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Changing Default starting Ship in SP XML edition

The general place to discuss MOD''ing Freelancer!

Post Wed Dec 17, 2003 7:17 am

Changing Default starting Ship in SP XML edition

So Eraser has asked me to put a thread, and here it is...
a simple tutorial in this field.

There is a sticky thread in the Tutorial Forum about this too made by Warzog

If you wish to Download the xml file...

Just Click Here...

Changing the Default Starting Ships given by Juni 101
xml format.....

things needed:
Notepad <--- a wonderful and simple text editor.

What you should do first...
Check the current files in your prefered MOD or MOD directory.

data\MISSIONS\M01A\m01a.ini
-----[Trigger
-----nickname = mrp_accept
-----system = Li01

-----Act_SetShipAndLoadout = ge_fighter, msn_playerloadout

data\SHIPS\rtc_shiparch.ini
-----[Ship
-----nickname = rtcprop_civ_fighter

data\MISSIONS\npcships.ini
-----[NPCShipArch
-----nickname = fauxplayer

data\SHIPS\loadouts.ini
----[Loadout
----nickname = msn_playerloadout

----[Loadout
----nickname = msn_playerloadout_faux

if they are already altered or not.

Now your done checking and already know the default settings by the current MOD or Freelancer itself.

Lets begin the script...

All I do for LOVE

Edited by - firebase on 20-12-2003 03:57:04

Post Wed Dec 17, 2003 7:18 am

****NOTE: I suggest that you make a different file for this other than the script.xml for easy editing lets say ThisIsMyNewStartingShip.xml....

if not and you are creating a different MOD.

0. Create a Header Tag and save it as script.xml
Header Tag 101 for scripted MOD
<script
<header name="This Is My New Starting Ship" savesafe ="false"
<scriptversion
1.2
</scriptversion
<author
firebase
</author
<modurl
http://www.awebsite.com
</modurl
<description
I changed the default starting ship that Juni gave me
</description
</header

or if there is already a script.xml...

1. first part of script, the CityScape Model Ship...
<script
<data file="data\MISSIONS\M01A\m01a.ini" method="sectionreplace" <---- this checks what juni gives you.
<section
[Trigger
nickname = mrp_accept
system = Li01
</section
<dest
Act_SetShipAndLoadout = ge_fighter, msn_playerloadout
</dest
<source
Act_SetShipAndLoadout = bw_elite2, msn_playerloadout <---- The New ship
</source
</data

Definition...
<data file="data\MISSIONS\M01A\m01a.ini" method="sectionreplace" <---- this checks what juni gives you.
<section
[Trigger
nickname = mrp_accept
system = Li01
</section
<dest
Act_SetShipAndLoadout = ge_fighter, msn_playerloadout
</dest

Act_SetShipAndLoadout = ge_fighter, msn_playerloadout int the <dest> (destination) block is the actual ship that you will see in the cityscape after Juni gives you the ship. A side note change the ge_fighter only, don't mingle with msn_playerloadout. also ge_fighter is fl's default ship --now for some mods its different. check it out!

Now the source entry will look lke this.
<source
Act_SetShipAndLoadout = bw_elite2, msn_playerloadout <---- The New ship
</source
</data


All I do for LOVE

Edited by - firebase on 19-12-2003 04:38:07

Post Wed Dec 17, 2003 7:19 am

2. To the equipment room....
<data file="data\SHIPS\rtc_shiparch.ini" method="sectionreplace"
<section
[Ship
nickname = rtcprop_civ_fighter
</section
<dest
LODranges = 0, 60, 120, 250, 500, 1000
DA_archetype = ships\civilian\cv_starflier\cv_starflier.cmp
material_library = ships\civilian\cv_ships.mat
</dest
<source
LODranges = 0, 75, 125, 1000 <-----Must conform with your ship, checkout shiparch.ini for the correct LODranges
DA_archetype = ships\border_world\bw_vheavy_fighter\bw_vheavy_fighter.cmp material_library = ships\border_world\bw_ships.mat
</source
</data

nickname = rtcprop_civ_fighter <---- Ship in the Equipment room with Juni Scene, Don't change the nickname its the default nickname FL calls.

<dest
LODranges = 0, 60, 120, 250, 500, 1000
DA_archetype = ships\civilian\cv_starflier\cv_starflier.cmp <----The default fl ship
material_library = ships\civilian\cv_ships.mat
</dest
This is the destination block should look like otherwise check it out first.

<source
LODranges = 0, 75, 125, 1000 <-----Must conform with your ship, checkout shiparch.ini for the correct LODranges
DA_archetype = ships\border_world\bw_vheavy_fighter\bw_vheavy_fighter.cmp <----the new ship a Saber
material_library = ships\border_world\bw_ships.mat
</source

The source block...
LODranges = 0, 75, 125, 1000 <-----Must conform with your ship, checkout shiparch.ini for the correct LODranges
DA_archetype = ships\border_world\bw_vheavy_fighter\bw_vheavy_fighter.cmp <----the new ship a Saber
material_library = ships\border_world\bw_ships.mat
</source

All I do for LOVE

Post Wed Dec 17, 2003 7:20 am

3. Lets meet King in Space... The First Mission Cinematics....
<data file="data\MISSIONS\npcships.ini" method="sectionreplace">
<section
[NPCShipArch
nickname = fauxplayer <---- The Nickname used for the cinematics in Meet King outside Manhattan - your first mission
</section
<dest
loadout = msn_playerloadout_faux
level = d1
ship_archetype = msn_playership <--- the ship archetype
state_graph = FIGHTER
npc_class = lawful, FIGHTER
</dest
<source
loadout = msn_playerloadout_faux
level = d1
ship_archetype = bw_elite2 <---the new ship
state_graph = FIGHTER
npc_class = lawful, FIGHTER
</source
</data

All I do for LOVE

Post Wed Dec 17, 2003 7:21 am

4. The loadouts....
<data file="data\SHIPS\loadouts.ini" method="sectionreplace">
<section>
[Loadout
nickname = msn_playerloadout <---- this is the loadout i was talking about. It is the default. Changing its nickname will render it useless it cannot be seen in the cinematics.
</section
<dest
archetype = ge_fighter
equip = ge_gf1_engine_01
equip = shield01_mark01_lf, HpShield01
equip = ge_fighter_power01
equip = ge_s_scanner_01
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = li_gun01_mark01, HpWeapon01
equip = li_gun01_mark01, HpWeapon02
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallOrange, HpRunningLight01
equip = SlowSmallOrange, HpRunningLight02
equip = SlowSmallOrange, HpRunningLight05
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02
cargo = ge_s_battery_01, 3
cargo = ge_s_repair_01, 3
</dest

Make sure your source block (just below) comforms with your ship

<source
archetype = bw_elite2
equip = ge_bwe_engine_01
equip = npc_shield01_mark10, HpShield01
equip = bw_elite2_power01
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = pirate_thruster_01, HpThruster01
equip = fc_ou_gun01_mark05, HpWeapon01
equip = fc_ou_gun01_mark05, HpWeapon02
equip = fc_ou_gun01_mark05, HpWeapon03
equip = fc_ou_gun01_mark05, HpWeapon04
equip = fc_c_gun02_mark02, HpWeapon05
equip = missile01_mark04, HpWeapon06
cargo = missile01_mark04_ammo, 20
equip = fc_ou_turret01_mark02, HpTurret01
equip = torpedo01_mark01, HpTorpedo01
cargo = torpedo01_mark01_ammo, 10
equip = mine01_mark04, HpMine01
cargo = mine01_mark04_ammo, 20
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallWhite, HpRunningLight01
equip = SlowSmallWhite, HpRunningLight02
equip = SlowSmallWhite, HpRunningLight03
equip = SlowSmallWhite, HpRunningLight04
equip = SlowSmallWhite, HpRunningLight05
equip = SlowSmallWhite, HpRunningLight06
equip = SlowSmallWhite, HpRunningLight07
equip = SlowSmallWhite, HpRunningLight08
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = contrail01, HpContrail03
equip = contrail01, HpContrail04
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02
cargo = ge_s_battery_01, 63
cargo = ge_s_repair_01, 63
</source
</data

this is the same as above except that this is used in the cinematics.
<data file="data\SHIPS\loadouts.ini" method="sectionreplace">
<section
[Loadout
nickname = msn_playerloadout_faux
</section
<dest
archetype = ge_fighter
equip = ge_gf1_engine_01
equip = shield01_mark01_lf, HpShield01
equip = ge_fighter_power01
equip = ge_s_scanner_01
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = li_gun01_mark01, HpWeapon01
equip = li_gun01_mark01, HpWeapon02
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallOrange, HpRunningLight01
equip = SlowSmallOrange, HpRunningLight02
equip = SlowSmallOrange, HpRunningLight05
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02
cargo = ge_s_battery_01, 3
cargo = ge_s_repair_01, 3
</dest
<source
archetype = bw_elite2
equip = ge_bwe_engine_01
equip = npc_shield01_mark10, HpShield01
equip = bw_elite2_power01
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = pirate_thruster_01, HpThruster01
equip = fc_ou_gun01_mark05, HpWeapon01
equip = fc_ou_gun01_mark05, HpWeapon02
equip = fc_ou_gun01_mark05, HpWeapon03
equip = fc_ou_gun01_mark05, HpWeapon04
equip = fc_c_gun02_mark02, HpWeapon05
equip = missile01_mark04, HpWeapon06
cargo = missile01_mark04_ammo, 20
equip = fc_ou_turret01_mark02, HpTurret01
equip = torpedo01_mark01, HpTorpedo01
cargo = torpedo01_mark01_ammo, 10
equip = mine01_mark04, HpMine01
cargo = mine01_mark04_ammo, 20
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallWhite, HpRunningLight01
equip = SlowSmallWhite, HpRunningLight02
equip = SlowSmallWhite, HpRunningLight03
equip = SlowSmallWhite, HpRunningLight04
equip = SlowSmallWhite, HpRunningLight05
equip = SlowSmallWhite, HpRunningLight06
equip = SlowSmallWhite, HpRunningLight07
equip = SlowSmallWhite, HpRunningLight08
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = contrail01, HpContrail03
equip = contrail01, HpContrail04
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02
cargo = ge_s_battery_01, 63
cargo = ge_s_repair_01, 63
</source
</data
</script

Now this is how you change your Starting Ship in SP campaign.
Remember that you must enclose thos lines that has brackets.

All I do for LOVE

Post Wed Dec 31, 2003 3:16 am

I thought something this good deserves a bump.

*bump*

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There is no knowledge that is not power.

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