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<Capital Ships> nickname to realname

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Post Wed Mar 26, 2003 5:58 pm

<Capital Ships> nickname to realname

Inspired by Marodeur's "how to set up a destructable battleship encounter" topic, I decided to experiment a bit with objects in \DATA\UNIVERSE\SYSTEMS\LI01\li01.ini to see if I could create a flotilla of those bigass dreadnoughts, and lo and behold, I did. But, predictably, I've run into some issues that I can't resolve. Here goes:

[Object
nickname = Da01_03
ids_name = 196768
pos = -33000, 4000, -28000
Archetype = rm_l_dreadnought
reputation = li_n_grp
behavior = WANDER
pilot = pilot_solar_hard
hitpoints = 100, 100
repop_time = 10
difficulty_level = 8
loadout = li_dreadnought_li_01

By simply copy-pasting this section a couple of times and modifying the position of each object, a beauuuuuuuuutiful little fleet of capships spawned in orbit of Manhattan, just asking to be taken out by my poor unemployed Sunslayer.

HOWEVER... things started to go awry here. Because their nicknames were identical, all objects had the same callsign (Missouri). Moreover, the game treated them as ONE item, ie. targeting one meant targeting the whole bunch simultaneously, and shooting at one resulted in ALL ships miraculously taking damage.

Now, obviously, the "nickname" Da01_03 is linked to the "real" name Missouri somewhere (probably in an obscure, tucked away .ini), but I have no friggin' clue where said nickname-realname database is stored, which kinda puts a kink in my plans to orchestrate MASSIVE capship battles.

Does anyone have a conversion list at hand? Would greatly appreciate the help!

Edited by - Nephilim on 26-03-2003 17:58:20

Post Thu Mar 27, 2003 1:12 am

LOL... man... I've got a nasty habit of kicking my own topics

Anyway... I made some progress! Turns out the ids_name parameters were responsible for my fleet of Missouri's. Replacing those with the corresponding DN IDS# in shiparch.ini transformed 'm all into generic Liberty Dreadnoughts.

I'm still not entirely clear on the significance or function of nicknames though. As far as I can tell they have to be unique (ie. no duplicates per .ini) but that about covers what I know... so the only way I could get rid of the attack/targeting issue was by de- and increasing the numerical component of each nick (eg. da01_01 ==>> da01_02 ==>> da01_03), which isn't exactly a "by the book" method if you catch my drift...

Someone enlighten me please, my head hurts

Post Thu Mar 27, 2003 1:31 am

*hands you some asprin* looks good, keep it up

Post Thu Mar 27, 2003 6:06 pm

New developments:

-when you create a new character, you have no reputation with the Liberty Navy yet. Accordingly you'd expect all ships to have a neutral attitude towards you, but this defaults to friendly

-you still have to fly to West Point or Norfolk to get the LN in your repsheet (culprit is the relational zone defined in DATA\UNIVERSE\SYSTEMS\LI01\li01.ini)

-attacking/destroying a DN will not hurt your status with the LN one iota, but it will piss off her captain (get ready to evade a LOT of flak)

-despite the repop_time destroyed DNs only respawn after you dock/land, not right in front of you

-opening fire on one ship doesn't cause the others (same faction, allies?) to turn hostile, no clue why

-ships can only be blown up once, after which they become indestructable. Also, the things will no longer shoot at you, though they retain a hostile attitude indefinitely.

Hmmm... back to the drawing board

Edited by - Nephilim on 27-03-2003 18:08:41

Post Thu Mar 27, 2003 8:38 pm


Now, obviously, the "nickname" Da01_03 is linked to the "real" name Missouri somewhere (probably in an obscure, tucked away .ini), but I have no friggin' clue where said nickname-realname database is stored, which kinda puts a kink in my plans to orchestrate MASSIVE capship battles.


nickname doesn't refer to anything.. (in this case at least). You can name them differently (eg. ship1, ship2, ship3 etc). What refers to something is the Acrhetype key. It refers to the object definition in solararch.ini.

Another thing is that objects in <systemname>.ini are static objects. They are not meant to be destroyed. Last time I put destructable stuff, I got me constant crashes (after destruction of an object).

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