Take-off from planet
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@Gibbon:
These sequences are stored in the thn files. They are then referenced in the room ini files. Goto UNIVERSE\SYSTEMS\LI01\Bases\Rooms and you will see an entry called Li01_01_cityscape.ini. Open that up and look at the section,
[PlayerShipPlacement]
name = X/Shipcentre/01
landing_script = Scripts\Bases\Li_01_cityscape_land_01.thn
launching_script = Scripts\Bases\Li_01_cityscape_launch_01.thnWhat defines a takeoff and landing sequence are the entries called launching script (takeoff) and landing script (landing). As far as i can remember only cityscape and planetscape entries have takeoff and landing sequences. This is not to say you can’t add them to custom bases. Me and my gf worked out how to add the docking sequence from Pygar into MP so it’s doable, no doubt about that. If you’re feeing really brave, you can create completely new ones in a custom thn file, though a knowledge of LUA scripting helps a lot in that department.
Our friend Sushi knows quite a bit about this as the Freeworlds mod has loads of custom made thn files
Thanks the quick reply Gibbon!
Basically, i have a planet with pittsburg landscape, the landing sequence is in but the take-off is missing. Does my planet with pittsburg landscape mean as “custom base”? I used only vanilla systems and planets as well.
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The takeoff sequence for Pittsburgh is in this line
[PlayerShipPlacement]
name = X/Shipcentre/01
landing_script = scripts\bases\Pl_01_pad_land_01.thn
launching_script = scripts\bases\Pl_01_pad_launch_01.thn <–----------------- Pittsburgh takeoff sequenceMake sure its in your custom rooms folder planetscape.ini for your base. Any addon base is custom btw, so check that line is there. There are a few thn files that don’t work, either because the developers forgot to put them in, or they are bugged to start with. If memory serves this one should work.
One thing people sometimes forget is to enable TRANSITION SCRIPTS in the FL GENERAL OPTIONS section when you load the game. Without it you tend not to get any launch sequences at all.
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@Gibbon:
The takeoff sequence for Pittsburgh is in this line
[PlayerShipPlacement]
name = X/Shipcentre/01
landing_script = scripts\bases\Pl_01_pad_land_01.thn
launching_script = scripts\bases\Pl_01_pad_launch_01.thn <–----------------- Pittsburgh takeoff sequenceMake sure its in your custom rooms folder planetscape.ini for your base. Any addon base is custom btw, so check that line is there. There are a few thn files that don’t work, either because the developers forgot to put them in, or they are bugged to start with. If memory serves this one should work.
One thing people sometimes forget is to enable TRANSITION SCRIPTS in the FL GENERAL OPTIONS section when you load the game. Without it you tend not to get any launch sequences at all.
Thanks Gibbon :)!
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The only new sequence that comes to mind i’ve not seen in other mods is this one which me and my gf Crassie did a while back. Works in SP and MP. For this we had to mutilate some of the original SP code to get it to work properly but highlights the fact that you can make custom thn files for any base. Video is about half way down
http://the-starport.net/index.php?option=com_smf&Itemid=26&topic=599.0
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Hmm. I have a similar problem. I decided to solve the docking problems with large ships. I did it in space just by editing the docking ring model (Scaling it up and moving the dock hardpoints further away.). But every time I land on Manhattan the ass of my ship is somewhere through the buildings. Trying to solve this, I started messing around with .thn’s then I saw the tower with the “Soda” commercial, and I wondered if I could create a custom launch, land and cityscape-hardpoints thn, so that the ship would moor to the tower, somewhere at the top, facing his but perpendicular to the building under.
Here comes the problem: I don’t know where to start after decompiling the .thn’s. :-[ -
Well i checked this planetscape thing in the base folder, and the funny thing is, that base i set pittsburg preferences, there is no planetscape, only deck and bar.
If i delete the rooms of that base manually, and set it again in FLe would it cause any problems? -
FLE makes quite a few errors sometimes, so it may be faster and safer to copy the Pittsburg ROOMS and BASES folders and rename the files and their contents (filenames in each of the files) to match your new planet / base, leaving the script names the same.
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FLE makes quite a few errors
;D That’s a galactic understatement, it just adds to all of the other bugs and error messages.
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FLE is a great tool, and we have to thank God and Shsan for it. But it still has a loooot of bugs. I noticed it crashes if you try to load a mod with a script.xml file in its root folder. Tried removing the script - worked fine.
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That’s odd because i’ve never suffered from that. All my mods have xml files in the root folder, never crashed. Typical FLE behaviour if you ask me lol
What i don’t trust about FLE is virtually everything. I still use it for object placement only, planets, bases, nebulas but do all the rest by hand like planetscape choices, base interiors etc.
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Psst… Use the Save Editor, a speed mod and a local server
Works wonderfully well.
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Yes you can. Try not to rely on FLE so much. Get used to the file structures of how these are set out. Easy way is to look at the original code and trace the files to their folders. For instance all bases have an entry in Universe.ini. Then the rooms themselves go into your custom system folder which has a system.ini file containing all the info for your system. If you have added bases there will also be a BASES folder.
Inside this is where the base information is kept so you will see a base.ini file containing the information for the base. If it’s a planet, 9 times out of 10 the info will contain a planetscape entry, a bar entry and depending how the rooms are laid out, maybe an entry for a trader and equipment dealer if they have seperate locations on the planet, otherwise you can use virtual rooms to achieve the same result. You will also see a ROOMS folder
Inside this are the info’s for all the rooms at your custom bases. Make sure the ini file names in here match the entries in the base ini files or you will get crashes or black screens when testing your base. If you open up the room ini files, you will see you can change landing and takeoff scripts, music, even the background to the base. Loads of other settings there as well but that’s all you need for now.
The mbases.ini file entry is also very important as this is where you populate your base. Again check a base you know works to see how the npc’s are added. DO NOT rely on FLE for this as it can royally screw up a base. Again i add these manually, takes a few minutes to add npc’s if you know what you’re doing.
Once you learn the structure you should get used to editing the bases manualy, takes me about 5mins to set a new one up but then i’ve been doing this a lot longer lol
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@Gibbon:
Yes you can. Try not to rely on FLE so much. Get used to the file structures of how these are set out. Easy way is to look at the original code and trace the files to their folders. For instance all bases have an entry in Universe.ini. Then the rooms themselves go into your custom system folder which has a system.ini file containing all the info for your system. If you have added bases there will also be a BASES folder.
Inside this is where the base information is kept so you will see a base.ini file containing the information for the base. If it’s a planet, 9 times out of 10 the info will contain a planetscape entry, a bar entry and depending how the rooms are laid out, maybe an entry for a trader and equipment dealer if they have seperate locations on the planet, otherwise you can use virtual rooms to achieve the same result. You will also see a ROOMS folder
Inside this are the info’s for all the rooms at your custom bases. Make sure the ini file names in here match the entries in the base ini files or you will get crashes or black screens when testing your base. If you open up the room ini files, you will see you can change landing and takeoff scripts, music, even the background to the base. Loads of other settings there as well but that’s all you need for now.
The mbases.ini file entry is also very important as this is where you populate your base. Again check a base you know works to see how the npc’s are added. DO NOT rely on FLE for this as it can royally screw up a base. Again i add these manually, takes a few minutes to add npc’s if you know what you’re doing.
Once you learn the structure you should get used to editing the bases manualy, takes me about 5mins to set a new one up but then i’ve been doing this a lot longer lol
Yes, FLe is great for objects and bases, suns only, i spotted this .ini problems after one week i started modding.
Thanks Gibbon for the tutorial, i’ll follow this guideline.