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Making unpilotable ships pilotable

The general place to discuss MOD''ing Freelancer!

Post Sun May 11, 2003 2:51 pm

Making unpilotable ships pilotable

How can I make ships that are not pilotable in the original game pilotable ? I´ve seen some modders made a large train or other ships, but how can I make any ship from the game pilotable (and also equippable with shields, guns and turrets)? Hope somebody will help...

Post Sun May 11, 2003 7:11 pm

well what kind of ship are u looking to make pilotable, no one can help you until we know exactly ewhat u need help with

Mess With the Best Die lIke the Rest

Ut

Post Sun May 11, 2003 7:55 pm

Making the ship pilotable is relatively easy. Making it pilot well takes a bit of tweaking.

Check out data\ships\shiparch.ini. Any pilotable ship makes a good template to look at. Choose the ship you want to pilot and find it in the ini file. Note the differences under the [ship sections for each ship. You simply have to add the missing data to make it pilotable.

I looked at the Patriot (li_fighter) and the Liberty Dreadnought (li_dreadnought). The Dreadnought is missing the following information (all taken from the Patriot)

max_bank_angle = 35 ;How much the ship tips while turning.
camera_offset = 6, 22 ;How far away the camera is from the centre of the ship (very important). Coordinates are cylindrical (radius, height).
camera_angular_acceleration = 0.050000 ;How quickly the camera turns with the ship.
camera_horizontal_turn_angle = 23 ;How far the camera turns (in degrees).
camera_vertical_turn_up_angle = 5 ;Not sure. Similar to above.
camera_vertical_turn_down_angle = 30 ;Not sure. Similar to above.
camera_turn_look_ahead_slerp_amount = 1.000000 ;Not sure. More camera info.
nanobot_limit = 12 ;How many nanobots the ship can hold.
shield_battery_limit = 12 ;How many shield batteries the ship can hold.
cockpit = cockpits\liberty\l_fighter.ini ;The ship's cockpit file. Unpilotable ships don't have their own.


If you want the ship to be able to use weapons and such, you also have to define the hardpoints. Use the UTF editor to look at what hardpoints the ship has, and then assign values to them.

e.g. These are again for the Patriot.

shield_link = l_fighter_shield01, HpMount, HpShield01
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_fighter_shield_special_3, HpShield01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_torpedo_special_2, HpTorpedo01

Post Mon May 12, 2003 7:08 am

Thanks, but I need a list of all ships in the game. Where can I get that ?

Post Mon May 12, 2003 5:23 pm

data\ships\shiparch.ini has the list of ships in the game, each with a ship header (in square brackets that don't show up in this forum).

Before you ask, the ini file will need to be decompressed using the bini utility. Also, you will need the UTF utility .

I would also recommend reading the full Ship building tutorial and the Hardpoint tutorial .

Please do ask if you have any other questions after reading the other tutorials in the tutorial forum, though the questions should be asked in the general editing forum.

PS: Welcome to Freelancer modding....

AFX

Post Mon May 12, 2003 10:53 pm

I've just searched the tutorials, and not sure if this was answered already or not... if so I didn't understand it.... heheh so please excuse / ignore this if it's an anoying repeat....

From all these tutorials and different posts (Thank you all) I've been goofing around with my version of Freelancer... had some fun being able to fly a Blood Dragon Version of the kusari blood dragon, purchasable at Pitsburg... "King did say to outfit that piece of junk I was flying..... so..."

Question is ... When I wanted to fly the Blood dragon Dragon... I just swapped it for the normal Kusari dragon because I couldn't find a 'hull' set up for it or a package to add to pittsburg... I figure adding a package isn't a problem, but adding a hull has an ID.... Is there an easy way to figure out what number I can drop in for the ID if I want to make a Hull?

Or maybe non of that babbling makes any sense....
I want to be able to have Juni's Fighter sellable at one of the navy battleships along with the liberty heavy fighter....
I know that Juni's fighter is li_elite2 ... but can't find the matching hull so I can make a package to list at the base....

I had been using a Blood dragon dragon... with cl10 shields and a sabre's power plant.... with class 10 weapons... purple running lights and an order engine... looked pretty sweet.... but just reinstalled the game so I can replay it a bit more 'balanced' but still with some extras....
So I figure having Juni's fighter for sale as well as the normal heavy fighter would make sense....

any help or point me towards the right thread?

Post Tue May 13, 2003 4:39 pm

>I want to be able to have Juni's Fighter sellable at one of the navy battleships
>along with the liberty heavy fighter....
>I know that Juni's fighter is li_elite2 ... but can't find the matching hull so I can
>make a package to list at the base....

There isn't a hull defined for the li_elite2 as it wasn't designed to be a buyable ship. You will have to create the hull for it. The downside is there isn't a commodity icon for it so you will have to use one of the other ones.

in goods.ini

[Good
nickname = le2_hull
category = shiphull
ship = li_elite2
price = 104000
ids_name = xxxxx <--- new id needed
item_icon = Equipment\models\commodities\nn_icons\li_elite.3db

[Good
nickname = le2_package
category = ship
hull = le2_hull
addon = ge_le_engine_01, internal, 1
addon = li_elite_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark02_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

then in market_ships.ini edit the appropriate base to make it saleable.

Edited by - Captain Flint on 13-05-2003 18:14:32

Edited by - Captain Flint on 13-05-2003 18:22:48

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