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A bunch of questions

The general place to discuss MOD''ing Freelancer!

nAv

Post Fri Jul 18, 2003 3:35 pm

A bunch of questions

I have just imported a new ship model in the game, and a few problems have risen that I need to take care of.

1. I can see my ship in space, I can see it when it exits/enters the dock, I can see it in the little buying screen but I can't see it on planets (cutscenes and background). I'm pretty sure this has to do with the LOD ranges, but I dunno how that works.

2. After the shields go down lasers go right through my ship. I'm basically invulnerable except to missiles.

3. Can I have multiple shields/thrusters/mines/countermeasures? I added the hardpoints for them, specified them in the shiparch.ini. The hardpoints show up in game but I can't buy more than 1 of each.

4. How do you set the turn range and orientation of guns on your ship? Right now guns act like turrets.

5. I made my ship in shiparch.ini. Catscratcher told me if you add a new shiparch.ini type file the ships don't work properly. Maybe there's a way around this.

This is what i have in my shiparch.ini:
[Ship
ids_name = 237033
ids_info = 66567
ids_info1 = 66568
ids_info2 = 66608
ids_info3 = 66569
ship_class = 1
nickname = fs_wasp
msg_id_prefix = gcs_refer_shiparch_Libhf
mission_property = can_use_berths
LODranges = 1000000
type = FIGHTER
;DA_archetype = ships\liberty\li_fighter\li_fighter.cmp
;material_library = ships\liberty\li_playerships.mat
DA_archetype = ships\firestorm\fs_wasp.cmp
material_library = ships\firestorm\fs_wasp.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\l_elite.ini
pilot_mesh = generic_pilot
nanobot_limit = 14
shield_battery_limit = 14
mass = 150.000000
hold_size = 120
linear_drag = 1.000000
fuse = intermed_damage_smallship01, 0.000000, 400
fuse = intermed_damage_smallship02, 0.000000, 200
fuse = intermed_damage_smallship03, 0.000000, 133
max_bank_angle = 30
camera_offset = 8, 34
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 = 1600
explosion_arch = explosion_li_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 = 50000.000000, 50000.000000, 230000.000000
angular_drag = 40000.000000, 40000.000000, 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 = l_elite_shield01, HpMount, HpShield01
shield_link = l_elite_shield01, HpMount, HpShield02
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
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_elite_shield_special_4, HpShield02
hp_type = hp_elite_shield_special_3, HpShield02
hp_type = hp_elite_shield_special_2, HpShield02
hp_type = hp_elite_shield_special_1, HpShield02
hp_type = hp_thruster, HpThruster01
hp_type = hp_thruster, HpThruster02
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_turret_special_4, HpTurret01
hp_type = hp_turret_special_3, HpTurret01
hp_type = hp_turret_special_2, HpTurret01
hp_type = hp_turret_special_1, HpTurret01
hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01

Post Fri Jul 18, 2003 5:19 pm

1. Your current LOD line reads 'LODranges = 1000000' i'd change this to 'LODranges = 0, 1000' or 'LODranges = 0, 9999'.

2. You need to steal a .sur file from another ship. This file deals with damage from energy weapons. Remember to steal on that is a similar shape to your ship. You must put the .sur file in the same directory as your .cmp and it must have the same name as the .cmp. In this case it should be called 'fs_wasp.sur'.

3. Search around for this, i've seen posts about multiple shields before but i've never tried it. Multiple thrusters is definitely possible, try adding the thrusters to your ship in the goods.ini file as addons in stead of buying them.

4. The direction and min/max revolution of yout guns are defined in the .cmp under the Harpoints -> Revolute -> HpWeapon/Turret0X nodes. There is a tutorial called 'Hardpoints V2' or something that fully explains it.

5. Not really sure what you mean here. I see you have simply swapped your ships structure and texture for that of the defender. It would have worked just as well if you had copied the entry for the defender and pasted it to the end of shiparch.ini. Then you could have wiped the old archetype/library entries and entered in your own ones.

Personally i prefer to design/test ships as FLMM mods. Even if you never intend to release the ship it makes things alot easier. Instead of editing shiparch.ini, goods.ini and market_ships.ini you are just editing the one script. Install your ship, test it then uninstall. Make your modifications, reinstall and test again. It also means you can easily remove any modifications you have made when you go to play multiplayer.

Finally i seriously recommend you read through the Tutorials forum. There are many excellent tutorials which often contain valuable information you wouldnt have guessed from the title. It probably wouldnt take more than hour or two to read the whole lot and that is time you will easily save waiting for replies. Even if you dont feel up to this a quick search in Tutorials can answer most questions.

Good luck with your ship.

Post Fri Jul 18, 2003 6:11 pm

Try changing:

hp_type = hp_thruster, HpThruster01
hp_type = hp_thruster, HpThruster02

to:

hp_type = hp_thruster, HpThruster01, HpThruster02

Then it will work

Post Sat Jul 19, 2003 4:31 am

For more than 1 shield on a ship you need to place a line like this. For example this line is for a freighter with 4 shields:
shield_link = l_freighter_shield01, HpMount, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_10, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_9, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_8, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_7, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_6, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_5, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_4, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_3, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_2, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_1, HpShield01, HpShield02, HpShield03, HpShield04

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