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How to have ships for sale with specific loadout >>&g

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Post Thu Apr 03, 2003 3:15 pm

How to have ships for sale with specific loadout >>&g

I'm attempting to build a combat system for team play and I want to have different ships available for sale but with weapons already mounted with purchase. For example, if you want to upgrade your ship after so many kills, you can but only with a preconfigured loadout package. This way teamplay doesn't become too unbalanced. Does anyone know an easy way to accomplish this?

Edited by - cappo on 03-04-2003 19:51:18

Post Thu Apr 03, 2003 6:48 pm

I figured out how to do it, you can addon the guns you want to come with the ship in the Goods.ini but it also adds the cost of the equiptment on to the ship price. and when adding things like ammo (mines, ect.) you have to specify it as cargo.

[Good
nickname = le2_package
category = ship
hull = le2_hull
addon = ge_le_engine_01, internal, 1
addon = or_elite_power01, internal, 1 <<< edited power ratio
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = li_gun01_mark03, HpWeapon01, 1
addon = li_gun01_mark03, HpWeapon02, 1
addon = li_gun02_mark03, HpWeapon03, 1
addon = li_gun02_mark03, HpWeapon04, 1
addon = li_gun02_mark01, HpWeapon05, 1
addon = li_turret01_mark01, HpTurret01, 1
addon = mine01_mark02, HpMine01, 1
addon = mine01_mark02_ammo, cargo, 20 <<< added item as cargo
addon = ge_s_cm_01, HpCM01, 1
addon = ge_s_cm_01_ammo, cargo, 20 <<< same here
addon = shield01_mark03_hf, HpShield01, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallBlue, HpRunningLight01, 1
addon = SlowSmallBlue, HpRunningLight02, 1
addon = SlowSmallBlue, HpRunningLight03, 1
addon = SlowSmallBlue, HpRunningLight04, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1

Post Wed May 21, 2003 11:11 am

was doing a search for something else and came across this post. it is a question that has been bugging me.

this line althought it will add stuff to your cargo does not make them "firable"

addon = mine01_mark02_ammo, cargo, 20 <<< added item as cargo

it fails to "link" them with the correct launcher

anyone else trying this and do they have a solution that works?

Post Wed May 21, 2003 11:26 am

the ai does not recognize the added cargo just sell it back to the equipment dealer and then buy it back again.

Post Thu May 22, 2003 2:43 am

If i remember correctly, preloaded ammo is fixed in the weapon equip ini where it tells you how much ammo it starts with. Usually its 10.

Post Thu May 22, 2003 1:28 pm

BakedPotato
i understand that work around, i did a big write up about it in another thread. i found this one and bumped it cause it was specifically dealing with the problem i had and wanted to see if anyone had new info/other way to do it. (and maybe the actual author of the thread would post his findings in it)

Wanderer
what you said is correct IF you are buying the weapon BUT this was about preloaded configurations, when it dosent get its initial preloaded configuration when done this way.

as BakedPotato reminded me the work around works which is fine IF you know about the problem but to release a mod into the wild the only way to make sure it dosent happen is Not give the preloaded ammo and force people to buy it (abeit at a ridiculously low price). which was not my general plan. :-)

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