LUA and freelancer
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Hey,
Anyone know if freelancer can read LUA type files?
Or do i have to convert them into .Thn files?
If so , how do i do that?For the moment i’m using the vanilla .thn atm but i have made some edits using FLED_Thorn… which has left the thn files as lua.
I tried an edited LUA and the game crashed and i dont know if its down to the lua or my coding.Any help would be great,
Thanks khayman.
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You can re-encode them… as long as you’re on a 32-bit operating system. The file you need is called luac32.exe, and it comes with FLThorn IIRC. If you’re on a 64-bit operating system (as I am), you’re out of luck, unfortunately.
However, in response to your original question, yes, FL reads LUA files just fine, so compiling them into THN files won’t help. I’m afraid you’ve done something wrong in the coding if you’re having errors.
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khayman wrote:
Hey,
Anyone know if freelancer can read LUA type files?
Or do i have to convert them into .Thn files?
If so , how do i do that?For the moment i’m using the vanilla .thn atm but i have made some edits using FLED_Thorn… which has left the thn files as lua.
I tried an edited LUA and the game crashed and i dont know if its down to the lua or my coding.Any help would be great,
Thanks khayman.
It’s really simple, you remove the bit on the file that says .lua. when you’re finished editing the converted file. Then save it with the .thn extension and FL will read it just fine, it’s that easy
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Thanks for your answer… but i still get a crash
it cant be the script itself because ive just tried with a vanilla script.
Heres what i did…made a single player mission using vanilla thns. I wanted to edit them slightly to better fit my story.
I took s076xa_nrml_trent_li_01_cityscape_01.thn and de-compressed it using FLED_Thorn. I then renamed/saved the LUA script s076xa_nrml_trent_li_01_cityscape_01.thnPrevious tests never actually seem to make any change to the script at all, So i removed the s076xa_nrml_trent_li_01_cityscape_01.thn from the freelancer folder, activated my mod and got a crash when the script was called.
(if i put the vanilla thn back where it belongs the mission and script work fine, but without any changes).
any idea’s?
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Never tried SP thn’s, i only modify cityscapes and planetscapes as a rule. If i have an issue with a thn and it crashes the game, first place i check it, is in FLScan as that has a thn repair tool. This assumes there’s no major fault in the thn to start with. Base interior thn files i make with the barmaker 1.03 tool and you have to be very careful with that as well.
In answer to your query though, do one or two changes, and try them in game, i’ve always found wholesale changes will cause a crash and be virtually impossible to find the cause. Any changes you make should show up either correctly or incorrectly. Try a simple test and replace the starflier in the mission script with something else, if that doesn’t work then it’s simply not reading the file
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I’m surprised you haven’t come across this tool. It was made by Buckaroo Banzai back in the day, had it sitting on my hd for years and find it very useful for making custom bars. As far as i know this was the last version 1.03. Download from the link
http://www.mediafire.com/?28k8bkcjc2x71c5
Open the index.html file to get started