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hardpoints are missing! What did i do wrong?

The general place to discuss MOD''ing Freelancer!

Post Thu May 22, 2003 1:47 am

hardpoints are missing! What did i do wrong?

I really liked the dragon's design in the game, but it was so weak. I made a mod that made the dragon as powerful as the titan, adding turrets and the like. it worked great, but then i started noticing that other npc had the souped up dragon, so I made a new ship. I copied all the ku_elite files and renamed them ku_super and altered the ku_super.cmp file to have the new hardpoints. I added the ship to the market_ships.ini, the goods.ini and shiparch.ini and I can buy it.

But HERE IS MY PROBLEM.
My new ship only has the 6 original weapon hardpoints, even though I added the other ones to shiparch.ini. what the heck is going on??! please will somebody help me!!!

CW

Post Thu May 22, 2003 3:11 am

NPC weapon configurations come canned in an ini file and even if they have extra hardpoints they won't use it.

As to your missing hardpoints, are you absolutely totally completely sure you are buying upgraded version of the ship?

-----------------------------------------------------------
War does not decide who is right, only who is left.

Post Thu May 22, 2003 5:28 am

Well, I know that the npc's equipment is preset, but they still get all the benefits of the stronger hull plating. It was a minor problem, but I still wanted to change it.

I know that I am buying the upgraded ship because it is capable of using class 10 weapons when it could only use class 7 before. And the Adv.Champion shield I had come with it does show up. The new InfoCard i wrote for it shows up, but that doesn't really make a difference. I am pretty sure the cmp file is right because I just copied the edited ku_elite file I had before and renamed it.

OK in goods.ini I wrote

[Good
nickname = ks_hull
category = shiphull
ship = ku_super
price = 63200
ids_name = 12010
item_icon = Equipment\models\commodities\nn_icons\ku_elite.3db

[Good
nickname = ks_package
category = ship
hull = ks_hull
addon = ge_ke_engine_01, internal, 1
addon = ku_elite_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark10_hf, HpShield01, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallGreen, HpRunningLight01, 1
addon = SlowSmallGreen, HpRunningLight02, 1
addon = SlowSmallGreen, HpRunningLight03, 1
addon = SlowSmallGreen, HpRunningLight04, 1
addon = SlowSmallGreen, HpRunningLight05, 1
addon = SlowSmallGreen, HpRunningLight06, 1
addon = SlowSmallGreen, HpRunningLight07, 1
addon = SlowSmallGreen, HpRunningLight08, 1
addon = SlowSmallGreen, HpRunningLight09, 1
addon = SlowSmallGreen, HpRunningLight10, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1

And in shiparch.ini I wrote

[Ship
ids_name = 261795
ids_info = 66616
ids_info1 = 66617
ids_info2 = 66618
ids_info3 = 66619
ship_class = 1
nickname = ku_super
msg_id_prefix = gcs_refer_shiparch_Kushf
mission_property = can_use_berths
LODranges = 0, 40, 80, 180, 1000
type = FIGHTER
DA_archetype = ships\kusari\ku_super\ku_super.cmp
material_library = ships\kusari\ku_playerships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\kusari\k_elite.ini
pilot_mesh = generic_pilot
nanobot_limit = 80
shield_battery_limit = 80
mass = 150.000000
linear_drag = 1.000000
hold_size = 120
fuse = intermed_damage_smallship01, 0.000000, 900
fuse = intermed_damage_smallship02, 0.000000, 450
fuse = intermed_damage_smallship03, 0.000000, 300
max_bank_angle = 30
camera_offset = 6.500000, 29
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 17
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 25
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 15000
explosion_arch = explosion_ku_elite
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 43000.000000, 43000.000000, 230000.000000
angular_drag = 41000.000000, 41000.000000, 141000.000000
rotation_inertia = 8400.000000, 8400.000000, 8400.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2
shield_link = k_elite_shield01, HpMount, HpShield01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpTail01, HpTail02
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpTail01, HpTail02
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpTail01, HpTail02
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpTail01, HpTail02
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpTail01, HpTail02
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpTail01, HpTail02
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpTail01, HpTail02
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpTail01, HpTail02
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpTail01, HpTail02
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpTail01, HpTail02
hp_type = hp_turret_special_9, HpTurret01, HpTurret02
hp_type = hp_turret_special_8, HpTurret01, HpTurret02
hp_type = hp_turret_special_7, HpTurret01, HpTurret02
hp_type = hp_turret_special_6, HpTurret01, HpTurret02
hp_type = hp_turret_special_5, HpTurret01, HpTurret02
hp_type = hp_turret_special_4, HpTurret01, HpTurret02
hp_type = hp_turret_special_3, HpTurret01, HpTurret02
hp_type = hp_turret_special_2, HpTurret01, HpTurret02
hp_type = hp_turret_special_1, HpTurret01, HpTurret02
hp_type = hp_elite_shield_special_10, HpShield01
hp_type = hp_elite_shield_special_9, HpShield01
hp_type = hp_elite_shield_special_8, HpShield01
hp_type = hp_elite_shield_special_7, HpShield01
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_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_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01

[CollisionGroup
obj = starboard_wing_lod1
separable = parent_impulse = 160.000000
child_impulse = 60.000000
debris_type = debris_small_ship
dmg_hp = DpStarboard_Wing
dmg_obj = ku_super_dmg_starboard_wing_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Starboard_Wing
hit_pts = 300
root_health_proxy = true

[CollisionGroup
obj = port_wing_lod1
separable = parent_impulse = 160.000000
child_impulse = 60.000000
debris_type = debris_small_ship
dmg_hp = DpPort_Wing
dmg_obj = ku_super_dmg_port_wing_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Port_Wing
hit_pts = 300
root_health_proxy = true

[CollisionGroup
obj = tail_lod1
separable = parent_impulse = 160.000000
child_impulse = 60.000000
debris_type = debris_small_ship
dmg_hp = DpTail
dmg_obj = ku_super_dmg_port_tail_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Tail
hit_pts = 1140
root_health_proxy = true

[CollisionGroup
obj = starboard_spike_lod1
separable = parent_impulse = 120.000000
child_impulse = 60.000000
debris_type = debris_small_ship
dmg_hp = DpStarboard _arm rotator
dmg_obj = ku_super_dmg_starboard_arm_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Starboard_Arm
hit_pts = 600
root_health_proxy = true

[CollisionGroup
obj = port_spike_lod1
separable = parent_impulse = 120.000000
child_impulse = 60.000000
debris_type = debris_small_ship
dmg_hp = DpPort _arm rotator
dmg_obj = ku_super_dmg_port_arm_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Port_Arm
hit_pts = 600
root_health_proxy = true

[Simple
nickname = ku_super_dmg_starboard_wing_cap
DA_archetype = Ships\kusari\ku_super\ku_super_dmg_starboard_wing.3db
material_library = ships\kusari\ku_playerships.mat
mass = 5.000000
LODranges = 0, 100, 1000

[Simple
nickname = ku_super_dmg_port_wing_cap
DA_archetype = Ships\kusari\ku_super\ku_super_dmg_port_wing.3db
material_library = ships\kusari\ku_playerships.mat
mass = 5.000000
LODranges = 0, 100, 1000

[Simple
nickname = ku_super_dmg_port_tail_cap
DA_archetype = Ships\kusari\ku_super\ku_super_dmg_tail.3db
material_library = ships\kusari\ku_playerships.mat
mass = 5.000000
LODranges = 0, 100, 1000

[Simple
nickname = ku_super_dmg_starboard_arm_cap
DA_archetype = Ships\kusari\ku_super\ku_super_dmg_starboard_arm_rotator.3db
material_library = ships\kusari\ku_playerships.mat
mass = 5.000000
LODranges = 0, 100, 1000

[Simple
nickname = ku_super_dmg_port_arm_cap
DA_archetype = Ships\kusari\ku_super\ku_super_dmg_port_arm_rotator.3db
material_library = ships\kusari\ku_playerships.mat
mass = 5.000000
LODranges = 0, 100, 1000

And to finish it all off, I added this line to ku02_02_base in the market_ships.ini file

marketgood = ks_package, 0, -1, 1, 1, 0, 1, 1

and this to all the others

marketgood = ks_package, 13, -1, 0, 0, 0, 1, 1

HOPEFULLY someone can pick out my mistake or tell me what i missed

Post Thu May 22, 2003 5:42 am

As you might see, I have forgotten to edit the engine_equip.ini file and make a new engine for it, but i can do that later. Their are also some balance issues, because it is a little TOO powerful, but i can change that once I fix these darn hard points. The id_name and id_infos numbers are strange because they are the ones I added, so that the ship has its own infocard.

There... I have laid all my work down for all to see, could someone who REALLY knows editing help me? can you help me CW?

CW

Post Thu May 22, 2003 6:56 pm


hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpTail01, HpTail02


Didn't have the time to go through every line, but try sticking to the original naming pattern and see what happens, change your cmp file too.

-----------------------------------------------------------
War does not decide who is right, only who is left.

Post Sat May 24, 2003 3:34 am

Well, I tried renaming HpTail01 and 02 to HpWeapon07 and 08, but still no luck.
Does the cmp file specify which 3db files it is refering to? When I changed the name to ku_super.cmp from ku_elite.cmp did that screw everything up? Anymore suggestions? I am desperate here!

No TV and no beer make homer go crazy

Post Sun May 25, 2003 1:41 am

Can somebody suggest a better way to make an edited dragon a seperate ship?

No TV and no beer make homer go crazy

Post Wed Jun 04, 2003 9:28 pm

OK I have found the problem. It wasn't in the ini's or dll's, but in the cmp file.
Does anyone know how to distinguish the parts? If I change the name o fthe part in the .cmp file, it dissapears when you buy the ship!!! Is there anyway to import the ship into a 3D editor, so I can rename them there?

No TV and no beer make homer go crazy

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