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There are currently 112 users playing Freelancer on
79 servers. | May. 20, 2013 |
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All Posts (DwnUndr)
Re: Change factions voice, how to? |
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FACTION_PROP.INI
[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_d11-19 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 <--------------- that handles the pilots in space. The bartender would be in mbases: [GF_NPC] nickname = li0101_fix_bartender body = li_bartender_body head = rh_bartender_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 244609 affiliation = li_p_grp voice = rvp101 <--------------------- (the other dealers have declared voices, but they were never completed, so ignore) and the docking voice would be at each base: [Object] nickname = Dock_Ring_Li01_01 ids_name = 261168 pos = -33267, 0, -28810 Archetype = dock_ring ids_info = 66141 dock_with = Li01_01_Base voice = atc_leg_f01a <--------------------- space_costume = , robot_body_A reputation = li_p_grp behavior = NOTHING difficulty_level = 1 loadout = docking_ring_li_01 pilot = pilot_solar_easiest
Posted on: 2012/10/8 17:48
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Re: Players Crashing Out |
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When you added the new system did you update
shortest_illegal_path.ini shortest_legal_path.ini systems_shortest_path.ini
Posted on: 2012/10/5 0:39
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Re: Engine Trails |
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Cutscenes require thn editing.
Posted on: 2012/10/3 1:40
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Re: FLListserver downtime |
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Thanks for keeping it running
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Posted on: 2012/9/29 18:06
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Re: Changing the menu key |
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Probably, but if you have many keys not working, Goodwill usually has used keyboards for $2.99
Posted on: 2012/9/6 1:32
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Re: Trouble with open(close)_sound |
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The door open sound while undocking from a base would be in the thn file (since you are still in animation). You would have to add it and provide the trigger.
There would be a secondary problem of 'ducking' involving the normal launch voice, but both could still be audible.
Posted on: 2012/8/14 4:52
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Re: Capships hanging up on undocking |
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On mine, Capship undocking is random. Undock 6 times and 3 will be from berths and 3 from the med_moors
Posted on: 2012/8/8 2:50
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Re: Capships hanging up on undocking |
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Oh, forgot you run a mod that players can join without the mod.
Here is the declaration: [Solar] nickname = co_base_ice_large02 ids_name = 1 ids_info = 1 type = STATION DA_archetype = solar\dockable\co_base_ice_large02.cmp material_library = solar\Solar_mat_co_base.mat LODranges = 0, 20000 mass = 10000.000000 open_sound = depot_open_sound close_sound = depot_close_sound docking_sphere = berth, HpDockMountA, 2.500000, Sc_open dock1 docking_sphere = berth, HpDockMountB, 2.500000, Sc_open dock2 docking_sphere = berth, HpDockMountC, 2.500000, Sc_open dock3 docking_sphere = moor_medium, HpDockMountD, 5.000000 docking_sphere = moor_large, HpDockMountE, 10.000000 docking_camera = 0 solar_radius = 500 shape_name = NNM_SM_DEPOT hit_pts = 999999961690316250000000000000000000.000000 Your capships will undock from D and E (but this depends on what you have changed from vanilla). My mod is highly tweaked, I allow capship docking on bases and made special docking arrangements for them that may not work on your vanilla setup. Best thing I can say is experiment and keep a vanilla backup if you need to revert. As you noted, capships, no matter how they dock, can indeed UNDOCK from the berths (unless you have gone to extraordinary length to lock them into moors). This is why you are getting hung up, probably on the door or the controller window. I use fast docking and extended ranges and special docking methods, see what works best for you. The dock points you referenced are correct, I had them reversed them in my first response. Fixing that now...
Posted on: 2012/8/8 1:00
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Re: Capships hanging up on undocking |
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When a ship docks it approaches HpPointA02 first, then enters animation to HpPointA01 then to HpMountA and docks.
HpMountB is for a second dock area, not related to the A mount. To help a large ship undock simply extend all 3 of these points for each dock. HpMountA move this to 200 outside the base HpPointA01 move this to 300 outside the base HpPointA02 move this to 400 outside the base repeat for B and any others and test to see if this is far enough
Posted on: 2012/8/7 17:17
Edited by DwnUndr on 2012/8/8 1:03:17
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Re: Error flserver.exe |
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Run datastorm, the errorlog will show you what half of those errors are.
Posted on: 2012/8/2 16:47
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Re: Going offline |
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Thanks for all the tools you built and let us use
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Posted on: 2012/7/9 0:02
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Re: Shields won't drop properly? |
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One possibility is if you set your npcs to use bots and batts. They can use them very efficiently. If you have given them, say, 5 batts, their shields could easy stay up for 5-15 seconds. Scan them to see how they use them.
Posted on: 2012/4/19 1:37
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Re: Strange bug: ERROR: UHH index not 0 |
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Don't forget pathing.
Posted on: 2012/4/10 2:03
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Re: Invisible Gun Fire from Mission Solars |
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Wow, you constantly amaze us adoxa
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Posted on: 2012/4/2 5:09
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Re: Invisible Gun Fire from Mission Solars |
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I believe he is referring to these errors:
ERROR: ArchDB::Get(2837983242) failed = Large Space Station (rm_space_freeport01) 0xA928300A ERROR: ArchDB::Get(309809721 failed = Defense Network (wplatform) 0xB8A93642ERROR: ArchDB::Get(2547721671) failed = Observation Post (rm_space_police01) 0x97DB25C7 ERROR: ArchDB::Get(2686061189) failed = Outpost (rm_space_mining01) 0xA01A0A85 ERROR: ArchDB::Get(3064446595) failed = Defense Network (small_wplatform) 0xB6A7BE83 There are more, every solar that can be spawned in a random mission. These show RED in the console and show in the error log even though they are not errors. The objects spawn in space and work as they should. I believe the only reason they show is because they are 'virtual' and don't exist in the system ini file.
Posted on: 2012/4/1 20:13
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failed = Defense Network (wplatform) 0xB8A93642