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Cargo Hold Problems

The general place to discuss MOD''ing Freelancer!

Post Thu Apr 08, 2004 8:37 am

Cargo Hold Problems

Ok, well first off i searched the **** out of the forum, but i didnt find anything regarding my problem:

I modded a small transport (ge_transport) and so on, with this entry in shiparch.ini:

[Ship
ids_name = 237057
ids_info = 66611
nickname = yo_transport
ship_class = 2
msg_id_prefix = gcs_refer_shiparch_htransport
mission_property = can_use_jumps
LODranges = 0, 300, 900, 4500
type = FREIGHTER
DA_archetype = ships\utility\transport_small\transport_small.cmp
material_library = ships\utility\utility_transport.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
fuse = train_transport_death_fuse, 0.000000, 1
fuse = intermed_damage_train01, 0.000000, 2625
fuse = intermed_damage_train02, 0.000000, 1313
linear_drag = 1.000000
mass = 500.000000
hold_size = 1000
explosion_arch = explosion_cap_ship1
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 = 190000.000000, 190000.000000, 90000.000000
angular_drag = 900000.000000, 900000.000000, 900000.000000
rotation_inertia = 600000.000000, 600000.000000, 600000.000000
nudge_force = 150000.000000
HP_bay_surface = HpCargo01
HP_bay_external = HpCargo02
hp_type = hp_cargo_pod, HpCargo01, HpCargo02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
hit_pts = 40500
camera_offset = 40, 170
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
nanobot_limit = 0
shield_battery_limit = 0
cockpit = cockpits\liberty\hc_transport.ini
bay_door_anim = Sc_rh_freighter
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close

Now, EVERYTHING works fine, EXCEPT 2 things:

- Everytime i buy the transport, it shows me 1000 of 1000 free cargo space...
But after flying around some time and Selecting New Char etc.. and i'm docked again it shows me: 600 of 1000 free cargo space!!! (what the hell)
It seems that somewhat is taking cargo space on my transport, actually 400 units WHAT IS THIS? (help needed ^^)
- I got 2 cargoPods installed, but when someone shoots them, they get destroyed and cannot be re-bought. How do i make them invulnerable (i dont want to set their hitpoints to infinite!!!).. or how do i make them repairable (like buying new starboard fins for fighters etc)..?
I'm open for solutions guys

Edited by - w0dk4 on 4/8/2004 9:42:38 AM

Post Thu Apr 08, 2004 8:40 am

For your cargo problem- its the power unit ro the engine that is taking up the 400 volume space. Misc_equip.ini file should hold that. Do a search using the nickname of powerplant in that loadout.

Not sure about cargopods - never really experimented with them yet.

Post Thu Apr 08, 2004 9:07 am

Yeah got it...
but i dont get why it sometimes works, and sometimes doesnt.. :\

weird FL

Post Thu Apr 08, 2004 3:07 pm

Anyone got a solution for those cargopods?

I turned their hitpoints to 0 but it makes them disappear

Any ideas? They shall be invincible, but if u shoot at them, it should affect the hull damage of the ship...

Post Thu Apr 08, 2004 11:26 pm

ok, i had an idea, this is just plain theory but i will give it a try sooner or later.

cargopods will occupy a weapon class, so maybe u u se the lvl10 turrets for this (and delete them fro the other ships).

make a new gun. no damage, no ratings, maybe u can even skip the munition part.
give the [gun the look of a cargopod. you can set its hitpoints and the like. just make sure its a fixed and not swivel gun, that would look a bit weird.

this way u could create several different cargopods that u can buy, sell, and so on.
you can even set up a real trade with them by altering prices at bases. only ships carryin cargopods are able to mount them, so u can have a completely new form of trading. they can be shot by pirates though

it should work, at least i cant see an error in my theory.
IF it doesnt then u maybe have to modify the cargopod cmp files (utf-edit) and fix some hardpoints.

one "issue" may be that it wold appear in the list of guns, but a train shouldnt fight that much anyway so i think thats acceptable.

---------------------------------
Excelcia Mod Leading Developer

Post Fri Apr 09, 2004 12:08 am

Great idea LordFjord, but why not shields instead. There are unused Freighter shield mounts, which can hold that instead. You can set the shields to have no capacity or regen rate, so that it won't affect, there will be no rotation either, and they will be mounted in the right place. Perfect i would have thought (perhaps). This way, it will appear more in the goods section - to not confuse weapons buyers, and it will only be mountable by players using trains, as the shiparch can have the class 10 freighter shield on several different points in the shiparch.ini file (mention all HpCargo01 etc points in the shield link lines as well as having them set as a class 10 sheild).

Post Fri Apr 09, 2004 5:48 am

hehe, Chips, we 2 should do some work together when the time has come

---------------------------------
Excelcia Mod Leading Developer

Post Fri Apr 09, 2004 9:02 am

Well i just found out that turning the cargopods hitpoints to 0 actually doesnt make them disappear

I just lowered the perfomance and detail settings of my freelancer, that made the pods disappear... *stupid* ^^

So i think it works now, with hitpoints = 0 !!

Anyways, thx for your suggestions

Post Thu Jul 29, 2004 5:46 am

Hey, I've been working on this with no success... how'd you do it? I mean, you defined two cargo hardpoints and defined that they could hold cargo pods types (is that a built-in type?)... but are there actually cargo pod items somewhere in the ini files, or did you make them? Do they actually add to cargo space? If it wouldn't be too much trouble, I would really really like some of it explained, or a bunch of code posted so I can understand

Post Thu Jul 29, 2004 6:50 am

well, i wanted those cargo pods because without them, the transport just looks ugly

in fact, the cargopods do nothing else than beeing there and doing nothing.
they do not increase the cargo hold, and so on...

those cargopods are in the game, of course! just add this to your transport-buy-package thing: (in goods.ini)

addon = cargopod_drab, HpCargo01
addon = cargopod_drab, HpCargo02

i lowered the hitpoints of that cargopod_drab to zero, because u cannot repair them or even rebuy..
shooting at the cargopods only doesnt affect the main-shiphull hitpoints though...

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