Wed Sep 03, 2003 2:25 am by SuBXeRo
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