A few questions.
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These may be noobish questions, but I can’t seem to figure them out and I didn’t see any tuts on it. I’m making a mod, so bear with me.
1. How to make it so I don’t have play through the story. (what needs to be edited or removed/changed in the mod itself)
2. How to make areas inside mine fields open like zone 21 in Mannhatten.
Any help is appreciated, or a point in the right direction as well.
Thanks,
AL -
well with zone 21 first you you have find out where it is and comment it out with a semicolon or remove all together. i did that once all so if you dont want to play through the story line theres open single player. two files is all you need content dll thats been edited or hacked and mission 13 ini. http://the-starport.net/index.php?option=com_tempdl&d=1788
try that out open sp lite. now this is the sdk you have to look into li01 in the universe folder http://the-starport.net/index.php?option=com_tempdl&d=2 theres alot to edit with getting the mines away from area 21 and causes alot of problems. i used to get some wicked crashes where my server operator stopped working and i had to get a fresh install of everything it can be done though. -
Easiest way of making holes in minefields is to make an exclusion zone inside the minefield, then add that zone as an exclusion in the asteroid field ini file
This entry would be in your system ini file,
[Zone]
nickname = Zone_PS01_01_exclusion
pos = 0, 0, 0
shape = SPHERE
size = 3000 <–---------------- size of exclusion, make sure its smaller than your minefield
property_flags = 131072
visit = 128
sort = 99.500000Then in the asteroid folder where your minefield data sits, you would add something like this to the custom minefield ini,
[Exclusion Zones]
exclusion = Zone_PS01_01_exclusion <–-------- Must be same name as that used in your system ini
exclude_billboards = 1That adds the exclusion zone to the minefield, in this case a hole 3k wide so if your minefiled is 5k wide, you would have 2k of minefield before you reached the non mined area. Helps if you make a hole in the minefild so you can fly through it like a tunnel, which is just another type of exclusion zone, can be any shape
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Your best bet for not having to play through the SP is to use OpenSP. I do believe another version was available, but I can’t find it right now.
In any case, either insure compatibility with it or just integrate it with your mod. All the files should be in there
As for the Zone 21 minefield, Gibbon has explained it perfectly already.
Let us know if you need any further help!
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Ok, next question. Haha, you’ll hate me soon enough. ;D I’m trying to add custom ai using updated orginal FL ai. FL crashes as soon as I try and log in game on my test server and then I get a error from Windows that says:
AppName: flserver AppVer: 1.0.1223.11
ModName: content.dll
ModVer: 1.0.1223.11
Offset: 000952adAnyway, here is what I changed to add them:
Ship Arch file:
[Ship]; NPC Advanced Defender
ids_name = 237856
ids_info = 75712
ids_info1 = 75713
ids_info2 = 66608
ids_info3 = 75714
ship_class = 1
nickname = npc_li_elite3
msg_id_prefix = gcs_refer_shiparch_Libhf
mission_property = can_use_berths
LODranges = 0, 75, 150, 1300
type = FIGHTER
DA_archetype = ships\liberty\li_elite\li_elite.cmp
material_library = ships\liberty\li_playerships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\l_elite.ini
pilot_mesh = generic_pilot
nanobot_limit = 65
shield_battery_limit = 65
mass = 150.000000
hold_size = 50
linear_drag = 1.000000
fuse = intermed_damage_smallship01, 0.000000, 400
fuse = intermed_damage_smallship02, 0.000000, 200
fuse = intermed_damage_smallship03, 0.000000, 133
max_bank_angle = 30
camera_offset = 8, 34
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 17
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 25
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 11000
explosion_arch = explosion_li_elite
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 43000.000000, 43000.000000, 230000.000000
angular_drag = 41000.000000, 41000.000000, 141000.000000
rotation_inertia = 8400.000000, 8400.000000, 8400.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2
shield_link = l_elite_shield01, HpMount, HpShield01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_elite_shield_special_10, HpShield01
hp_type = hp_elite_shield_special_9, HpShield01
hp_type = hp_elite_shield_special_8, HpShield01
hp_type = hp_elite_shield_special_7, HpShield01
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_turret_special_10, HpTurret01
hp_type = hp_turret_special_9, HpTurret01
hp_type = hp_turret_special_8, HpTurret01
hp_type = hp_turret_special_7, HpTurret01
hp_type = hp_turret_special_6, HpTurret01
hp_type = hp_turret_special_5, HpTurret01
hp_type = hp_turret_special_4, HpTurret01
hp_type = hp_turret_special_3, HpTurret01
hp_type = hp_turret_special_2, HpTurret01
hp_type = hp_turret_special_1, HpTurret01
hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01[CollisionGroup]
obj = Li_star_wing_lod1
separable = true
parent_impulse = 240.000000
child_impulse = 7.000000
debris_type = debris_small_ship
dmg_hp = DpStarboardwing
dmg_obj = li_elite_dmg_star_wing_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Starboard_Wing
hit_pts = 10000
root_health_proxy = true[CollisionGroup]
obj = Li_port_wing_lod1
separable = true
parent_impulse = 240.000000
child_impulse = 7.000000
debris_type = debris_small_ship
dmg_hp = DpPortwing
dmg_obj = li_elite_dmg_port_wing_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Port_Wing
hit_pts = 10000
root_health_proxy = true[CollisionGroup]
obj = li_Spoiler_lod1
separable = true
parent_impulse = 240.000000
child_impulse = 7.000000
debris_type = debris_small_ship
dmg_hp = DpSpoiler
dmg_obj = li_elite_dmg_Spoiler_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Spoiler
hit_pts = 10000
root_health_proxy = true[Simple]
nickname = li_elite_dmg_star_wing_cap
DA_archetype = ships\liberty\li_elite\li_elite_dmg_starboardwing.3db
material_library = ships\liberty\li_playerships.mat
mass = 5.000000
LODranges = 0, 100, 1300[Simple]
nickname = li_elite_dmg_port_wing_cap
DA_archetype = ships\liberty\li_elite\li_elite_dmg_portwing.3db
material_library = ships\liberty\li_playerships.mat
mass = 5.000000
LODranges = 0, 100, 1300[Simple]
nickname = li_elite_dmg_Spoiler_cap
DA_archetype = ships\liberty\li_elite\li_elite_dmg_spoiler.3db
material_library = ships\liberty\li_playerships.mat
mass = 5.000000
LODranges = 0, 100, 700[Simple]
nickname = li_elite2_dmg_Spoiler_cap
DA_archetype = ships\liberty\li_elite2\li_elite2_dmg_spoiler.3db
material_library = ships\liberty\li_playerships.mat
mass = 5.000000
LODranges = 0, 100, 1300[Simple]
nickname = li_elite_dmg_Engine01_cap
DA_archetype = ships\liberty\li_elite\li_elite_dmg_engine01.3db
material_library = ships\liberty\li_playerships.mat
mass = 5.000000
LODranges = 0, 100, 1300[Simple]
nickname = li_elite_dmg_Engine02_cap
DA_archetype = ships\liberty\li_elite\li_elite_dmg_engine02.3db
material_library = ships\liberty\li_playerships.mat
mass = 5.000000
LODranges = 0, 100, 1300Loadout File:
[Loadout]
nickname = li_n_li_elite_loadout04
archetype = npc_li_elite3
equip = ge_coe2_engine_01
equip = npc_shield03_mark10, HpShield01
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = armor_scale_5
equip = li_gun01_mark05, HpWeapon01
equip = li_gun01_mark05, HpWeapon02
equip = li_gun01_mark05, HpWeapon03
equip = li_gun01_mark05, HpWeapon04
equip = li_gun01_mark05, HpWeapon05
equip = li_turret01_mark01, HpTurret01
equip = cruise_disruptor01_mark01, HpTorpedo01
cargo = cruise_disruptor01_mark01_ammo, 5
equip = mine01_mark01, HpMine01
cargo = mine01_mark01_ammo, 20
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallBlue, HpRunningLight01
equip = SlowSmallBlue, HpRunningLight02
equip = SlowSmallBlue, HpRunningLight03
equip = SlowSmallBlue, HpRunningLight04
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02NPCships file:
[NPCShipArch]
nickname = li_n_li_elite_d19
loadout = li_n_li_elite_loadout04
level = d19
ship_archetype = npc_li_elite3
pilot = pilot_military_ace
state_graph = FIGHTER
npc_class = lawful, class_fighter, d19Faction props file:
[FactionProps]
affiliation = li_n_grp
legality = lawful
nickname_plurality = singular
msg_id_prefix = gcs_refer_faction_li_n
jump_preference = jumpgate
npc_ship = li_n_li_elite_d1-3
npc_ship = li_n_li_elite_d4
npc_ship = li_n_li_elite_d5
npc_ship = li_n_li_elite_d6
npc_ship = li_n_li_elite_d7
npc_ship = li_n_li_elite_d8
npc_ship = li_n_li_elite_d9
npc_ship = li_n_li_elite_d10
npc_ship = li_n_li_elite_d11-18
npc_ship = li_n_npc_li_elite3_d19
npc_ship = li_n_cruiser_d22
npc_ship = li_n_dreadnought_d25
voice = pilot_f_mil_m01
voice = pilot_f_mil_m02
voice = pilot_f_leg_f01
voice = pilot_f_leg_f01a
mc_costume = mc_li
space_costume = li_captain_head, li_male_elite_body, comm_ge_generic2
space_costume = li_rockford_head, li_male_elite_body, comm_li_hatcher
space_costume = li_sales_head_hat, li_male_elite_body, comm_ge_generic2
space_costume = ge_male4_head, li_male_elite_body, comm_li_hatcher
space_costume = pl_male2_head, li_male_elite_body, comm_ge_generic2
space_costume = ge_male3_head, li_male_elite_body, comm_li_hatcher
space_costume = li_newscaster_head_gen_hat, li_female_elite_body, comm_ge_generic2_female
space_costume = li_newscaster_head_gen_hat, li_female_elite_body, comm_li_hatcher_female
space_costume = br_newscaster_head_gen_hat, li_female_elite_body, comm_ge_generic2_female
space_costume = br_newscaster_head_gen_hat, li_female_elite_body, comm_li_hatcher_female
space_costume = pl_female2_head, li_female_elite_body, comm_ge_generic2_female
space_costume = pl_female2_head, li_female_elite_body, comm_li_hatcher_female
firstname_male = 226608, 226741
firstname_female = 226808, 226952
lastname = 227008, 227307
rank_desig = 197002, 197003, 197004, 6, 9
formation_desig = 197808, 197820
large_ship_desig = 196976
large_ship_names = 202608, 202647
scan_for_cargo = commodity_alien_artifacts, 1
scan_for_cargo = commodity_cardamine, 2
scan_announce = true
scan_chance = 0.550000
formation = fighters, fighter_li_nAny ideas? Any tuts for this? They worked once, but I delete that mod for other errors that came up. Thanks again,
Al
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For any custom ship you need to add certain entries and there are a couple either missing or you forgot to post them.
Two entries in the goods ini file for the hull and loadout, both not needed if its NPC only, and also the entry in mShipProps.ini, have you added those as well?
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You’ve got the right files to modify. I have seen one thing though that will def cause a problem. The name of the ship defined in factioprop ini, in this case
li_n_npc_li_elite3_d19has to be the same name you use in npcships.ini for your npc ship otherwise how will it know which ship to call. Try changing this line
[NPCShipArch]
nickname = li_n_li_elite_d19to this
[NPCShipArch]
nickname = li_n_npc_li_elite3_d19