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**TUTORIAL** Semi-Realistic Prison Ship

The general place to discuss MOD''ing Freelancer!

Post Sun Mar 16, 2003 1:32 pm

**TUTORIAL** Semi-Realistic Prison Ship

Sorry for being so late. This modification is for those who have requested the prison ship/luxury liner. Follow the steps from start to end and it'll give you everything you'll need for an enjoyable prison ship experience. (Something sounds wrong with that line)


Edited by - Wanderer on 16-03-2003 13:35:56

Post Sun Mar 16, 2003 1:34 pm

1: Use the ini extractor downloadable from the lancerreactors website to extract the following files. They are shiparch.ini from the ships folder, engine_equip.ini, goods.ini, market_ships.ini, market_misc.ini, weapon_equip.ini, st_equip.ini, misc_equip.ini, st_good.ini and weapon_good.ini from the equipment folder. Note: this is all found in the data folder.

2: Rename all the extracted files from (original file name).txt.ini to just (original file name).ini

3: Place this line inside the shiparch.ini file:
[Ship
ids_name = 237047
ids_info = 66594
nickname = my_prison_ship
LODranges = 0, 500, 750, 1000, 1500, 2250, 2500, 15000
msg_id_prefix = gcs_refer_shiparch_pliner
mission_property = can_use_berths
type = FREIGHTER
DA_archetype = Ships\utility\prison_liner\prison_liner.cmp
material_library = ships\utility\utility_liner.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
linear_drag = 1.000000
mass = 5000.000000
hold_size = 1000000
hit_pts = 69300
cockpit = cockpits\liberty\my_prison.ini
camera_offset = 50, 350
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
explosion_arch = explosion_rh_battleship
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 20000000.000000, 20000000.000000, 20000000.000000
angular_drag = 132000000.000000, 132000000.000000, 132000000.000000
rotation_inertia = 40000000.000000, 40000000.000000, 40000000.000000
nudge_force = 1.000000
bay_door_anim = Sc_prison_liner
bay_doors_open_snd = hanger_doors_opening
bay_doors_close_snd = hanger_doors_closing
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
fuse = prison_burning_fuse, 0.000000, -1
fuse = prison_m01b_damage_fuse, 0.000000, -1
fuse = fuse_ge_prison_death, 0.000000, 1
hp_type = hp_turret_special_10, HpTurret_Prison_01
hp_type = hp_turret_special_10, HpTurret_Prison_02
hp_type = hp_turret_special_10, HpTurret_Prison_04
hp_type = hp_turret_special_10, HpTurret_Prison_05
hp_type = hp_turret_special_10, HpTurret_Prison_07
hp_type = hp_turret_special_10, HpTurret_Prison_08
hp_type = hp_turret_special_10, HpTurret_Prison_09
hp_type = hp_turret_special_10, HpTurret_Prison_10
shield_link = l_freighter_shield01, HpMount, HpEngine01
hp_type = hp_freighter_shield_special_10, HpEngine01

4: Now open up the goods.ini and place this line:
[Good
nickname = my_prison
category = shiphull
ship = my_prison_ship
price = 15000000
ids_name = 12018
item_icon = Equipment\models\commodities\nn_icons\bw_freighter.3dba

[Good
nickname = my_prison_package
category = ship
hull = my_prison
addon = ge_s_scanner_01
addon = capital_power
addon = ge_s_tractor_01
addon = my_psn_engine_01
addon = sfx_rumble_battleship
addon = li_prison_turret01, HpTurret_Prison_01
addon = li_prison_turret01, HpTurret_Prison_02
addon = li_prison_turret01, HpTurret_Prison_04
addon = li_prison_turret01, HpTurret_Prison_05
addon = li_prison_turret01, HpTurret_Prison_07
addon = li_prison_turret01, HpTurret_Prison_08
addon = li_prison_turret01, HpTurret_Prison_09
addon = li_prison_turret01, HpTurret_Prison_10
addon = SlowLargeWhite, HpRunningLight01
addon = SlowLargeWhite, HpRunningLight02
addon = SlowLargeWhite, HpRunningLight07
addon = SlowLargeWhite, HpRunningLight15
addon = SlowLargeWhite, HpRunningLight09

5: Now place this line in the engine_equip.ini
[Engine
nickname = my_psn_engine_01
ids_name = 263902
ids_info = 264902
volume = 400.000000
mass = 10
max_force = 900000
linear_drag = 10000
reverse_fraction = 0.100000
flame_effect = gf_br_prison_engine01
cruise_charge_time = 5
cruise_power_usage = 20
rumble_sound = rumble_battleship
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 90
outside_sound_cone = 270

6: Now open up the weapon_good.ini and place this line

[Good
nickname = my_prison_turret01
equipment = my_prison_turret01
category = equipment
price = 500000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263385
ids_info = 264385
shop_archetype = equipment\models\turret\prison_turret01.cmp
material_library = equipment\models\ge_turret.mat

7: After that go to the weapon_equip.ini and place this line:
[Munition
nickname = my_prison_turret01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 120.799999
energy_damage = 0
one_shot_sound = fire_capship
munition_hit_effect = li_capgun_01_impact
const_effect = li_capgun_01_proj
lifetime = 1.4
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = my_prison_turret01
ids_name = 263385
ids_info = 264385
DA_archetype = equipment\models\turret\prison_turret01.cmp
material_library = equipment\models\ge_turret.mat
HP_child = HPConnect
hit_pts = 4800
explosion_resistance = 1.000000
debris_type = debris_turret_med
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
power_usage = 0
refire_delay = 0.300000
muzzle_velocity = 1200
toughness = 0.800000
flash_particle_name = li_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = li_prison_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false

[LOD
obj = Root
LODranges = 0, 450

[LOD
obj = barrel
LODranges = 0, 500


8: Now go to the cockpits\liberty\ folder and create a new .ini file or extract and rename an existing one to my_prison.ini and make sure that the insides only have this line:
[Cockpit
mesh = cockpits\liberty\models\li_freighter_cockpit.cmp
int_brightness = 0.500000
head_turn = 30, 10

[CockpitCamera

[TurretCamera
tether = 0.000000, 60, 370
yaw_rotate_speed = 2.000000
pitch_rotate_speed = 1.500000
accel_speed = 5

9: Open up the st_equip.ini and put this line in:
[ShieldGenerator
nickname = shield01_mark10_cap
ids_name = 263818
ids_info = 264818
DA_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat
HP_child = HpConnect
hit_pts = 6752
explosion_resistance = 0.500000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
regeneration_rate = 1500
max_capacity = 30000
toughness = 500
hp_type = hp_capital_shield_special_10
offline_rebuild_time = 30
offline_threshold = 0.150000
constant_power_draw = 0
rebuild_power_draw = 10
shield_type = S_Graviton01
shield_collapse_sound = shield_offline
shield_rebuilt_sound = shield_rebuilt
shield_hit_effects = 0, gf_pi_shield01
shield_hit_effects = 100, gf_pi_shield02
shield_hit_effects = 500, gf_pi_shield03
separation_explosion = sever_debris
LODranges = 0, 20
lootable = true

10: Open up the misc_equip.ini and place this line in
[Power
nickname = capital_power
ids_name = 263704
ids_info = 264704
volume = 0.000000
mass = 10
DA_archetype = equipment\models\hardware\li_fusion_reactor.3db
material_library = equipment\models\hardware.mat
capacity = 25000
charge_rate = 2500
thrust_capacity = 1000
thrust_charge_rate = 100
lootable = false

11: Open up the st_good.ini and place this line in:
[Good
nickname = shield01_mark10_cap
equipment = shield01_mark10_cap
category = equipment
price = 5000000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_shieldgen.3db
combinable = false
ids_name = 263818
ids_info = 264818
shop_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat

12: Now open up the market_misc.ini and place this line under the base description of Li01
MarketGood = shield01_mark10_cap, 0, -1, 10, 10, 0, 1
MarketGood = my_prison_turret01, 0, -1, 10, 10, 0, 1

13: Lastly, go the market_ships.ini and look for the line li01. Replace that entire header and the column directly under it. It should look like this:
[BaseGood
base = Li01_01_base
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood = my_prison_package, 4, -1, 1, 1, 0, 1, 1
marketgood = gf4_package, 13, -1, 0, 0, 1, 1, 1
marketgood = gf5_package, 24, -1, 0, 0, 1, 1, 1
marketgood = gf6_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bwe_package, 20, -1, 0, 0, 1, 1, 1
marketgood = bwe2_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = cof_package, 8, -1, 0, 0, 1, 1, 1
marketgood = coe_package, 28, -1, 0, 0, 1, 1, 1
marketgood = coe2_package, 32, -1, 0, 0, 1, 1, 1
marketgood = lf_package, 1, -1, 0, 0, 1, 1, 1
marketgood = le_package, 2, -1, 0, 0, 1, 1, 1
marketgood = lfr_package, 1, -1, 1, 1, 0, 1, 1
marketgood = bf_package, 6, -1, 0, 0, 1, 1, 1
marketgood = be_package, 8, -1, 0, 0, 1, 1, 1
marketgood = bfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = kf_package, 10, -1, 0, 0, 1, 1, 1
marketgood = ke_package, 13, -1, 0, 0, 1, 1, 1
marketgood = kfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = rf_package, 20, -1, 0, 0, 1, 1, 1
marketgood = re_package, 22, -1, 0, 0, 1, 1, 1
marketgood = rfr_package, 20, -1, 0, 0, 1, 1, 1
marketgood = pf_package, 2, -1, 0, 0, 1, 1, 1
marketgood = pe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = pfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = bhe2_package, 26, -1, 0, 0, 1, 1, 1
marketgood = oe_package, 16, -1, 0, 0, 1, 1, 1

Post Sun Mar 16, 2003 1:35 pm

That should give you the complete settings and setups for a Prison ship. The weapons can be sold but are pre-installed. The shield is separate though. Its still in the development phase and hasn't been fully tested. If you have any suggestions or problems, post them up and I should solve it soon.

Edited by - Wanderer on 17-03-2003 02:18:43

Post Sun Mar 16, 2003 2:40 pm

Want to convert that into a mod script, Wanderer? It should be easy for you to do, because my FL Mod Manager includeds 2 mods, both by you .

Post Mon Mar 17, 2003 12:07 am

I'll need to download your utility first. After that i'll put what i come up with in there.

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