Solararch issue
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Give it a base to go to, to shut up the error. Then calculate the hash for the base(s) and add that as a locked item to initialworld.ini. That would be ‘a’ solution. AFAIK, you wouldn’t have to worry about playerfiles, as it seems to update with the new info on either fresh entry to the system, or attempted docking at the actual base. Give it a go.
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Give it a base 2 go
and
sett all (maybe define only 1) docking points to use moor_medium likedocking_sphere = moor_medium, HpDockMountA, 15.000000
And no player will be able 2 dock that base.
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Sorry for digging old threads, but I assume its acceptable they contain discussion to related subjects. And I hate to open new ones with troubles I run too often lately. At least all is in same place.
So here is the problem:
With placing the Freeport 7 in his original spot without defining it as a base (just pure Object), got to the point where it almost become a base with trying to see its proper name in space. Yea, never thought this would make me so hadick. From beginning, in space it shows Unknown ? With this last code I checked in Freelancer Explorer and there is Freeport 7 ![Object]
nickname = BW06_fp7
;ids_name = 60221
;ids_info = 60222
ids_name = 0 ;GENERATESTRRES(“Freeport 7”)
ids_info = 60222
base = BW06_fp7
pos = 3000, 0, -20700
rotate = 0, 0, 0
archetype = freeport7
faction = gd_z_grp
reputation = gd_z_grp
behavior = NOTHING
difficulty_level = 10
loadout = freeport7
pilot = pilot_solar_hardest
visit = 128in universe.ini also made entry
[Base]
nickname = BW06_fp7
system = BW06
strid_name = 0 ;GENERATESTRRES(“Freeport 7”)
file = Universe\Systems\Bw07\Bases\Bw07_UP_base2.ini
BGCS_base_run_by = W02bF52I assume the ids_name = 60221 is also Freeport 7?
Any help, please? -
@RimShot: Not in vanilla.
@sumanuti: I threw the object into Li01.ini (using the original ids_name) and the base into universe, again with the original ids_name and using the file from li01_01_base (not that it matters). Worked fine. Sorry, that’s actually not much help.
Why are assuming what 60221 is? The vanilla (JFLP) resources are available as text files and there’s also ResID (amongst others).
E:\contrib\games\Freelancer\src>fgrep 60221 *.frc resources.frc:S 60221 Trade Outpost E:\contrib\games\Freelancer>resid 60221 60221 (S): Trade Outpost
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All I did was copy your posted object to Li01.ini, delete your two ids lines and remove the comments from the others. That made it show up as “Trade Outpost/Zoners Base”. Just tried again, without the base entry in universe.ini it shows as “Zoners Satellite”. With an ids_name of 0 in the object, no change. Adding the base entry, with a strid_name of 0, shows as “Zoners Base/Object Unknown”. I don’t know, does gd_z_grp still exist in your mod? Nothing in the spew?
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Impossible! What ever I try, I dont move anywhere with this. My brain boiled thinking what else might cause this behaviour.
With this sys files I have this, also
Extracted my resources.dll
60221, L"Trade Outpost"
60222, L"A medium sized base, usually a hub for goods and equipment traders."Changed Solar types and only this affects in game:
type = WEAPONS_PLATFORM gives Unknown Object
type = STATION gives Unknown StationFLSpew is clear (only Mising codec and nomad surface: NomadRGB1_NomadAlpha1).
Zoners exists and have their bases in mod - pure vanilla.
Except ids_name and extra fuse + in Solar entry - nothing changed.Get me out of this mystery Im so mad I blow it every time I see it
Edit* - So blind I missed this in FLSpew
E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(BW06_fp7) failed.
Deleted one in NY and left one default for further tests. Still I dont want it as a base, just as a SATELLITE object with no dock. I assume this error is from missing dock_with = & base = lines. Will add them. -
F!R wrote:
Give it a base 2 go
and
sett all (maybe define only 1) docking points to use moor_medium likedocking_sphere = moor_medium, HpDockMountA, 15.000000
And no player will be able 2 dock that base.
Eeek, nooooooooooo……
Erm if the base type your using has hpdockmounta modeled as a berth, then your suggestion will just end up having trasnsports trying to fly into and out of the hanger…
; docking_sphere = berth, HpDockMountA, 4.500000, Sc_open dock1 ; docking_sphere = berth, HpDockMountB, 4.500000, Sc_open dock2 docking_sphere = moor_medium, HpDockMountC, 5.000000 docking_sphere = moor_medium, HpDockMountD, 5.000000 docking_sphere = moor_medium, HpDockMountE, 5.000000 docking_sphere = moor_large, HpDockMountF, 5.000000
Just comment out the dock types you dont want the base to use, but dont change the letters unless you rehardpoint the mesh.
Also be aware that if a player has a ship with a docking property that isn’t ‘berth’ they could still land, and since all player launches default to dockmount A, they endup trying to moor (get stuck unless they hit the escape key before the docking cutscene ends) and then launching their transport/capship from the fighter bay, it also means that npc fighters can launch from the base, but cant dock again… so depending on how you set up your encounter types and pop zone, you might end up with a bunch if fighters circling, waiting to land in order to despawn but unable to do so, and basically filling up the pop zones population cap so there is no room for ‘normal’ traffic, just because somebody shot up a base a bit, while other uninvolved players were present to prevent npc auto despawns.