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Noob needs help

The general place to discuss MOD''ing Freelancer!

Post Mon Aug 18, 2003 2:40 pm

Noob needs help

Hm im new in modding freelancer and started to play a little with the ship stats (using the swordfish, not the updated*edit* now i use the updated but it doesnt work only my added gunpoints ,but only with Lv10 too) and i wondering why it can only carry Lv10 guns (i want to make 2 Missile banks near the cockpit) ive looked into the shiparch ini and everything is how i did read in the forums,faq's etc.

But why doesn't it works that it carries Lv9- guns?

Need Help

i know my english is bad

Edited by - LordEule on 18-08-2003 18:13:57

Post Mon Aug 18, 2003 7:02 pm

Not sure what you are saying here
Does it mount lvl 10 guns and you are trying to add two extra hardpoints?
To make two hardpoints, you need to edit the right CMP file with UTF editor tool
Once you have successfully added the gunpoints (revolute) with axis, max, min, orientation and position (make sure they are spelt correctly and have values) you will then need to add them to the shiparch.ini file (in your ships part obviously)
See below for an example of putting the two extra hardpoints in for an eagle (example)
This is the original - 6 points - all six to class 9, with only 4 taking class 10
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06

If you have moddified the CMP file for your ship and therefore have HpWeapon07 and HpWeapon08 mounts it should look like below to make them all take them

hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08

If it looks like that in the shiparch.ini for your ship (declared the two extra mounts) AND you have saved it correctly (save as shiparch.ini - not just click on save), AND you have correctly added the weaponmounts to the CMP and saved it as well - then you have done something really wrong (like moddified the wrong file!)
Chips - post what you have for better guidance, and also what your CMP file addition was etc!! - that way i or someone else can lead you through it step by step!!

Post Mon Aug 18, 2003 7:10 pm

[Ship
ids_name = 0
ids_info = 0
ids_info1 = 0
ids_info2 = 0
ids_info3 = 0
ship_class = 0
nickname = swordfish
LODranges = 0, 999999, 999999, 999999
msg_id_prefix = gcs_refer_shiparch_hfighter
mission_property = can_use_berths
type = FIGHTER
DA_archetype = ships\swordfish\spike.cmp
material_library = ships\swordfish\spike.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\civilian\civilian_vheavy.ini
pilot_mesh = generic_pilot
nanobot_limit = 63
shield_battery_limit = 63
mass = 150.000000
hold_size = 70
linear_drag = 1.000000
fuse = intermed_damage_smallship01, 0.000000, 2475
fuse = intermed_damage_smallship02, 0.000000, 1238
fuse = intermed_damage_smallship03, 0.000000, 825
max_bank_angle = 30
camera_offset = 13, 42
camera_angular_acceleration = 0.030000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 9900
explosion_arch = explosion_cv_fighter
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 = 55000.000000, 55000.000000, 48000.000000
angular_drag = 41000.000000, 41000.000000, 35000.000000
rotation_inertia = 8400.000000, 8400.000000, 1000.000000
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 = cv_fighter6_shield01, HpMount, HpShield01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_09, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_08, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_07, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_06, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_05, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_04, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_03, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_02 ,HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_01, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
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, HpEngine01
hp_type = hp_countermeasure_dropper, HpThruster01

this is whats in my Shiparch ini everything works fine but i cannot use weapons with classes 1-9 (yeah i use the swordfish ship)

*edit*
another question how can i change the turbine(engine) like to glow and look like Rheinland's

(sorry for my bad english)

Edited by - LordEule on 18-08-2003 20:12:23

Post Mon Aug 18, 2003 7:26 pm

Well weapon mounts look fine - curious as to why there is a thruster on an engine mount and a countermeasure on a thruster mount - more to come on engine effects as i check it out (never looked at that before!)
Chips
- so none of the mounts can take class 1-9 at all???? and it only had three mounts before you added the extra two then?

Post Mon Aug 18, 2003 7:32 pm

Okay - in your data folder, and equipment folder you should see a file saying engine_equip.ini
This is the rhienland elite entry (Valk)
[Engine
nickname = ge_re_engine_01
ids_name = 263697
ids_info = 264697
volume = 0.000000
mass = 10
max_force = 48000
linear_drag = 599
power_usage = 0
reverse_fraction = 0.200000
flame_effect = gf_rh_smallengine02_fire <---
trail_effect = gf_rh_smallengine02_trail <---
trail_effect_player = gf_rh_smallengine02_playtrail <---
cruise_charge_time = 5
cruise_power_usage = 20
character_start_sound = engine_rh_fighter_start
character_loop_sound = engine_rh_fighter_loop
character_pitch_range = -50, 25
rumble_sound = rumble_h_fighter
rumble_atten_range = -5, 0
rumble_pitch_range = -25, 25
engine_kill_sound = engine_rh_fighter_kill
cruise_start_sound = engine_rh_cruise_start
cruise_loop_sound = engine_rh_cruise_loop
cruise_stop_sound = engine_rh_cruise_stop
cruise_disrupt_sound = cruise_disrupt
cruise_backfire_sound = cruise_backfire
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 60
outside_sound_cone = 180


The three marked lines are the effects that you are looking for.....so you can either substitute these into the file for the engine you have mounted ...or...
even easier - sub the nickname of the engine above into the correct ship part in the goods.ini - see below for example
[Good
nickname = bhe2_package
category = ship
hull = bhe2_hull
addon = ge_bhe2_engine_01, internal, 1 <--- engine type mounted
addon = bh_elite2_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark07_hf, HpShield01, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallBlue, HpRunningLight01, 1
addon = SlowSmallBlue, HpRunningLight02, 1
addon = SlowSmallBlue, HpRunningLight03, 1
addon = SlowSmallBlue, HpRunningLight04, 1
addon = SlowSmallBlue, HpRunningLight05, 1
addon = SlowSmallBlue, HpRunningLight06, 1
addon = SlowSmallBlue, HpRunningLight07, 1
addon = SlowSmallBlue, HpRunningLight08, 1

It would become (missed out the rest of it though)
[Good
nickname = bhe2_package
category = ship
hull = bhe2_hull
addon = ge_re_engine_01, internal, 1
addon = bh_elite2_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
This would give you a rhienland engine on your ship instead (example shown here was the hammerhead)
Chips
*edit* for the second method to work you would need to buy your ship again i THINK - not sure - i aint tested this stuff out- but it should be good...

Edited by - chips on 18-08-2003 20:34:19

Post Mon Aug 18, 2003 8:23 pm

Thx Engine works and looks only weapons leavin'

the changes in the cmp are correct i think (the hardpoint works )

but why only CLASS 10 (me going to run a bit mad)

Post Mon Aug 18, 2003 8:40 pm

You should use updated swordfish, I fixed the weapon problem.

And as for thruster on counter measure droper and droper on thruster is because I made a mistake and confused those 2, but ship works fine so who cares

**EDIT** I am working on another update, this one will have missiles and all original equipment from series, I will also use original red color that was used in series. And if I learn how to do uvw mapping in gmax I will add skin too.

Leonhart
General of a clan
Leader of UltraLeon Works

Edited by - leonhart on 18-08-2003 21:41:45

Post Mon Aug 18, 2003 8:48 pm

its the updated but it doesnt work how it has to do
or do i have to buy the ship again to have it work

besides the ship is really cool

and i would help if i know how to skin in FL. Btw. whats the engine of FL ?(Quake- and GeoMod-Engine)

Post Mon Aug 18, 2003 8:56 pm

yes, you probably do. I just downloaded updated version just to check it, and it works fine. So you probably shuuld rebuy the ship

Leonhart
General of a clan
Leader of UltraLeon Works

Post Mon Aug 18, 2003 9:02 pm

Ok ill try to rebuy it and post if it works or not

Post Tue Aug 19, 2003 12:42 am

It doesn't work f*** can anyone help please

btw. which wepon do you use to imitate the MG's ive modified the Uziel (hope its the same in english ,Lv5 Liberty Rogues Laser)

Post Tue Aug 19, 2003 2:04 am

Thats weird...it worked when I downloaded updated version, did you delete all save games, this could be the problem, did you uninstal old version first. I realy dont know what could be the problem...

As for weapons here are screens

Main Cannon (used custom made effect)

http://www.webspawner.com/users/leonhat ... 200252.jpg

Machine Guns (used ku_capgun_01_proj for const_effect)

http://www.webspawner.com/users/leonhat ... 200913.jpg

Leonhart
General of a clan
Leader of UltraLeon Works

Post Tue Aug 19, 2003 2:11 am

Yeah - delete all old saved games for that file.......be careful as FLMM v1.2 swaps em in and out when you turn mod on/off (save games that is). Then delete your mod and its original zip file of it if you dl'd it. Then re-download it and try it then..........if not - well teh shiparch.ini file for it looks fine....can't see anything wrong with it.
And it can't be a CMP prob as you can mount class 10's on there - which means either a) The boogeyman is fiddlin with you
or b) in need of glasses cos i missed a bum entry!
Dunno which......or is that witch? lol
Chips

Post Tue Aug 19, 2003 3:09 am

Yeah i got it ,i got it

i dont know why i doesn't do anything else than looking into the shiparch ini and wordpad ask me to save i did it and it works

*edit*
how can i edit sounds? want to put the nomad laser sound to the uziel
(hope to find it myself )

Edited by - LordEule on 19-08-2003 04:48:18

Post Tue Aug 19, 2003 3:59 am

Look here only if you dont find it yoursefl

Its

one_shot_sound =
Under munition of your weapon...change it to anything you like, for nomad laser it will be

one_shot_sound = fire_no1

I believe

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