTD. Even though the object has been added to a locked system not accessible to anyone not running the mod.
Regardless, I’m still waiting for the dev server to come back up so I can’t do any more trouble shooting until it does.
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Well, we finally have our dev server back up and running so I was able to get back to work on this section of our mod.
Slight background. This mod must be compatible with vanilla players. The area I’m working in will be available only to players who are actually running the mod.
I added the mod in piece by piece to figure out where the CTDs come in. They start as soon as I add the Solars to solararch.ini. I noticed two things. 1st that adding some of the solars would generate an error in flspew indicating that a part of a ship couldn’t be loaded. I kept eliminating solars until I was able to at least launch and undock. Got it down to about one solar and I was able to launch. When I got out in space all of the NPCs were flying the wrong ships. Order Anubis’ ships were Osirises, ATs were transports, etc.
Remove that last additional solar and all is good again. At the time I experienced these oddities I was NOT running matching files on my client.
I do seem to vaguely recall that any time you add something to the solararch or shiparch you must also add it to the clients files as well or something similar occurs. So, I guess adding the Solars to the solararch and then adding the objects to just the modded system will not work. (Unless someone knows of something I’m missing)
So, my next question I guess is this… Is there a list of unused [Solars] in the solararch that I might be able to edit into what I’m looking for?
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As an FYI, here’s a list of Solars in the solararch.ini file that are not used in any systems in vanilla FL.
planet_ice_1000
destructable_dock_ring
smallstation1_old_nodock
o_osiris
MSN03_Buoy
Ithaca_station
depot_beryllium
depot_pharmaceuticals
depot_ship_hull_panels
planet_storm_5000
freeport7
freeport7_space_dome
d_n_battleship
MSN_d_r_battleship
MSN_d_l_battleship
MSN_d_k_battleship
d_r_battleship
d_k_battleship
rm_miningbase_small_ice
rm_miningbase_small_rock
rm_Roid_Miner
rm_space_police01
rm_wplatform
rm_wplatform_rock
rm_wplatform_ice
rm_space_mining01
rm_space_freeport01
rm_depot
rm_r_battleship
rm_l_dreadnought
rm_b_battleship
rm_k_battleship
MSN10_shipyard
gas_collector -
Ithaca_station was never used? Fly to New York
Fixed list:
planet_ice_1000
destructable_dock_ring
smallstation1_old_nodock
o_osiris
MSN03_Buoy
depot_beryllium
depot_pharmaceuticals
depot_ship_hull_panels
freeport7
freeport7_space_dome
MSN_d_r_battleship
MSN_d_l_battleship
MSN_d_k_battleship
d_k_battleship
rm_miningbase_small_ice
rm_miningbase_small_rock
rm_Roid_Miner
rm_space_police01
rm_wplatform
rm_wplatform_rock
rm_wplatform_ice
rm_space_mining01
rm_space_freeport01
rm_depot
MSN10_shipyard
gas_collector -
Umm… yeah…
On further review, it seems that you’re correct. I thought for some reason Ithaca used the d_depot archetype but it does indeed use the Ithaca Station archetype.Who is buried in Grant’s tomb?
I notice you removed these entries:
planet_storm_5000
d_n_battleship
d_r_battleship
rm_r_battleship
rm_l_dreadnought
rm_b_battleship
rm_k_battleshipAny reason? are the rm_ entries used for random missions? I don’t believe vanilla FL offers missions against randmo battleships.
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It doesn’t but you can enable them yourself with relative ease, search the forum, there’s instructions on it somewhere.
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confused face
I have everything working properly. All works as it should except…
I took a wreck and placed it inside a minefield within guns range the edge of the minefield. I can see the gunfire hit the target but the hull damage bar will not drop down. Thinking perhaps it was too close to some of the mines and perhaps that was inhibiting proper behavior, I created an exclusion zone around the wreck within the minefield and still the gunfire does not change the hull damage bar. I scoot into that exclusion zone and as long as I’m in that exclusion zone with the wreck, the hull damage bar drops just fine and the loot is dropped as well. The minefield appears to be ‘disrupting’ my gunfire.
My plan was to have the ship ‘trapped’ within the minefield and loot could be ‘rescued’ by shooting the wreck and tractoring in the loot. This does not seem to be working according to plan.
Does anyone have any suggestions on how to make this work?
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Does it have a fuse like the vanilla wrecks? Makin it invulnerable when it gets any damage? Try to chenge the fuse.
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The wreck works fine as long as it’s not surrounded by mines. It’s not the fuse.