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Question about modifying ships...

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Post Sat Mar 22, 2003 3:23 am

Question about modifying ships...

Ok.. I would like to modify the valkyre so it would be able to hold level 9 and level 10 gun and turret 'hardpoints'... I would also like to make it available on planet manhatan...

How would I accomplish this?

This is what I believe the files would be...
Market_Ships.ini ? Add whatever code the valkyre ship is to whatever the code for planet manhatan is... and? loadouts.ini?

Also, what is the code for the valkyre ship? (refering to the 'nickname' of it.. like co_ge_fighter_loadout01)

Any help would be greatly appreciated . Thanks.

Post Sat Mar 22, 2003 8:00 am

Negative, the Hardpoint capabilities are stored in the shiparch.ini (took the freedom of already modifying the valkyrie section so it will eat c9/c10 equipment, see below)

just browsethe shiparch.ini for the "237051" and replace the section there with THIS one:

[Ship
ids_name = 237051
ids_info = 66598
ids_info1 = 66599
ids_info2 = 66608
ids_info3 = 66600
ship_class = 1
nickname = rh_elite
LODranges = 0, 60, 150, 1000
msg_id_prefix = gcs_refer_shiparch_Rhehf
mission_property = can_use_berths
type = FIGHTER
DA_archetype = ships\rheinland\rh_elite\rh_elite.cmp
material_library = ships\rheinland\rh_playerships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\rheinland\r_elite.ini
pilot_mesh = generic_pilot
nanobot_limit = 38
shield_battery_limit = 38
mass = 150.000000
linear_drag = 1.000000
hold_size = 50
fuse = intermed_damage_smallship01, 0.000000, 1450
fuse = intermed_damage_smallship02, 0.000000, 725
fuse = intermed_damage_smallship03, 0.000000, 483
max_bank_angle = 30
camera_offset = 10, 42
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 17
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 25
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 5800
explosion_arch = explosion_rh_elite
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 = 43000.000000, 43000.000000, 230000.000000
angular_drag = 41000.000000, 41000.000000, 141000.000000
rotation_inertia = 8400.000000, 8400.000000, 8400.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
shield_link = r_elite_shield01, HpMount, HpShield01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05 ;<---- new line
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05 ;<---- new line
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_elite_shield_special_10, HpShield01 ;<---- new line
hp_type = hp_elite_shield_special_9, HpShield01 ;<---- new line
hp_type = hp_elite_shield_special_8, HpShield01
hp_type = hp_elite_shield_special_7, HpShield01
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_turret_special_10, HpTurret01 ;<---- new line
hp_type = hp_turret_special_9, HpTurret01 ;<---- new line
hp_type = hp_turret_special_8, HpTurret01
hp_type = hp_turret_special_7, HpTurret01
hp_type = hp_turret_special_6, HpTurret01
hp_type = hp_turret_special_5, HpTurret01
hp_type = hp_turret_special_4, HpTurret01
hp_type = hp_turret_special_3, HpTurret01
hp_type = hp_turret_special_2, HpTurret01
hp_type = hp_turret_special_1, HpTurret01
hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2

(maybe remove those " ;<---- new line" comments that I added so you see which parts I had to add for making it compatible)

You were right with assuming that ship_market.ini is the place to go formodding ship vendors. Got to "Li01_01_base" (thats the manhattan section)

and change
marketgood = re_package, 22, -1, 0, 0, 1, 1, 1
to
marketgood = re_package, 22, -1, 1, 1, 0, 1, 1

(re_package is the valkyrie) The "22" is the level requirment for the ship if you need to change that. Note that you will have to remove some other ship because a bas can only sell three ships at a time, I recommend removing the meek liberty freighter:

marketgood = lfr_package, 1, -1, 1, 1, 0, 1, 1
willl then be
marketgood = lfr_package, 1, -1, 0, 0, 1, 1, 1

Alright, save the ini, open Freelancer and enjoy. =)

D_R


+++ " Infinity? Nah, been there. " +++ =)

Post Sat Mar 22, 2003 11:42 am

One other thing you might consider is that planet pittsburgh ( second planet you go to in the story line ) only sells the rhino , so you can place two more ships there without removing any other one. This can be done throughout the systems . I put the sabre and titan on Planet Holstein in Frankfurt. I also put the dromedary freighter on new berlin. Nice not having to run all over the place for a ship. I also changed the hull prices for each ship , the sabre hull is over 500,000 on its own. the only thing the price will still reflect the cost of the rest of the equipment sold with the ship package. So placing the sabre hull to 1000 credits the total price came down to around 55000 credits. I then added a class ten shield to be sold with it instead of the class 7 and that raised the price back up to 317,000. So you can do just about anything that you want. Just keep in mind that changes made like cargo space and such things listed on the ship info card does not show up as changed. no one has told me or posted that i've seen on how to get it to change .

Post Sat Mar 22, 2003 2:05 pm

Hey Ronin,

Nice work thanks for that info i was thinking about adding some extras to my newly added ship

Zen,
Even the greatest of whales is helpless in middle of desert.
DuwX.com

Post Sat Mar 22, 2003 8:35 pm

Wow Ronin! Thanks!! Yay! Gonna try that in a minute (after posting this...)

Coxpwr, money isnt a problem Everything is like under 15$ (modified the game for that, also modified every ship to be purchasable at level 1, all equipment to be purchasable at level 1 & 'worst enemy'... )



It was nice to get the sabre at level 2

Does anyone know where to find a reference to all these 'nicknames' ?

Like 'this ship' is 'this code' or 'this weapon' is 'this code' or 'this station' is 'this code', and so on....

Shame there's no search

Post Sun Mar 23, 2003 10:09 am

*g* you're welcome.

As for IDs... virtually all names/descriptions in FL are text/XML strings - they are stored in the nameresources.dll and infocards.dll and are being referenced by these typical IDs:

ids_name = 237051 <--- name string
ids_info = 66598 <--- infocard text

That's also the reason why it doesn hurt to have two objects in the game use the same "ids_name" ID - it's not a unique identifier number, but only the reference to a name sting in nameresources.dll. "237051" simply means the text line "Rheinland Valkyrie Heavy Fighter". Using programs like ResHack or ResourceTuner you can modify those text strings, look around here how to do that.

D_R


+++ " Infinity? Nah, been there. " +++ =)

*eyes his post count*
Yay! Look at me, I'm the eternal board recruit!
Remind me to go smack myself the next time I put an underscore in my name.

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