Thank you for the reply, I’ll check that
Sabina
Posts
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I added flak cannons to the osiris, changed the impact explosion to large explosion and everything works great, so i added one to a small transport and it too seemed to work fine, until I exit the game and shut the server down. when i load the transport after a fresh restart and fire the flak i see no explosion but the gun still functions the same. if after that i load a battleship and it’s flak works fine still, and then right after that I load the transport and it then works fine too :-. i don’t know what to fix since everything seems to be correct. this is driving me insane, any suggestions at all would be appreciated
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Hmm, i would have like to have known this for the mod i’m working on. So then does this mean that the modders that don’t
know this have to guess and hope they don,t miss anything?. Maybe someone could send the info in a pm? would that not make it more secure? Thats assuming i,m not being suspected as a cheater for asking that is.
But it would be nice to be able to secure all he hard work i have been pouring into this thing. -
So if the base is no dock there won’t be any ctd? just wondering cause i was planning on using those as objectives in clan wars.
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I think the reason the non dynamics are undestroyable is that the [cube] asteroid refers to just models in the asteroidarch,
but i found reference to the same asteroid in solararch and it has stats. i verified that is wasnt referring to them by changing
the 3db and mat to a lava asteroid and sure enough it was unchanged. so i set the one in solararch with base type setting and
with a loadout and set it up by newark just to try it out. it responds simlar to a wreck but unlike a wreck it has to be reduced
to 0 before it drops its loot, I’ve tried in vain to to substitute this for the ones that the [cube] refers to but all that happens
is the asteroids fail to appear in the field at all. the only other thing i could do is set them all by hand in the fields
another thing that irritates me is that the wreck style roids will all show on the scanner, not sure if this would cause lag with100 or more of them or not.anyone have any suggestions?
in asteroids Li03_silverton_rock_asteroid_field
[Cube]
asteroid = mineable2_asteroid60, 0.600000, 0.200000, -0.200000, 35, 119, 20
asteroid = mineable2_asteroid30, 0.200000, 0.800000, 0.300000, 45, 20, 0
asteroid = mineable2_asteroid30, -0.300000, -0.300000, 0.800000, 85, 0, 185
asteroid = mineable2_asteroid60, -0.700000, 0.400000, -0.400000, 0, 30, 170[LootableZone]
asteroid_loot_container = lootcrate_ast_loot_silver  <–----
asteroid_loot_commodity = commodity_silver  <-------
dynamic_loot_container = lootcrate_ast_loot_silver
dynamic_loot_commodity = commodity_silver
asteroid_loot_count = 0,0 Â <------
dynamic_loot_count = 1, 1
asteroid_loot_difficulty = 95 Â <-----
dynamic_loot_difficulty = 15in asteroiarch
[Asteroid]
nickname = mineable2_asteroid30
DA_archetype = solar\asteroids\models\ast_mineable02_30.3db
material_library = solar\ast_mineable.mat[Asteroid]
nickname = mineable2_asteroid60
DA_archetype = solar\asteroids\models\ast_mineable02_60.3db
material_library = solar\ast_mineable.matin SolarArch
[Solar]
nickname = ast_solar_mineable2_60
type = station  ;NON_TARGETABLE
DA_archetype = solar\asteroids\models\ast_mineable02_60.3db
material_library = solar\ast_mineable.mat
LODranges = 0, 2000
destructible = true
solar_radius = 10
shape_name = NNM_SM_ROCK_ASTEROID
hit_pts = 30.000000in solar\Loadouts
[loadout]
nickname = ast_solar_mineable2_60
cargo = commodity_silver, 50 -
After getting my mining ship steering correctly, the next step in my project was getting the asteroids mineable not just the dynamics. my goal is to make the large asteroids profitable only for the large mining ships but as of yet i cant get the large ones to explode.
I noticed that in the constants INI MAX_ASTEROID_LOOT_DAMAGE = 20000.000000 and yet the dynamic asteroids requires only 1 hit to destroy. Is this for the big asteroids? I’ve tried setting the damage value to 1.000000 and set my gun to 100,000 damage and still have no luck in destroying them. atm i’m trying this in the silverton field zone, in the field ini i changed the minedout with mineable2 asteroids. anyone have any suggestion? -
I tried setting the cruise charge time to near infinite, while this prevented me and the npc’s from cruising they still tried using it, setting the speed to 0 makes you cruise at 0 lol. im wondering if the AI settings would be able to totaly shut it off?
i remember reading the notes in the flak88 AI and it referred to cruise, but i couldn’t make any sense out of the notes. -
Thank you, now i wont have to use the same setting on all of the ships hehe. and to think i worked for nealry 4 hrs to come up with what i had. (feels humbled)
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what i want is to make the npc’s take damage from smashing into me and other objects, they just bounce off as it is and no shield or hull damage at all. i thought the constants.ini controlled all of that but all it did was make me take more damage.
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Just in case anyone is interested, I stumbled on a setting that makes my large ships nearly immune to being knocked around. nearly because cruising into an asteroid still knocks me about but other ships m wont
linear_drag = 100000.000000
mass = 550000.000000
steering_torque = 190000.000000, 190000.000000, 90000.000000
angular_drag = 2900000.000000, 2900000.000000, 2900000.000000
rotation_inertia = 10000.000000, 10000.000000, 10000.000000and u need to set ship type to FREIGHTER, not sure why this works but if you dont you will roll when turning.
you will have to adjust the engine thrust to make the ship move the speed you want. i would advise against fast speeds or you will slide all over hehe. i hope this helps
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Hi
Does anyone know how to make npc’s take collision damage? setting collision damage in constance.ini dindn’t seem to work.
I,m about to pull my hair out over this. I would be grateful for any help
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I managed to get one of the ships i wanted into the game but it can pass through all objects and is unkillable. im guessing that its the sur file causing this.
I used milkshape 1.8 and sur exporter 1.2. but dont realy know what im doing could someone plz help? -
I managed to find it, if anyone is interested in this ill upload it
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Does anyone know where i can get the plugins for Milkshape to import Starlancer ships?
i wanted to add some ships made for starlancer to my mod. all i could find for a shp importer was made for
TRL. is there a way to edit this dll to work for starlancer?
Thanks
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I have my solar system nearly complete and thought id add a base to keep from having to use a jumphole to get to it.
problem is that after the first launch from the base all other attempts to launch result in a CTD, I placed it using freelancer
explorer. i have even tried placing the base without any comodities added to it. the base im using is the mining_base_badlands
Is there something that program leaves out or is it something im doing wrong?
Thanks
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Ive been modding wep stats and now for some reason when i launch the torpedoesthe act as if i had them on a delay then speed past me then slow back down, sorta like being on a stretched rubber band. ive set everthing back to the way it was but the problem still persists. Does anyone have any ideas on this?
Thanks
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I think that is in initialworld, and from what i see the liberty navy and the LH are enemies for example.
in the LN list the rep for the LH is -.65 in the LH list the LN is listed at a -0.65 so id say they hate each other hehe.
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Yes that was the problem, it works perfectly now. Thank You Bejay
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Well then id say that the prob, i know for a fact they are on separate drives. ill fix that and try again Thanks
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Is there something other that Fled-thorn to edit thn files with. it just keeps telling me that a it failed to make a temp file
Effects problem
Effects problem
About server side and client side
Destructible bases npc patrols question
Minable Asteroids
Minable Asteroids
No cruise ship
Caphip Tumbling
NPC Ship Collision Damage?
Caphip Tumbling
NPC Ship Collision Damage?
Milkshape Plugins needed
Milkshape Plugins needed
Milkshape Plugins needed
CTD using freelancer explorer
Torpedo Prob
Changing Faction's Rep With Other Factions Question.
Ship seen on landing
Ship seen on landing
Ship seen on landing