flare_cone = x, y
intensity = z
What does x, y & z mean and their purpose?
flare_cone = x, y
intensity = z
What does x, y & z mean and their purpose?
I see. so no way to put lights on the cockpit view. sad. Well anyway thank you guys.
Just for fun. Where you can able to select your own ship and to see the wire-frame of your ship and also other hard-points to the bottom left of the screen.
Thank you for the codes. I’ll try it.
I am talking about cockpit view not the 3rd person view…
BTW I have a cockpit cmp. I just want to know what code lines to add to what are the specific files to edit in order to add lights in the cockpit view.
@ Helloween
If it is possible. Do you know how? ty.
IIRC HpPilot are for 3rd person to see your pilot model. If you go to cockpit view you can’t see your pilot. So the lights will only appear in 3rd person and not on cockpit view. Correct me if I am wrong.
What do you mean “sure able”?
my bad. delete this comment. ty
I see… I disregarded or removed oZed’s lights and chose Adoxa’s hack. It works fine and no more errors. The reason why I asked is to know what’s best to use. Thanks.
Does anyone tried this where you will assign lights inside the cockpits?
I would like to lit up the cockpit a little bit because when I am in another system the cockpit is too dark.
If there is a way to do this, how to do it and what are the files to edit?
I see. t.y. mate
I found this topic and I looked oZed’s tutorial. But I also read the comments below and there were/was problem/s regarding in adding a headlight. Is there already a fix for this?
I did oZed’s tutorial and it works but I checked FLSpew.txt and found this error below.```
C:\work\builds\dalibs\dalibs-build\build\Src\Alchemy\Alchemy.cpp(300) : WARNING:General:You must call begin_draw method before call any draw method of Alchemy.
Any ideas how to fix this error?
I also found another topics [HERE](http://the-starport.net/freelancer/forum/viewtopic.php?post_id=48029#forumpost48029) and [HERE](http://the-starport.net/freelancer/forum/viewtopic.php?post_id=44725#forumpost44725)
Is it better to activate this lightsource_cone with an offset code 131D2B along with oZed's tutorial or not?
Are there any latest news about this headlight to work flawlessly in-game?
Please help and inform me. Thank you.
Is it possible to target or select your own ship while you are in space? I looked into the bottom left HUD where all the contact list and target list are. But my ship is not on the ships list.
Thanks. It fix it.
@ corpse
I already changed to other ships and they were all the same when you go to Badlands’ asteroids. The real problem here are the asteroids. FYI the ships are vanilla ships. The ships are unmodified. And I tested the ships to other asteroids and they collided.
@Skotty.
I see… so I misunderstood what Thaddeus was telling me. So he was asking me if I added the line ( phantom_physics = true ) before and my answer is no. I never had that line before. Even if I remove the phantom_physics = true, it still pass-through. Any idea why? I have all the SUR files on the right folder with the .3db asteroid models.
Thanks.
I’ll try the phantom_physics… but I compare it to the original files and I did not find the line phantom_physics = true… oh well… we’ll see if it works. thanks
I already checked all the .sur for Badlands and I have them all for each .3db models.
EDIT:
It did not work after I added the ( phantom_physics = true ). Still I can pass-through and also the projectiles/beams pass-through to the Badlands’ asteroids. The other asteroids from other places have a collision. That is really odd.
BTW, I added the line below with the red arrows
[Asteroid]
nickname = badlands_large1
DA_archetype = solar\asteroids\models\badlands_large.3db
material_library = solar\ast_badlands.mat
explosion_arch = explosion_large_mine
recharge_time = 2
phantom_physics = true
[Asteroid]
nickname = badlands_medium1
DA_archetype = solar\asteroids\models\badlands_medium01.3db
material_library = solar\ast_badlands.mat
explosion_arch = explosion_large_mine
recharge_time = 2
phantom_physics = true
[Asteroid]
nickname = badlands_medium2
DA_archetype = solar\asteroids\models\badlands_medium02.3db
material_library = solar\ast_badlands.mat
explosion_arch = explosion_large_mine
recharge_time = 2
phantom_physics = true
[Asteroid]
nickname = badlands_small1
DA_archetype = solar\asteroids\models\badlands_small.3db
material_library = solar\ast_badlands.mat
explosion_arch = explosion_large_mine
recharge_time = 2
phantom_physics = true
From what file/s should I fix these two unknown objects? Is it from the file li01.ini?
Are these the lines were you referring to? If these are the lines, then I should add ( reputation = ??? ) to the assigned red arrows below.
??? = co_me_grp
BTW, there is no Li07…
Thank you for replying.
[Object]
nickname = Li01_14_shipyard_1
pos = 6003, -210, -53089
rotate = 0, 180, 0
Archetype = shipyard
ids_info = 60232
visit = 0
reputation = co_me_grp
behavior = NOTHING
parent = li01_14
[Object]
nickname = Li01_07_shipyard2
pos = 48190, 103, 5328
rotate = 0, 130, 0
Archetype = shipyard
visit = 0
here
parent = li01_07
[Object]
nickname = Li01_07_shipyard3
pos = 47856, 103, 4950
rotate = 0, 130, 0
Archetype = shipyard
visit = 0
here
parent = li01_07
I am also having another problem when I enter the New York system. I made the whole system as my enemies so I am wanted from the New York system. Then these appear (image below).
As you can see from the image there are two red cursors/arrows indicator from the upper left of the image. If I follow the red indicators, they just move around the corners of my screen and does not show the object’s bracket when targeted.
When you look at the bottom left you can see the name, location and wire-frame of the object. DSE means Deep Space Engineering.
Can someone please tell me where can I delete or fix these two objects. From what file/s should I look into? ty
I’m having problems in my game. The asteroids in Badlands are pass-through. I don’t know anymore to look at from the files cause I search each lines and compare them to the original/backup files and they are all the same.
Can someone please help me to make the asteroids collide again with any ships. TY