i mean when selling a custom ship giving it a specific loadout.
i.e. in the goods.ini
[Good
nickname = yt1300_package
category = ship
hull = mf_hull
addon = mf_oe_engine_01, internal, 1
addon = co_elite2_power01, internal, 1
addon = missile02_mark02, HpWeapon01, 1
addon = missile02_mark02_ammo, internal, 20 >> this line is the problem
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = ge_s_thruster_04, HpThruster01, 1
addon = order_shield, HpShield01, 1
addon = LargeWhiteSpecial, HpHeadlight01, 1
addon = LargeWhiteSpecial, HpHeadlight02, 1
addon = SlowSmallYellow, HpRunningLight01, 1
addon = SlowSmallYellow, HpRunningLight02, 1
addon = SlowSmallYellow, HpRunningLight03, 1
addon = SlowSmallYellow, HpRunningLight04, 1
addon = SlowSmallYellow, HpRunningLight05, 1
addon = SlowSmallYellow, HpRunningLight06, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = contrail01, HpContrail03, 1
addon = contrail01, HpContrail04, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1
i want a missile launcher in a specific position and i thought i could add it to the loadout you buy the ship with. this code gives you the missile launcher in the position i need it (and it indeed gives you 20 missiles). you can add any weapon in this way without a problem, but (and this is a BIG BUT) you cannot add any ammo the ship you are selling might be carrying (i.e. if the ship you have has 20 javelin missiles and the ship you are buying has already a pre-defined load of say 15 javelin missiles) this WILL crash the game(and it is a hard reset not a drop to the desktop kind). this DOES not happen with weapons it just switches out what ever you had and puts in what you tell it (even if the weapon/launcher was already on your original ship).
the other problem i have with this is that you can see your missiles in the missile/ammo screen (and even sell them) but when you take off, they do not register as being associated with the launcher. if you check cargo/ship info missile/ammo bit in space it clearly shows they are there. just in the main window with your weapons in the bottom righthand corner it shows your missiles as 0 (this also happens if you use this method with counter measures or mines).
now a work-around for the second problem bit (i.e. the no-show of missiles in space) is to transfer all the missiles/ammo back to the ship dealer and transfer them back (at the same price) before you purchase the ship. this seems to trigger a variable/toggle in the game that associates the missiles/ammo properly with the launcher and when you launch into space the missiles/ammo are available to fire.
the conclusion i draw from this is :-
1) this line is wrong :- addon = missile02_mark02_ammo, internal, 20 (by the way the word internal may not be right, it puts them in if i put the word cargo here. in fact it puts them in if you use the word bobobobochocolatemilk (i was losing the plot with his by now
))
2) this is not possible this way.
if any one has any suggestions or ideas on this i would be happy to try them
American Scientists spent millions developing the perfect writing utensil; It writes in Zero-gravity, upside down, under water, in space... The Russians used a Pencil.