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There are currently 56 users playing Freelancer on 44 servers.
June. 4, 2023
The Starport Forum Index > All Posts (JONG)

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Can be destroyed of engine ?
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I'm add a fuse entrys to fuse.ini like :

Code:

[fuse]
name = intermed_fighter_engine01
lifetime = 1
death_fuse = false

[start_effect]
effect = gf_continuous_fire
hardpoint = HpWeapon01
hardpoint = HpTorpedo01
hardpoint = HpShield01
hardpoint = HpThruster01
at_t = 0.000000
attached = true

[start_effect]
effect = gf_rh_continuoussmoke
hardpoint = HpWeapon01
hardpoint = HpTorpedo01
hardpoint = HpShield01
hardpoint = HpThruster01
at_t = 0.000000
attached = true

[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpTorpedo01
fate = debris

[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpEngine01
fate = debris

[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpEngine02
fate = debris


and add it to shiparch.ini.

When I play the games and shot the enemy ships, I doesn't see its' engine destroyed and stop to move.

How to let the ships of engine can be destroyed and stop to move ?

Posted on: 2008/6/13 17:55
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About "formations.ini"
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I was edit all encounters files and change all of formations to my added, but when I remove all of game vanilla entrys, the games was CTD.

I have no idea what's files I have to edit can be solved above CTD for now, may someone can teach me that ?

Posted on: 2008/6/13 2:31
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Re: [Latest] 88 Flak: New RC119 to be Released in the Next Few Days
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So, not today ?

I am wait it's released for loooooooooooong time. :'(

Posted on: 2008/6/10 14:34
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Re: Failed to get start location ?
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Quote:

Ignore it, it's futher proof that this game was rushed.

You get that error in SP & OpenSP, the minute you load a save game FL gives you this error, the only way not to get it is to start a new game and play through the story without being killed or loading a save.


I am play game only in MP, and with my mod.

I was saw this error in many mod, is it an unsolved of error ?

Posted on: 2008/6/10 2:38
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Re: Failed to get start location ?
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Quote:

if u use OpenSP start with M13.ini in MISSIONS/M13

you will see this:

Code:
system = Li01 Â 
Act_ForceLand = Li01_01_Base      
Cnd_BaseEnter = Li01_01_Base


to get base nicks go into UNIVERSE/UNIVERSE.ini


Yes, I was change it to my create of base, and I play my mod in MP.

I don't know how many files I need to edit can solve this error msg. :-[

Thanks for your reply.

Posted on: 2008/6/9 9:47
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Re: 88 Flak
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I am waitting for the RC119. ;D

Posted on: 2008/6/9 5:06
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Re: Failed to get start location ?
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Quote:

Try finding out the start location (is this MP or SP?) and make sure its pointing to a valid base / station / position in space (yes, you can have your players just start in space)


I was try to edit position in my create of base, but still show the error msg.

What Is it I need to change of file ?

Thanks for your reply.

Posted on: 2008/6/9 5:01
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Failed to get start location ?
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May anyone know how to fix it :

WARNING: Failed to get start location.

It's spawn in FLSpew.txt file, and I have no idea to solve it.

Posted on: 2008/6/8 20:40
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Re: About NPC use CM's
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Hi foxUnit01, nice to see you.

Thanks for your suggest, I guess that is only way to make NPC use the mine, even NPC like a fool to drop the CM's. ;D

Posted on: 2008/5/29 9:38
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Re: Delayed weapon firing
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Thanks for you all.

If I only want to add an effects, like cruise engines warm up, is it possible ?

If it's possible, how to do that ?

Posted on: 2008/5/27 19:11
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Delayed weapon firing
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Somebody asked about this on the TLR forums, and I had the same question. Would it be possible to create a weapon that "powers up" before firing, somewhat like how the cruise engines warm up before they activate? I'm thinking along the lines of a BFG or some other similar uber-powerful gun that kills targets in one shot but requires a second or two to charge before it actually launches a projectile. It would add a bit of balance by making the weapon more difficult to use. (as a sort of trade-off)

I imagine that this would be a difficult thing to do, but there could be a trick to it, such as setting the projectile to stand still for a second as if it wasn't there, and then suddenly start accelerating toward the target. Perhaps a fuse could be involved. Does anyone have any other ideas?

Posted on: 2008/5/26 14:33
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About NPC use CM's
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May anyone know how to make NPC use CM's (not change it to mine) ?

No one interested that ?

The 88 flak make NPC use it, but not like CM's, his change CM's to mine.

Posted on: 2008/5/26 14:30
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