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Flying the prison liner
The general place to discuss MOD''ing Freelancer!
23 posts
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I've managed to edit the Liberty Dreadnought mod to look like a prison liner, but the ship has no hardpoints for weapons. Is there a quick and easy way to get the weapons from the Dreadnought mod to the prison liner?
Wouldn't it have been easier to start off with this?
[Ship
ids_name = 237047
ids_info = 66594
nickname = my_ge_prison
ship_class = 0
LODranges = 0, 500, 750, 1000, 1500, 2250, 2500, 15000
msg_id_prefix = gcs_refer_shiparch_pliner
mission_property = can_use_berths
type = FREIGHTER
DA_archetype = Ships\utility\prison_liner\prison_liner.cmp
material_library = ships\utility\utility_liner.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
linear_drag = 1.000000
mass = 5000.000000
hold_size = 1000000
hit_pts = 69300
explosion_arch = explosion_rh_battleship
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 = 20000000.000000, 20000000.000000, 20000000.000000
angular_drag = 132000000.000000, 132000000.000000, 132000000.000000
rotation_inertia = 40000000.000000, 40000000.000000, 40000000.000000
nudge_force = 1.000000
bay_door_anim = Sc_prison_liner
bay_doors_open_snd = hanger_doors_opening
bay_doors_close_snd = hanger_doors_closing
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
fuse = prison_burning_fuse, 0.000000, -1
fuse = prison_m01b_damage_fuse, 0.000000, -1
fuse = fuse_ge_prison_death, 0.000000, 1
max_bank_angle = 15
camera_offset = 10, 47
camera_angular_acceleration = 0.035000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 20
camera_turn_look_ahead_slerp_amount = 1.000000
strafe_force = 20000
strafe_power_usage = 2
hp_type = hp_turret_special_7, HpTurret_Prison_02
hp_type = hp_turret_special_7, HpTurret_Prison_03
hp_type = hp_turret_special_7, HpTurret_Prison_04
hp_type = hp_turret_special_7, HpTurret_Prison_07
hp_type = hp_turret_special_7, HpTurret_Prison_08
[CollisionGroup
obj = prison_frnt_lod1
separable = parent_impulse = 60.000000
child_impulse = 2000.000000
debris_type = cap_ship_piece2
mass = 50.000000
fuse = fuse_ge_prison_death, 0.000000, 1
group_dmg_hp = DpFrnt
group_dmg_obj = ge_prison_frnt_dmg_cap
hit_pts = 69300
root_health_proxy = true
[CollisionGroup
obj = prison_mid_lod1
separable = parent_impulse = 60.000000
child_impulse = 2000.000000
debris_type = debris_vanish
mass = 50.000000
fuse = fuse_ge_prison_death, 0.000000, 1
dmg_hp = DpMid
dmg_obj = ge_prison_mid_dmg_cap
hit_pts = 69300
root_health_proxy = true
[CollisionGroup
obj = prison_rear_lod1
separable = parent_impulse = 60.000000
child_impulse = 2000.000000
debris_type = debris_vanish
mass = 50.000000
fuse = fuse_ge_prison_death, 0.000000, 1
dmg_hp = DpRear
dmg_obj = ge_prison_rear_dmg_cap
hit_pts = 69300
root_health_proxy = true
[CollisionGroup
obj = prison_reactor_lod1
separable = parent_impulse = 60.000000
child_impulse = 2000.000000
debris_type = cap_ship_piece2
mass = 50.000000
fuse = fuse_ge_prison_death, 0.000000, 1
group_dmg_hp = DpReactor
group_dmg_obj = ge_prison_reactor_dmg_cap
hit_pts = 69300
root_health_proxy = true
[Simple
nickname = ge_prison_frnt_dmg_cap
DA_archetype = Ships\utility\prison_liner\prison_dmg_frnt.3db
material_library = ships\utility\utility_liner.mat
mass = 1000.000000
LODranges = 0, 20000
[Simple
nickname = ge_prison_mid_dmg_cap
DA_archetype = Ships\utility\prison_liner\prison_dmg_mid.3db
material_library = ships\utility\utility_liner.mat
mass = 1000.000000
LODranges = 0, 20000
[Simple
nickname = ge_prison_reactor_dmg_cap
DA_archetype = Ships\utility\prison_liner\prison_dmg_reactor.3db
material_library = ships\utility\utility_liner.mat
mass = 1000.000000
LODranges = 0, 20000
[Simple
nickname = ge_prison_rear_dmg_cap
DA_archetype = Ships\utility\prison_liner\prison_dmg_rear.3db
material_library = ships\utility\utility_liner.mat
mass = 1000.000000
LODranges = 0, 20000
Save it off, then open your goods.ini
[Good
nickname = prison_hull
category = shiphull
ship = my_ge_prison
price = 1
ids_name = 237047
item_icon = ships\raven\raven_icon.3db
[Good
nickname =my_Prison_Ship_package
category = hull
hull = prison_hull
addon = ge_psn_engine_01, internal, 1
addon= infinite_power, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = ge_s_scanner_02, internal, 1
addon = li_prison_turret01, HpTurret_Prison_02
addon = li_prison_turret01, HpTurret_Prison_03
addon = li_prison_turret01, HpTurret_Prison_04
addon = li_prison_turret01, HpTurret_Prison_07
addon = li_prison_turret01, HpTurret_Prison_08
addon = SlowLargeWhite, HpRunningLight01, 1
addon = SlowLargeWhite, HpRunningLight02, 1
addon = SlowLargeWhite, HpRunningLight07, 1
addon = SlowLargeWhite, HpRunningLight15, 1
addon = SlowLargeWhite, HpRunningLight09, 1
Save the goods.ini off, open up the market ships.ini and add a line to your base of choice (or replace a line at your base of choice) so that it is sold there
marketgood = my_prison_ship_package, 1, -1, 1, 1, 0, 1, 1
Bingo - go find and buy your ship (don't think i left anything out and it took about 8mins to get all that sorted.......i might add it myself now...lol)
Chips
p.s - next time rather than doing it a weird way - do it the easier way. Make that ship flyable rather than converting one.
[Ship
ids_name = 237047
ids_info = 66594
nickname = my_ge_prison
ship_class = 0
LODranges = 0, 500, 750, 1000, 1500, 2250, 2500, 15000
msg_id_prefix = gcs_refer_shiparch_pliner
mission_property = can_use_berths
type = FREIGHTER
DA_archetype = Ships\utility\prison_liner\prison_liner.cmp
material_library = ships\utility\utility_liner.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
linear_drag = 1.000000
mass = 5000.000000
hold_size = 1000000
hit_pts = 69300
explosion_arch = explosion_rh_battleship
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 = 20000000.000000, 20000000.000000, 20000000.000000
angular_drag = 132000000.000000, 132000000.000000, 132000000.000000
rotation_inertia = 40000000.000000, 40000000.000000, 40000000.000000
nudge_force = 1.000000
bay_door_anim = Sc_prison_liner
bay_doors_open_snd = hanger_doors_opening
bay_doors_close_snd = hanger_doors_closing
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
fuse = prison_burning_fuse, 0.000000, -1
fuse = prison_m01b_damage_fuse, 0.000000, -1
fuse = fuse_ge_prison_death, 0.000000, 1
max_bank_angle = 15
camera_offset = 10, 47
camera_angular_acceleration = 0.035000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 20
camera_turn_look_ahead_slerp_amount = 1.000000
strafe_force = 20000
strafe_power_usage = 2
hp_type = hp_turret_special_7, HpTurret_Prison_02
hp_type = hp_turret_special_7, HpTurret_Prison_03
hp_type = hp_turret_special_7, HpTurret_Prison_04
hp_type = hp_turret_special_7, HpTurret_Prison_07
hp_type = hp_turret_special_7, HpTurret_Prison_08
[CollisionGroup
obj = prison_frnt_lod1
separable = parent_impulse = 60.000000
child_impulse = 2000.000000
debris_type = cap_ship_piece2
mass = 50.000000
fuse = fuse_ge_prison_death, 0.000000, 1
group_dmg_hp = DpFrnt
group_dmg_obj = ge_prison_frnt_dmg_cap
hit_pts = 69300
root_health_proxy = true
[CollisionGroup
obj = prison_mid_lod1
separable = parent_impulse = 60.000000
child_impulse = 2000.000000
debris_type = debris_vanish
mass = 50.000000
fuse = fuse_ge_prison_death, 0.000000, 1
dmg_hp = DpMid
dmg_obj = ge_prison_mid_dmg_cap
hit_pts = 69300
root_health_proxy = true
[CollisionGroup
obj = prison_rear_lod1
separable = parent_impulse = 60.000000
child_impulse = 2000.000000
debris_type = debris_vanish
mass = 50.000000
fuse = fuse_ge_prison_death, 0.000000, 1
dmg_hp = DpRear
dmg_obj = ge_prison_rear_dmg_cap
hit_pts = 69300
root_health_proxy = true
[CollisionGroup
obj = prison_reactor_lod1
separable = parent_impulse = 60.000000
child_impulse = 2000.000000
debris_type = cap_ship_piece2
mass = 50.000000
fuse = fuse_ge_prison_death, 0.000000, 1
group_dmg_hp = DpReactor
group_dmg_obj = ge_prison_reactor_dmg_cap
hit_pts = 69300
root_health_proxy = true
[Simple
nickname = ge_prison_frnt_dmg_cap
DA_archetype = Ships\utility\prison_liner\prison_dmg_frnt.3db
material_library = ships\utility\utility_liner.mat
mass = 1000.000000
LODranges = 0, 20000
[Simple
nickname = ge_prison_mid_dmg_cap
DA_archetype = Ships\utility\prison_liner\prison_dmg_mid.3db
material_library = ships\utility\utility_liner.mat
mass = 1000.000000
LODranges = 0, 20000
[Simple
nickname = ge_prison_reactor_dmg_cap
DA_archetype = Ships\utility\prison_liner\prison_dmg_reactor.3db
material_library = ships\utility\utility_liner.mat
mass = 1000.000000
LODranges = 0, 20000
[Simple
nickname = ge_prison_rear_dmg_cap
DA_archetype = Ships\utility\prison_liner\prison_dmg_rear.3db
material_library = ships\utility\utility_liner.mat
mass = 1000.000000
LODranges = 0, 20000
Save it off, then open your goods.ini
[Good
nickname = prison_hull
category = shiphull
ship = my_ge_prison
price = 1
ids_name = 237047
item_icon = ships\raven\raven_icon.3db
[Good
nickname =my_Prison_Ship_package
category = hull
hull = prison_hull
addon = ge_psn_engine_01, internal, 1
addon= infinite_power, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = ge_s_scanner_02, internal, 1
addon = li_prison_turret01, HpTurret_Prison_02
addon = li_prison_turret01, HpTurret_Prison_03
addon = li_prison_turret01, HpTurret_Prison_04
addon = li_prison_turret01, HpTurret_Prison_07
addon = li_prison_turret01, HpTurret_Prison_08
addon = SlowLargeWhite, HpRunningLight01, 1
addon = SlowLargeWhite, HpRunningLight02, 1
addon = SlowLargeWhite, HpRunningLight07, 1
addon = SlowLargeWhite, HpRunningLight15, 1
addon = SlowLargeWhite, HpRunningLight09, 1
Save the goods.ini off, open up the market ships.ini and add a line to your base of choice (or replace a line at your base of choice) so that it is sold there
marketgood = my_prison_ship_package, 1, -1, 1, 1, 0, 1, 1
Bingo - go find and buy your ship (don't think i left anything out and it took about 8mins to get all that sorted.......i might add it myself now...lol)
Chips
p.s - next time rather than doing it a weird way - do it the easier way. Make that ship flyable rather than converting one.
yes, what the hell have you got for sale on manhatten then?? Only the startracker shows up out of three possible ships?? what are the other two for sale? have you checked to see that you have the correct values in for the other two ships (try ANY two, liek the defender and eagle, see if they come up first)? If that works and you see two more ships of your choice, then try to put in the prison ship (only one entry) - and see if that appears!?! Make sure you have the ids numbers right, or make your own with FLED ids info card editor
make sure the goods.ini entries are correct as well, ensure that something hasn't been left off or erased! After that i don't know what is wrong - i haven't tested it out personally as i am having major problems with my own rather large mod right now (30mb unzipped). To put it mildly - three weeks work looks in danger of dying a rapid death due to a f***in systems error (FL systems, not my own, and they are original files, not modified as well)
make sure the goods.ini entries are correct as well, ensure that something hasn't been left off or erased! After that i don't know what is wrong - i haven't tested it out personally as i am having major problems with my own rather large mod right now (30mb unzipped). To put it mildly - three weeks work looks in danger of dying a rapid death due to a f***in systems error (FL systems, not my own, and they are original files, not modified as well)
Well, you can change the nickname for the package to whatever you want.....my_package
Now, when you say you click on him but it doesn't work, does that mean a box flashes open then immediately shut again without being able to see what the hell is for sale? That is a problem when there isn't anything on sale. Change the nickname to something managable (in goods.ini and your market_ships.ini for selling it). Now make the rhino available at pitts - and check that it is there when you load up. Then change the packages over again (make SURE that there is only one ship for sale in the market_ships.ini for li01_02_base (pitts) as well)
When you load up, there should be a nice prison ship for sale there. If that doesn't work, then i will have a closer look through what i posted above to make sure there are no errors! (you never know.........)
Chips
Now, when you say you click on him but it doesn't work, does that mean a box flashes open then immediately shut again without being able to see what the hell is for sale? That is a problem when there isn't anything on sale. Change the nickname to something managable (in goods.ini and your market_ships.ini for selling it). Now make the rhino available at pitts - and check that it is there when you load up. Then change the packages over again (make SURE that there is only one ship for sale in the market_ships.ini for li01_02_base (pitts) as well)
When you load up, there should be a nice prison ship for sale there. If that doesn't work, then i will have a closer look through what i posted above to make sure there are no errors! (you never know.........)
Chips
you notice a reoccuring theme here - DID you try another FL ship there?? DID you see that ship there? (try others apart from the rhino)
IF you see ships there, and you have everything correct from above , then there is a problem......however, until i know that you haven't just got a 'bug' or something else wrong, then i am a little loathed to spend ages working out what is wrong when it should be right!!! (notice the should, i haven't actually had a go at this yet, but i will do if you see a ship for sale when you place it there......)
When you get back to me with that info, then i will do this thing (little pressed for time right now otherwise i would have done it already........)
Chips
IF you see ships there, and you have everything correct from above , then there is a problem......however, until i know that you haven't just got a 'bug' or something else wrong, then i am a little loathed to spend ages working out what is wrong when it should be right!!! (notice the should, i haven't actually had a go at this yet, but i will do if you see a ship for sale when you place it there......)
When you get back to me with that info, then i will do this thing (little pressed for time right now otherwise i would have done it already........)
Chips
whoa now wait a sec first off i havent read the rest of what u guys wrote only a lil second off why wouldnt u just use the prisonliner ships ge_prison. second of all since its part of the game and is used it has hardpoints you just have to make the ship have them readable in shiparch. 3rd off there is no need to create a whole new section for your own prisonliner, only if u wwant to chnage nitty gritty stuff, and if u have any questions email me
Mess With the Best Die lIke the Rest
Mess With the Best Die lIke the Rest
Thanks sub - sub here puts stuff like this in the game alot more often than i do....... i will give it a go when i have a spare 20mins or so!
*edit* - hmm - the first time i typed this out i put in how to make the turret cam for it, now i can't find the damned thing...........oops - something missing!
oh - not only no cockpit, but the icon in the goods.ini won't exist for you either (i just copied and pasted an entry, then changed it a little - forgot about that) You will need to change the item icon.
I don't see it either, i don't know what is wrong, and frankly i am beyond caring! Sorry, am about to kill my computer right now, as everything is f****d up
Edited by - chips on 02-09-2003 13:27:29
Edited by - chips on 02-09-2003 13:54:21
*edit* - hmm - the first time i typed this out i put in how to make the turret cam for it, now i can't find the damned thing...........oops - something missing!
oh - not only no cockpit, but the icon in the goods.ini won't exist for you either (i just copied and pasted an entry, then changed it a little - forgot about that) You will need to change the item icon.
I don't see it either, i don't know what is wrong, and frankly i am beyond caring! Sorry, am about to kill my computer right now, as everything is f****d up
Edited by - chips on 02-09-2003 13:27:29
Edited by - chips on 02-09-2003 13:54:21
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