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SHIP PRICE PROBLEM

The general place to discuss MOD''ing Freelancer!

Post Thu May 08, 2003 2:18 am

SHIP PRICE PROBLEM

I made new ship and made it buyable from Pittsburgh. ids name is not shared by any of other ships (but it still does not have info card). The ship I made earlier I cab buy for 3000 but this is not the price I put in goods.ini, anyway the ship I just imported costs much more than that but the price I made for it is 1500. Does anybody know what the problem could be.


o)==[::::::::::::> May strong survive and weak perish <::::::::::::==(o

Post Thu May 08, 2003 2:32 am

What is the package? If you have a 1000 credit hull, but 150000 worth of equipment then it'll be 151000 credits. So take a look.

Post Thu May 08, 2003 3:12 am

Well no wonder I used equipment from sabre.I guess I will have to get cheaper equipment if I am to test the ship.


o)==[::::::::::::> May strong survive and weak perish <::::::::::::==(o

Post Thu May 08, 2003 3:23 am

Yes the problem was with equipment worth. o you know how to change that so that ships price is the price I give it in goods.ini and not the price given + equipment worth.


o)==[::::::::::::> May strong survive and weak perish <::::::::::::==(o

Post Thu May 08, 2003 3:43 am

change the price of the equipment in the package the shield is usally the culprit

Post Thu May 08, 2003 8:30 pm

How do you do that.

o)==[::::::::::::> May strong survive and weak perish <::::::::::::==(o

Post Fri May 09, 2003 3:26 am

um...
misc_good I think is the prices.

Post Fri May 09, 2003 3:39 am

Yes it is thanks.

This will afect orher ships with same equipement too right.

o)==[::::::::::::> May strong survive and weak perish <::::::::::::==(o

Post Fri May 09, 2003 4:33 am

there are two sets of shields one for npc and one for you and freelancers This is where you will notice that the npc shields do not regenerate. If you change the price of the shields for players in this file that shield will be available for sale for all, at the price you set, at the equipment dealer nearest you.


Edited by - BakedPotato on 14-05-2003 01:07:31

Post Mon May 12, 2003 5:47 pm

leonhart
have you tried adding a copy of the sheild generator you want, renaming the nickname and equipment bits to your names, and giving it the price you want to,in the st_equip.ini and st_good.ini.
this way you get the eqipment you want at the price you need and it does not affect any other thing in the game.

this also works for editing the various other ini's ,ie weapons, to be able to give individual prices for any equipment you want (you can actually go as far as to actually add info-cards so as it seems you have totally unique equipment).

the only problem i have is i cant figure out how to add missiles to the load out of a bought ship the same way you can with guns,sheilds and scanners etc..... (just know that is, i will figure it out LOL )

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.

Post Wed May 14, 2003 3:42 pm

free spirit:

> the only problem i have is i cant figure out how to add missiles to the load out
> of a bought ship the same way you can with guns,sheilds and scanners etc.....
> (just know that is, i will figure it out LOL )

Do you mean add them to the initial package for purchase, or do you mean add them by changing the .ini files for a ship you already own?

Post Wed May 14, 2003 9:25 pm

add the line for ammo in the package
do any of the other ships in the file have any ammo included in their package for an example of how to add ammo. I forget

would you believe I mispelled -any- you may have been right UT



Edited by - BakedPotato on 15-05-2003 01:58:55

Post Thu May 15, 2003 9:39 am

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.

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