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There are currently 16 users playing Freelancer on 42 servers.
March. 30, 2023
The Starport Forum Index > All Posts (khayman)

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Re: 3D Model Showroom
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Looks good. Looking forward to seein more

Posted on: 2022/5/12 18:02
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Re: No enemies at mission points
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Hi, just thought.. have you edited ny of these?

Code:
2500f content.dll 11C2C4 Vital distance at which NPC mission target ships in randommissions are created
2625f content.dll 0F17D9 Vital distance at which NPC wave ships in randommissions are created
7500f content.dll 11C2B0 Vital distance at which mission target solars in randommissions are created
6000f content.dll 11CBCC Vital distance from 1st mission waypoint that second waypoint (and ships at it) in randommissions are created
3500f content.dll 11C2C8 Vital core retreat distance from randommission waypoint, modified by below offset

Posted on: 2021/3/22 19:07
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Re: Can this be done? Start the story mode with any ship and equipment and money?
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Hello all long time no see.
Found some code from an old mod of mine that might help here

Code:
<data file="data\MISSIONS\M01A\m01a.ini" method="sectionreplace" options="2:9">
<section>
[Trigger]
nickname = mrp_accept 
system = Li01 
</section>
<dest>
Act_SetShipAndLoadout = ge_fighter, msn_playerloadout
</dest>
<source>
Act_SetShipAndLoadout = rh_elite, msn_playerloadout
</source>
</data>
<data file="data\SHIPS\rtc_shiparch.ini" method="sectionreplace" options="2:9">
<section>
[Ship]
nickname = rtcprop_civ_fighter
</section>
<dest>
LODranges = 0, 60, 120, 250, 500, 1000 
DA_archetype = ships\civilian\cv_starflier\cv_starflier.cmp 
material_library = ships\civilian\cv_ships.mat
</dest>
<source>
LODranges = 0, 60, 150, 1000
DA_archetype = ships\rheinland\rh_elite\rh_elite.cmp
material_library = ships\rheinland\rh_playerships.mat
</source>
</data>
<data file="data\MISSIONS\npcships.ini" method="sectionreplace" options="2:9">
<section>
[NPCShipArch]
nickname = fauxplayer
</section>
<dest>
loadout = msn_playerloadout_faux
level = d1
ship_archetype = msn_playership
state_graph = FIGHTER
npc_class = lawful, FIGHTER
</dest>
<source>
loadout = msn_playerloadout_faux
level = d1
ship_archetype = rh_elite
state_graph = FIGHTER
npc_class = lawful, FIGHTER
</source>
</data>
<data file="data\SHIPS\loadouts.ini" method="sectionreplace" options="2:9">
<section>
[Loadout]
nickname = msn_playerloadout
</section>
<dest>
archetype = ge_fighter
equip = ge_gf1_engine_01
equip = shield01_mark01_lf, HpShield01
equip = ge_fighter_power01
equip = ge_s_scanner_01
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = li_gun01_mark01, HpWeapon01
equip = li_gun01_mark01, HpWeapon02
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallOrange, HpRunningLight01
equip = SlowSmallOrange, HpRunningLight02
equip = SlowSmallOrange, HpRunningLight05
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02
cargo = ge_s_battery_01, 3
cargo = ge_s_repair_01, 3
</dest>
<source>
archetype = rh_elite
equip = ge_re_engine_01
equip = npc_shield02_mark06, HpShield01
equip = rh_elite_power01
equip = ge_s_scanner_01
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = armor_scale_1
equip = rh_gun01_mark03, HpWeapon01
equip = rh_gun01_mark02, HpWeapon02
equip = rh_gun01_mark02, HpWeapon03
equip = rh_gun01_mark02, HpWeapon04
equip = rh_gun01_mark01, HpWeapon05
equip = rh_turret01_mark01, HpTurret01
equip = cruise_disruptor01_mark01, HpTorpedo01
cargo = cruise_disruptor01_mark01_ammo, 5
equip = mine01_mark01, HpMine01
cargo = mine01_mark01_ammo, 20
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallYellow, HpRunningLight01
equip = SlowSmallYellow, HpRunningLight02
equip = SlowSmallYellow, HpRunningLight03
equip = SlowSmallYellow, HpRunningLight04
equip = SlowSmallYellow, HpRunningLight05
equip = SlowSmallYellow, HpRunningLight06
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02
</source>
</data>
<data file="data\SHIPS\loadouts.ini" method="sectionreplace" options="2:9">
<section>
[Loadout]
nickname = msn_playerloadout_faux
</section>
<dest>
archetype = ge_fighter
equip = ge_gf1_engine_01
equip = shield01_mark01_lf, HpShield01
equip = ge_fighter_power01
equip = ge_s_scanner_01
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = li_gun01_mark01, HpWeapon01
equip = li_gun01_mark01, HpWeapon02
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallOrange, HpRunningLight01
equip = SlowSmallOrange, HpRunningLight02
equip = SlowSmallOrange, HpRunningLight05
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02
cargo = ge_s_battery_01, 3
cargo = ge_s_repair_01, 3
</dest>
<source>
archetype = rh_elite
equip = ge_re_engine_01
equip = npc_shield02_mark06, HpShield01
equip = rh_elite_power01
equip = ge_s_scanner_01
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = armor_scale_1
equip = rh_gun01_mark03, HpWeapon01
equip = rh_gun01_mark02, HpWeapon02
equip = rh_gun01_mark02, HpWeapon03
equip = rh_gun01_mark02, HpWeapon04
equip = rh_gun01_mark01, HpWeapon05
equip = rh_turret01_mark01, HpTurret01
equip = cruise_disruptor01_mark01, HpTorpedo01
cargo = cruise_disruptor01_mark01_ammo, 5
equip = mine01_mark01, HpMine01
cargo = mine01_mark01_ammo, 20
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallYellow, HpRunningLight01
equip = SlowSmallYellow, HpRunningLight02
equip = SlowSmallYellow, HpRunningLight03
equip = SlowSmallYellow, HpRunningLight04
equip = SlowSmallYellow, HpRunningLight05
equip = SlowSmallYellow, HpRunningLight06
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02
</source>
</data>

Posted on: 2015/12/5 0:02
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Re: Adding Jump Gates/Jump Holes to Single Player missions
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How do you get into the lair core?

[Trigger]
nickname = key_to_core
system = St02c
Cnd_True = no_params
Act_SetInitialPlayerPos = 20, 31, 1286, 0, 0, 1, 0
Act_ActTrig = in_the_core

I think it controls the airlock docking too:

[Trigger]
system = St02
nickname = initiate_airlock_sequence
Cnd_DistVec = inside, Player, -1368, 124, -1249, 500
Act_DockRequest = St02_lair_enter

EDIT ****oh i see now what ya mean.. my bad

Posted on: 2015/3/3 7:14
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Re: Adding Jump Gates/Jump Holes to Single Player missions
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You could take a look at missions that use jump holes/gates to add them. Its usually done when you enter a zone or be in range of an object.

Posted on: 2015/3/2 18:25
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Re: Help for [Mission 03 error] Freelancer Original Story
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Hi selene.
Can you post a copy of your character save file and i will try it out and if its the same for me i will be willing to try and help. it sounds/looks like a condition or trigger has been missed. Have you visited the bar? (just incase the scene starts there).

Posted on: 2014/12/9 18:47
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Re: Freelancer Mod Manager
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i use win7 and i had to install freelancer and mod manager to desktop.. it worked ever since.

Hope it helps

Posted on: 2014/8/16 14:26
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Re: HUD Mods
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Hey, i like and use this "Black and silver" one that Mav made :
Open in new window
You should be able to find it following this topic:
http://the-starport.net/freelancer/fo ... t_id=46949#forumpost46949

Posted on: 2014/2/7 17:59
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Re: Question about TCM starter pack
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To look at whats in the .fl file and edit it, i think i used THIS. Good luck

Posted on: 2014/1/30 18:35
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Re: Question about TCM starter pack
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Hi CK256,
I used the same TCM, if my memory is right i edited the newplayer.fl in the exe file. I could be wrong, i don't have my mod files infront of me.
Hope ya get sorted, Khayman.

Posted on: 2014/1/30 18:12
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Re: starting flhook and c++
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Thanks for the reply,
At present i'd say i was at a novice level and now see how much i have to learn about programming. And also it shows me what you guys have created and all the knowledge thats needed. Maybe i can return to this subject in the future when i have a better understanding of it all.
In the mean time, thanks for listening and showing an interest in helping.

Posted on: 2014/1/30 18:06
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starting flhook and c++
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So, with the seemly lack of resources and confusing posts and links ive decided I will have to bite the bullet and just ask (sorry).
Some of you may know that ive been creating a freelancer mod for a good few years now. All the flhook(s) / plugins are really great and ive been using and test all of the many variants. And I have now reached the stage where I would like to try making plugins for myself. I'm not asking people to make flhook plugins etc for me but I would like to ask for some info and help.
Ive downloaded visual basic 2008 express edition and began following easy tutorials found around the net ( "Hello world" ) etc.
After visiting the forge and downloading different files etc, then reading about all the different versions ive found myself deleting everything I downloaded and now im wanting to start fresh.
Can anyone please give me a brief step by step guide to getting started?

for example:

1.download flhook sdk (version)
2.compile it into vs2008

Any and all help would be great, thanks for reading.

Khayman.

Posted on: 2014/1/24 13:34
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Re: Dev's Limit Breaking 101 Techniques
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Hiya sorry for the late reply i totally forgot about this.. i did look on my old pc and searched through the mods on it but never found it.
Although i'm sure it was a plugin that was meant for something else. (thats why i mentioned scroller.dll).
Sorry i havent been much help, i will keep looking.

Posted on: 2014/1/22 8:59
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Re: Dev's Limit Breaking 101 Techniques
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I'm sure there was/is a plugin for this, damn my memory, maybe its scroll.dll.
An older version of my mod used it (I think), i'll check my old pc over the weekend and let ya know if I find out.

Posted on: 2013/12/19 18:24
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Re: [Freelancer Mod News]Freeworlds: Tides of War: The Update
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Quote:

FriendlyFire wrote:
We've said repeatedly that we'll bundle a server so you can do what's effectively OpenSP with more features.

We can't support SP when half of our additions require a server to even function.


Completely understood, and by the look of things, definitely worth it!.

Posted on: 2013/11/11 23:26
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