Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

Flying the prison liner

The general place to discuss MOD''ing Freelancer!

Post Wed Sep 03, 2003 2:03 am

hhehe well there isnt any entry because it wasnt part of the game, i learned to do this by myself considering al ships i ever saw were done for sp only i figured from looking at geniuss ships cause they orked in mp and i figured it out now ill do the entry for you


Mess With the Best Die lIke the Rest

Post Wed Sep 03, 2003 2:25 am

just copy this to test for now its the current entry plus my added stuff



[Ship
ids_name = 237047
ids_info = 66594
nickname = ge_prison
LODranges = 0, 500, 750, 1000, 1500, 2250, 2500, 15000
msg_id_prefix = gcs_refer_shiparch_pliner
mission_property = can_use_large_moors
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
max_bank_angle = 30
camera_offset = 75, 100
camera_angular_acceleration = 0.060000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 10
camera_vertical_turn_down_angle = 20
camera_turn_look_ahead_slerp_amount = 1.000000
nanobot_limit = 71
shield_battery_limit = 71
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 = 10
fuse = prison_burning_fuse, 0.000000, -1
fuse = prison_m01b_damage_fuse, 0.000000, -1
fuse = fuse_ge_prison_death, 0.000000, 1
hp_type = hp_turret_special_10, HpTurret_Prison_01, HpTurret_Prison_02, HpTurret_Prison_03, HpTurret_Prison_04, HpTurret_Prison_05, HpTurret_Prison_06, HpTurret_Prison_07, HpTurret_Prison_08, HpTurret_Prison_09, HpTurret_Prison_10
hp_type = hp_turret_special_9, HpTurret_Prison_01, HpTurret_Prison_02, HpTurret_Prison_03, HpTurret_Prison_04, HpTurret_Prison_05, HpTurret_Prison_06, HpTurret_Prison_07, HpTurret_Prison_08, HpTurret_Prison_09, HpTurret_Prison_10
hp_type = hp_turret_special_8, HpTurret_Prison_01, HpTurret_Prison_02, HpTurret_Prison_03, HpTurret_Prison_04, HpTurret_Prison_05, HpTurret_Prison_06, HpTurret_Prison_07, HpTurret_Prison_08, HpTurret_Prison_09, HpTurret_Prison_10
hp_type = hp_turret_special_7, HpTurret_Prison_01, HpTurret_Prison_02, HpTurret_Prison_03, HpTurret_Prison_04, HpTurret_Prison_05, HpTurret_Prison_06, HpTurret_Prison_07, HpTurret_Prison_08, HpTurret_Prison_09, HpTurret_Prison_10
hp_type = hp_turret_special_6, HpTurret_Prison_01, HpTurret_Prison_02, HpTurret_Prison_03, HpTurret_Prison_04, HpTurret_Prison_05, HpTurret_Prison_06, HpTurret_Prison_07, HpTurret_Prison_08, HpTurret_Prison_09, HpTurret_Prison_10
hp_type = hp_turret_special_5, HpTurret_Prison_01, HpTurret_Prison_02, HpTurret_Prison_03, HpTurret_Prison_04, HpTurret_Prison_05, HpTurret_Prison_06, HpTurret_Prison_07, HpTurret_Prison_08, HpTurret_Prison_09, HpTurret_Prison_10
hp_type = hp_turret_special_4, HpTurret_Prison_01, HpTurret_Prison_02, HpTurret_Prison_03, HpTurret_Prison_04, HpTurret_Prison_05, HpTurret_Prison_06, HpTurret_Prison_07, HpTurret_Prison_08, HpTurret_Prison_09, HpTurret_Prison_10
hp_type = hp_turret_special_3, HpTurret_Prison_01, HpTurret_Prison_02, HpTurret_Prison_03, HpTurret_Prison_04, HpTurret_Prison_05, HpTurret_Prison_06, HpTurret_Prison_07, HpTurret_Prison_08, HpTurret_Prison_09, HpTurret_Prison_10
hp_type = hp_turret_special_2, HpTurret_Prison_01, HpTurret_Prison_02, HpTurret_Prison_03, HpTurret_Prison_04, HpTurret_Prison_05, HpTurret_Prison_06, HpTurret_Prison_07, HpTurret_Prison_08, HpTurret_Prison_09, HpTurret_Prison_10
hp_type = hp_turret_special_1, HpTurret_Prison_01, HpTurret_Prison_02, HpTurret_Prison_03, HpTurret_Prison_04, HpTurret_Prison_05, HpTurret_Prison_06, HpTurret_Prison_07, HpTurret_Prison_08, HpTurret_Prison_09, HpTurret_Prison_10

[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




following section place at the bottom in goods.ini



[Good
nickname = prison_hull
category = shiphull
ship = ge_prison
price = 1
ids_name = 1
item_icon = Equipment\models\commodities\nn_icons\bw_heavy.3db

[Good
nickname = prison_package
category = ship
hull = prison_hull
addon = ge_psn_engine_01, internal, 1
addon = infinite_power, internal, 1
addon = ge_s_scanner_02, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = SlowXLargeBlue, HpRunningLight01, 1
addon = SlowXLargeBlue, HpRunningLight02, 1
addon = SlowXLargeBlue, HpRunningLight03, 1
addon = SlowXLargeBlue, HpRunningLight04, 1
addon = SlowXLargeBlue, HpRunningLight05, 1
addon = SlowXLargeBlue, HpRunningLight06, 1
addon = SlowXLargeBlue, HpRunningLight07, 1
addon = SlowXLargeBlue, HpRunningLight08, 1
addon = SlowXLargeBlue, HpRunningLight09, 1
addon = SlowXLargeBlue, HpRunningLight10, 1
addon = SlowXLargeBlue, HpRunningLight11, 1
addon = SlowXLargeBlue, HpRunningLight12, 1
addon = SlowXLargeBlue, HpRunningLight13, 1
addon = SlowXLargeBlue, HpRunningLight14, 1
addon = SlowXLargeBlue, HpRunningLight15, 1
addon = SlowXLargeBlue, HpRunningLight16, 1


and then i think u can figure out how to get the ship to be buyable

the package name is prison_package

and if u dont like the camera setting u can fool around with it look for this

camera_offset = 75, 100 75 is height up from craft 100 is length away from craft so u can just fool around with that and if u have questions about the turret cam ask me bout that too i know that also



Mess With the Best Die lIke the Rest

Post Wed Sep 03, 2003 2:27 am

o an i forgot to chnage the line to make it dockable chnage

mission_property = can_use_large_moors

to

mission_property = can_use_berths

Mess With the Best Die lIke the Rest

Post Fri Sep 05, 2003 12:34 am

It makes the ship flyable, but it doesn't have weapons or shields, and I need to tweak the camera more.

Post Fri Sep 05, 2003 1:25 am

yes it has weps u just need to add them buy em and well u cant do shields unless u feel like editing your .cmp

Mess With the Best Die lIke the Rest

Post Fri Sep 05, 2003 3:03 am

How about mounting your shield on a light mount?
ie
HpDockLight01 or whatever it si

Post Fri Sep 05, 2003 9:12 pm

I can't buy them because it has no hardpoints. When I buy the ship it should show empty turret slots, which it doesn't.

Post Sat Sep 06, 2003 12:11 am

hmmmm thats odd it should show it unless i messed up, whivh i dont think i did this is very odd indeed and u cant mount a shield on alight i dont think i think it actually needs to say shield01 but i could be wrong havent done it that way b4

Mess With the Best Die lIke the Rest

Return to Freelancer General Editing Forum