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Commodity Problem

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Post Sun Feb 29, 2004 1:07 pm

Commodity Problem

I'm doing a mini-mod and I have a problem with commodities: They won't show up in the game, and I'm sure that I typed in everything correctly here is what I put in...

DATA\Equipment\Goods.ini:
[Good
nickname = commodity_metroids
equipment = commodity_metroids
msg_id_prefix = gcs_gen_commodity_boron
category = commodity
price = 1000
combinable = true
good_sell_price = 1
bad_buy_price = 1
bad_sell_price = 0.1
good_buy_price = 0.1
shop_archetype = Equipment\models\commodities\nn_icons\cwire_rawmats_1.3db
item_icon=
equipment\models\commodities\nn_icons\COMMOD_nomadbacteria.3db
jump_dist = 5hemicals.3db
jump_dist = 55

DATA\Equipment\select_equip.ini:
[Commodity
nickname = commodity_metroids
ids_name = 261821
ids_info = 66655
units_per_container = 30
pod_appearance = cargopod_green
loot_appearance = lootcrate_green
decay_per_second = 1
volume = 10
hit_pts = 250

Can somebody tell me something?

Post Sun Feb 29, 2004 1:10 pm

If they won't show up it's probably because you haven't made them buyable anywhere.

"A good pun is its own reword"

Post Sun Feb 29, 2004 1:45 pm

I have made them buyable on Malta and it still dosen't work plus I made every unlawful organization to drop them and it dosen't work either.

Post Sun Feb 29, 2004 2:01 pm

looks ok, probly something in the coding you have used to make them buyable or something

Post Sun Feb 29, 2004 2:48 pm

Here is...

DATA\Equipment\market_commodites.ini:

MarketGood = commodity_metroids, 0, -1, 0, 0, 1, 2.250000

DATA\RandomMissions\RMLootInfo.ini:

[RMBonusLoot
archetype = commodity_metroids
num_to_drop = 1
faction = fc_c_grp, fc_ou_grp, fc_rh_grp, fc_bd_grp, fc_h_grp, fc_m_grp, fc_x_grp, fc_b_grp, fc_g_grp, fc_lh_grp, fc_u_grp, fc_gc_grp, fc_lwb_grp, fc_fa_grp, fc_lr_grp
difficulty_range = 21, 100
weight = 5

Post Sun Feb 29, 2004 7:41 pm

WahSuppDude,
only random missions will drop your new commodity. To make them dropped by everyone you need to make phantom loot entries in lootprop.ini. Copy the original because its easy to mess up the % drop chances. Have a good long look at how its set out in the ini, i.e. the different % chances for the different difficulty levels. It took me a while to get the settings right for my new commodities. Like I said I found it easy to mess up, so do a lot of testing. Only add one new commodity at a time until your confident you won't mess up the drop chances. If you have messed up, you won't know until you've destroyed 20 or 30 or more ships. Its not something thats immediately obvious.

S

I have thought about posting that small part of my mod, as my mods become a bit big.

Post Sun Feb 29, 2004 7:45 pm

Oh yes, I forgot to say that I think this part is wrong "jump_dist = 5hemicals.3db". Just use the line below; jump_dist = 55.


S

Post Mon Mar 01, 2004 6:13 pm

Thanks steve I took your advice about fixing the stuff but the problem persist I still cannot see the fricken commodity anywhere (including planets).

Post Mon Mar 01, 2004 7:57 pm

Sorry, I should have noticed but the figures after the commodity should read:

0, -1, 150, 500, 0, 1.300000 for them to be sold.

i.e.

MarketGood = commodity_gold, 0, -1, 150, 500, 0, 1.300000

S

Post Tue Mar 02, 2004 12:50 pm

"Commodity Problem" SOLVED. Thanks Steve.

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