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Hard point Creation and Use in FL

The general place to discuss MOD''ing Freelancer!

Post Sat Oct 30, 2004 3:53 pm

Hard point Creation and Use in FL

i made a mod which makes the Kusari Destroyer buyable at planet Manhattan. It has no hardpoints for anything. How do i fix that. pls help

Don't run from the sniper, you'll just die tired

Post Sun Oct 31, 2004 4:17 am

Actually, the Kusari Battleship comes with stacks of hardpoints.

A simple way to find some is to use the loadout for the AI - which names some of them

So - from loadouts_special.ini you find:
<pre><font size=1 face=Courier>
[Loadout
nickname = ku_battleship_ku_01
archetype = ku_battleship
equip = ge_s_scanner_02
equip = infinite_power
equip = ge_s_tractor_01
equip = sfx_rumble_battleship
equip = ge_kb_engine_01
equip = ku_battleship_turret01, HpTurret_K1_01
equip = ku_battleship_turret01, HpTurret_K1_02
equip = ku_battleship_turret01, HpTurret_K1_03
equip = ku_battleship_turret01, HpTurret_K1_04
equip = ku_battleship_turret01, HpTurret_K1_05
equip = ku_battleship_turret01, HpTurret_K1_06
equip = ku_battleship_turret01, HpTurret_K1_07
equip = ku_battleship_turret01, HpTurret_K1_08
equip = ku_battleship_turret03, HpTurret_K3_01
equip = ku_battleship_turret03, HpTurret_K3_02
equip = ku_battleship_turret03, HpTurret_K3_03
equip = ku_battleship_turret03, HpTurret_K3_04
equip = ku_battleship_flak_turret01, HpTurret_K3_05
equip = ku_battleship_flak_turret01, HpTurret_K3_06
equip = ku_battleship_turret03, HpTurret_K3_07
equip = ku_battleship_turret03, HpTurret_K3_08
equip = ku_battleship_turret03, HpTurret_K3_09
equip = ku_battleship_turret03, HpTurret_K3_10
equip = SlowLargeGreen, HpRunningLight08
equip = SlowLargeGreen, HpRunningLight07
equip = SlowLargeGreen, HpRunningLight01
equip = SlowLargeGreen, HpRunningLight04
equip = SlowLargeGreen, HpRunningLight03
equip = SlowLargeGreen, HpRunningLight10
equip = LargeWhiteSpecial, HpHeadLight01

</font></pre>

Now that in itself is pretty darned helpful Shows turrets and lights - which are mostly what you will be after (remember engines/power units/tractors/scanners are mounted 'internally' .

If you require more though - the UTF editor be your friend.
Open it, and then click on the nodules to expand. Weapons are generally under 'revolute' and non moving hardpoints under fixed






You can see some of the turrets named in the actual CMP file (what you open with UTF editor) in the loadouts.ini file

Hope that sorts ya out

Post Sun Oct 31, 2004 4:45 am

I am going to pre-empt your next question in regards to what to do.

How to make a pilotable gunboat (generally speaking of course) This can be any NPC ship, as using the SAME method here will make ANY NPC ship flyable, including the nomads and so on

Firstly - find the gunboat of your choice in the shiparch.ini ( i will use the kusari one - its my fave!!!)

Now copy and paste the WHOLE of its entry so you see this!!
<pre><font size=1 face=Courier>
[Ship
ids_name = 237030
ids_info = 66564
nickname = ku_gunboat
msg_id_prefix = gcs_refer_shiparch_Kusg
mission_property = can_use_large_moors
LODranges = 0, 100, 300, 500, 3000
type = GUNBOAT
DA_archetype = ships\kusari\ku_gunship\ku_gunship.cmp
material_library = ships\kusari\ku_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
linear_drag = 1.000000
mass = 1000.000000
hold_size = 1000000
hit_pts = 100000
explosion_arch = explosion_instant
fuse = ku_gunship_body_fuse, 0.000000, 1
fuse = ku_gunship_burning_fuse01, 0.000000, 2250
fuse = ku_gunship_burning_fuse01, 0.000000, 1125
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 = 60000000.000000, 60000000.000000, 60000000.000000
angular_drag = 120000000.000000, 120000000.000000, 120000000.000000
rotation_inertia = 16800000.000000, 16800000.000000, 16800000.000000
nudge_force = 150000.000000
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2 </font></pre>
<pre><font size=1 face=Courier>

[CollisionGroup
obj = ku_star_spike_lod1
separable = true
parent_impulse = 60.000000
child_impulse = 500.000000
fuse = ku_gunship_body_fuse, 0.000000, 1
dmg_hp = DpSpkmnt_starboard
dmg_obj = ku_gunboat_dmg_star_spike_cap
debris_type = cap_ship_piece
mass = 20.000000
hit_pts = 9000
root_health_proxy = true
</font></pre>
<pre><font size=1 face=Courier>


[CollisionGroup
obj = ku_port_spike_lod1
separable = true
parent_impulse = 60.000000
child_impulse = 300.000000
fuse = ku_gunship_body_fuse, 0.000000, 1
dmg_hp = DpSpkMnt_Port
dmg_obj = ku_gunboat_dmg_port_spike_cap
debris_type = cap_ship_piece
mass = 20.000000
hit_pts = 9000
root_health_proxy = true
</font></pre>
<pre><font size=1 face=Courier>


[CollisionGroup
obj = ku_port_wing_lod1
separable = true
parent_impulse = 60.000000
child_impulse = 600.000000
fuse = ku_gunship_body_fuse, 0.000000, 1
dmg_hp = DpWing_port
dmg_obj = ku_gunboat_dmg_port_wing_cap
debris_type = cap_ship_piece
mass = 20.000000
hit_pts = 9000
root_health_proxy = true
</font></pre>
<pre><font size=1 face=Courier>


[CollisionGroup
obj = ku_star_wing_lod1
separable = true
parent_impulse = 60.000000
child_impulse = 500.000000
fuse = ku_gunship_body_fuse, 0.000000, 1
dmg_hp = DpWing_starboard
dmg_obj = ku_gunboat_dmg_star_wing_cap
debris_type = cap_ship_piece
mass = 20.000000
hit_pts = 9000
root_health_proxy = true
</font></pre>
<pre><font size=1 face=Courier>


[CollisionGroup
obj = ku_port_eng_lod1
separable = true
parent_impulse = 60.000000
child_impulse = 30.000000
fuse = ku_gunship_body_fuse, 0.000000, 1
dmg_hp = DpEng_port
dmg_obj = ku_gunboat_dmg_port_eng_cap
debris_type = debris_vanish
mass = 20.000000
hit_pts = 9000
root_health_proxy = true
</font></pre>
<pre><font size=1 face=Courier>


[CollisionGroup
obj = ku_star_eng_lod1
separable = true
parent_impulse = 60.000000
child_impulse = 30.000000
fuse = ku_gunship_body_fuse, 0.000000, 1
dmg_hp = DpEng_starboard
dmg_obj = ku_gunboat_dmg_star_eng_cap
debris_type = debris_vanish
mass = 20.000000
hit_pts = 9000
root_health_proxy = true
</font></pre>
<pre><font size=1 face=Courier>


[CollisionGroup
obj = ku_cntrltwr_lod1
separable = true
parent_impulse = 60.000000
child_impulse = 30.000000
debris_type = debris_vanish
fuse = ku_gunship_body_fuse, 0.000000, 1
dmg_hp = DpCntrltwr
dmg_obj = ku_gunboat_dmg_tower_cap
mass = 20.000000
hit_pts = 9000
root_health_proxy = true
</font></pre>
<pre><font size=1 face=Courier>


[CollisionGroup
obj = ku_frnt_port_lod1
separable = parent_impulse = 10.000000
child_impulse = 3000.000000
debris_type = cap_ship_piece
fuse = ku_gunship_body_fuse, 0.000000, 1
group_dmg_hp = DpFrnt
group_dmg_obj = ku_gunboat_dmg_front_cap
mass = 200.000000
hit_pts = 9000
root_health_proxy = true
</font></pre>
Now after this - you need to change some stuff.
First - change the nickname (mygunboat will do)

Then put in shipclass after that :
<pre><font size=1 face=Courier>
shipclass = 0
</font></pre>

Then change the mision property like this:
<pre><font size=1 face=Courier>
mission_property = can_use_berths
</font></pre>

Change the type:
<pre><font size=1 face=Courier>
type = FREIGHTER
</font></pre>

add these two lines below the nudge force (otherwise it don't steer correctly!!)
<pre><font size=1 face=Courier>
strafe_force = 20000
strafe_power_usage = 2
</font></pre>

Now you need a cockpit camera view! Add the lines:
<pre><font size=1 face=Courier>
cockpit = cockpits\kusari\mygunboat.ini
max_bank_angle = 15
camera_offset = 25, 85
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
</font></pre>

(the cockpit = line (we will make our turret view later on!!)
Then you need some weapons - the best way is to look in the loadouts_special.ini and search for a kusari gunboat loadout.....oh - i found one for you!! Aint i nice!!
<pre><font size=1 face=Courier>
[Loadout
nickname = ku_gunboat
archetype = ku_gunboat
equip = ge_s_scanner_02
equip = infinite_power
equip = ge_s_tractor_01
equip = sfx_rumble_gunvessel
equip = ge_kg_engine_01
equip = ku_gunboat_turret01, HpTurret_K4_01 ;weapons mounts here!!
equip = ku_gunboat_turret01, HpTurret_K4_02
equip = ku_gunboat_turret01, HpTurret_K4_03
equip = ku_gunboat_forward_gun01, HpTurret_K5_01
equip = SlowMediumGreen, HpRunningLight01
equip = SlowMediumGreen, HpRunningLight02
equip = SlowMediumGreen, HpRunningLight03
equip = SlowMediumGreen, HpRunningLight04
equip = SlowMediumGreen, HpRunningLight05
equip = LargeWhiteSpecial, HpHeadLight01
</font></pre>

Now you notice it can take three turrets and 1 gun - so add those to your shiparch.ini for it - so you get the following!
<pre><font size=1 face=Courier>
hp_type = hp_turret_special_7, HpTurret_K4_01
hp_type = hp_turret_special_7, HpTurret_K4_02
hp_type = hp_turret_special_7, HpTurret_K4_03
hp_type = hp_gun_special_7, HpTurret_K5_01
</font></pre>
You can copy and paste that in by the way....

That is your shiparch.ini sorted!! Save that off now and go to the goods.ini
There we will have to make a) a hull reference, and the package you get when you buy it (we will make it come with some guns!)
at the bottom of the goods.ini we make a package!

This is the hull forit
<pre><font size=1 face=Courier>
[Good
nickname = mygunboat
category = shiphull
ship = mygunboat
price = 1
ids_name = 237030
item_icon = Equipment\models\commodities\nn_icons\rh_freighter.3db
Then the package (what it has when you buy)

[Good
nickname = kugun_package
category = ship
hull = mygunboat
addon = ge_s_scanner_02, internal, 1
addon = infinite_power, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = sfx_rumble_gunvessel
addon = ge_kg_engine_01, internal, 1
addon = te_gunboat_turret01, HpTurret_K4_01
addon = te_gunboat_turret01, HpTurret_K4_02
addon = te_gunboat_turret01, HpTurret_K4_03
addon = te_gunboat_turret01, HpTurret_K5_01
addon = SlowMediumGreen, HpRunningLight01, 1
addon = SlowMediumGreen, HpRunningLight02, 1
addon = SlowMediumGreen, HpRunningLight03, 1
addon = SlowMediumGreen, HpRunningLight04, 1
addon = SlowMediumGreen, HpRunningLight05, 1
addon = LargeWhiteSpecial, HpHeadLight01, 1
</font></pre>

Notice that this is similar to the one in loadouts_special.ini?? We just make all things saying
<pre><font size=1 face=Courier>
equip =
</font></pre>
to
<pre><font size=1 face=Courier>
addon =
</font></pre>
Make sure you also add the lines at the top there!
Oops - this is actually my own custom one - notice the gunturrets?? Use the same as the one from the package in loadouts_special.ini!! (see above and below!)
<pre><font size=1 face=Courier>
addon = ku_gunboat_turret01, HpTurret_K4_01
addon = ku_gunboat_forward_gun01, HpTurret_K5_01
</font></pre>

Once you have your THREE turrets and one forward gun up in that package rather than my custom ones, then save it off again....


NOw open up your market_ships.ini and search for you base of choice (like manhatten) and then put in your ship (ie instead of lf for liberty fighter (patroit) make it say kugun_package
<pre><font size=1 face=Courier>
marketgood = lf_package, 1, -1, 1, 1, 0, 1, 1
</font></pre>
will become
<pre><font size=1 face=Courier>
marketgood = kugun_package, 1, -1, 1, 1, 0, 1, 1
</font></pre>
Notice that the package name and the ship name aren't the same!! this is important.......very important okay! Always make sure they are something_package.........hehe

Okay - now save that. What is left - oh yeah - our turret cam.

Okay - you saw the structure (directory structure) in your shiparch.ini? (look up again to see it)
<pre><font size=1 face=Courier>
cockpit = cockpits\kusari\mygunboat.ini
</font></pre>
Well you need to create the mygunboat.ini in that folder (kusari folder)
Once you make the ini - put in the following spiel!
<pre><font size=1 face=Courier>
[Cockpit
mesh = cockpits\liberty\models\li_freighter_cockpit.cmp
int_brightness = 0.500000
head_turn = 30, 10

[CockpitCamera

[TurretCamera
tether = 0.000000, 20, 150 ;shows the camera dist from ship
yaw_rotate_speed = 2.000000
pitch_rotate_speed = 1.500000
accel_speed = 5
</font></pre>

Notice my commented part there (don't add the comment!) that is cause if you make destroyers and battleships using the same method - you will have to change those values (can be as high as 200, 600 !!!) The same applies for the line in the shiparch.ini saying <pre><font size=1 face=Courier> camera_offset = 25, 85 </font></pre>
The bigger your ships get - the bigger those values will need to be! (so you aint looking out from inside the damned ship!)
Okay - now you have got it all!! One gunship....
You can use the same method for making other capships flyable - but pay close attention to detail! Notice things like the names you use........basically follow the same method as above, but make sure you check correctly with the goods.ini (causes game to crash if wrong).

Now then.....
one last thing - the turret mounts you have there are specifying certain guns of the kusari navy - to change them - well, put in the names of the turrets from the weapons_equip.ini you wish for!

Enjoy flying the beastie - they are great fun!!

At the moment - it doesn't have a shield. To add a shield you need to add a shield link:
<pre><font size=1 face=Courier>
shield_link = bh_elite_shield01, HpMount, HpMount
</font></pre>

Now this is on the HpMount that you will mount the shield - which is out infront of the ship. however, pick any hardpoint you like, a light mount of other such stuff will do for this part:
<pre><font size=1 face=Courier>
shield_link = bh_elite_shield01, HpMount, HpEngine02
</font></pre>
Then add the type of shield and class of mount:
<pre><font size=1 face=Courier>
hp_type = hp_freighter_shield_special_9, HpEngine02
hp_type = hp_freighter_shield_special_8, HpEngine02
hp_type = hp_freighter_shield_special_7, HpEngine02
hp_type = hp_freighter_shield_special_6, HpEngine02
hp_type = hp_freighter_shield_special_5, HpEngine02
hp_type = hp_freighter_shield_special_4, HpEngine02
hp_type = hp_freighter_shield_special_3, HpEngine02
hp_type = hp_freighter_shield_special_2, HpEngine02
hp_type = hp_freighter_shield_special_1, HpEngine02
</font></pre>
This will mean that it would mount up to class 9, but check that the hardpoint exists in the ships CMP file with UTF editor (I know that it does because it has 2 exhaust nozzles in shiparch.ini file - which means HpEngine01 and HpEngine02

Okay - the guns don't mount all classes at the moment
You could do that by doing this:
<pre><font size=1 face=Courier>
hp_type = hp_turret_special_10, HpTurret_K4_01, HpTurret_K4_02, HpTurret_K4_03, HpTurret_K5_01
hp_type = hp_turret_special_9, HpTurret_K4_01, HpTurret_K4_02, HpTurret_K4_03, HpTurret_K5_01
hp_type = hp_turret_special_8, HpTurret_K4_01, HpTurret_K4_02, HpTurret_K4_03, HpTurret_K5_01
hp_type = hp_turret_special_7, HpTurret_K4_01, HpTurret_K4_02, HpTurret_K4_03, HpTurret_K5_01
hp_type = hp_turret_special_6, HpTurret_K4_01, HpTurret_K4_02, HpTurret_K4_03, HpTurret_K5_01
hp_type = hp_turret_special_5, HpTurret_K4_01, HpTurret_K4_02, HpTurret_K4_03, HpTurret_K5_01
hp_type = hp_turret_special_4, HpTurret_K4_01, HpTurret_K4_02, HpTurret_K4_03, HpTurret_K5_01
hp_type = hp_turret_special_3, HpTurret_K4_01, HpTurret_K4_02, HpTurret_K4_03, HpTurret_K5_01
hp_type = hp_turret_special_2, HpTurret_K4_01, HpTurret_K4_02, HpTurret_K4_03, HpTurret_K5_01
hp_type = hp_turret_special_1, HpTurret_K4_01, HpTurret_K4_02, HpTurret_K4_03, HpTurret_K5_01
</font></pre>
For nanobot and shield bat limits add this:
nanobot_limit = x
shield_battery_limit = x
Where x = whatever you like:
<pre><font size=1 face=Courier>
nanobot_limit = 73
shield_battery_limit = 73
</font></pre>
or
<pre><font size=1 face=Courier>
nanobot_limit = 73000
shield_battery_limit = 73000
</font></pre>

You will obviously need some intelligence to apply what I have posted to a different ship. The main things to remember are that you need to change that camera view to a larger value for bigger ships - you can fiddle after you have got the thing flying.

If in doubt - there is a tutorial about making a flying battleship by Wanderer - its a year and a half old, but it works out good.

Post Mon Nov 29, 2004 4:37 am

I found out an easier way to create new Hardpoints. You just open the cmp-file with HardCMP which you can download at LR. Then you click the "New" Button and choose the type of the Hardpoint. Then you click OK. Then you place the Hardpoint like you want, using the Position and Direction Parametres. Save the cmp-file and open "shiparch.ini". Scroll to the ship and add there the Hardpoint.

For Example:

For a class 6 Turret add.

hp_type = turret_special6
hp_type = turret_special5
hp_type = turret_special4
hp_type = turret_special3
hp_type = turret_special2
hp_type = turret_special1

Then you have your new Hardpoint

Post Tue Dec 07, 2004 4:43 am

Can I get your mod from LR?

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