Trade Lane Bug
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I’ve got a problem since I included a new TradeLane model.
Here is what i did:
I made the required hardpoints on a model that one of our modelers gave me (HpRightAnim, HpRightLane, HpLeftAnim, HpLeftLane, HpMount01, HpShield01).
Than i coded a second lane and added the archtypnickname (nickname = Hyperlane) into the vertical trade lane in one of my systems.
The trade lane only got one ring which i use for both directions, this works fine so far but since i included the model into the mod i got a problem with the activation animation one the vanilla trade lane (look at the screen at the end of this post).
I’ve checked the TLR_lod model and found the HP’s are fine, also the modelgroupnames on the new lanes are totaly different than the Vanilla one (NUS_singlering_lane01_01, NUS_singlering_lane01_02 etc. pp.).
But for some reasons FL loads the HP’s from the custom lane when u dock with a vanilla lane, this also happens in systems like NY where no custom lane is.
Any help would be appreciatedGreetings
MindEdit here is the code of my Vanilla TL and the custom one:
[Solar]
nickname = Trade_Lane_Ring
DA_archetype = solar\dockable\TLR_lod.3db
material_library = solar\Solar_mat_TLR.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 150000
ids_name = 60245
ids_info = 60246
type = TRADELANE_RING
mass = 10000.000000
loadout = Trade_Lane_Ring
solar_radius = 300
shape_name = NAV_tradelanering
shield_link = TLR_shield01, HpMount, HpShield01
hit_pts = 999999961690316250000000000000000000.000000[Solar]
nickname = elevator_lane
DA_archetype = solar\newlanes\hyperring.cmp
material_library = solar\newlanes\hyperring.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 150000
ids_name = 60245
ids_info = 60246
type = TRADELANE_RING
mass = 10000.000000
loadout = elevator_lane
solar_radius = 300
shape_name = NAV_tradelanering
shield_link = TLR_shield01, HpMount, HpShield01
hit_pts = 999999961690316250000000000000000000.000000 -
Bump
Cause i had other things to doi didn’t explore this problem anymore, but today i tryed a different single lane model.
The bug isn’t the same but as anoying as before, now the lane activation effect is ok at the vanilla lanes but at the wrong position at the new lane.For some silly reasons FL does always read only the effect HP’s from one model.
I changed the model the loadout the solararch.ini code as far as possible but its always the same.If someone has any idea i’ll be very thankfull
MindEdit: Here is a screen of the bug with the second single lane model.
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Don’t know much about your problem, but how to make an elevator lane? The only thing that falls on my mind is a trade lane ring rotated so it lies horizontally and other rings placed above or beneath it. ???
EDIT: I tried it and it works!!! At least when going up, but not down, it just proceeds traveling past the last TLR and I can’t do anything.
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Yes I’ve noticed that, i managed to avoid that by creating a lane with only one ring which is usef for both directions.
Its also possible to use the vanilla lane but than i got your bug and when i managed to work around it the ship moved to the wrong ring (to the one with red light not the one with the green lights and the activation animation).
Making a new lane works fine except this silly animation bug which is rly annoying for me.
I though someone may know the solution cause I’m sure that i’ve seen a single lane with a modified Gate model a long time ago, i just can’t remember where it was (must have been in the time when i was searching for a new server, short before is started NewUniverse).
Greetings
Mind -
freelancer.exe + 0x0011417A
0x01 -> 0x00
Don’t cache HpLeftLane and HpRightLane effect position. -
Lol, this topic is old I had solved this years ago - without a hack
If it’s not in the 101 Exe Hack compendium you should post it there.