Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

Help with a invisible ship

The general place to discuss MOD''ing Freelancer!

Post Sun Oct 31, 2004 3:07 pm

Help with a invisible ship

Hello,
I have been trying to make my own custom ship mod using ships that other people made that I like. I have had success so far using shipscripter to add: Millenium Falcon, Andromeda, YT-2400, YT-2000. Now, when I try and add a YT-1300, I can get in the game but at the shipdealer, the ship itself is invisible, and the game crashed when I left the station. I tried it again with a Colonial Viper and the same thing. It's like I could add four ships but not five. I've used all the harpoints, files, etc that the working mods use. I just can't figure out why now it won't work? Any help would be appreciated. I am using ships from Porsch, Free World, and WTS-WORLD. If I need to post the lines from good.ini etc let me know.
Thanks,
Calvanar

Post Sun Oct 31, 2004 4:01 pm

Post the code mate

+++ out of cheese error - redo from start +++

Xtreme Team Studios

Post Sun Oct 31, 2004 4:09 pm

I would suggest:

Doing a search of the forums as this is possibly the most asked question in relation to ships. Try searching the MODELLING forum for it - using the search function which has been highlighted for you........making it easy as heck to see.

If you don't get any joy joy from that (trust me - you will actually have to spend about half an hour reading many different threads to get the answer........not much considering that asking people to tell you may take half on hour of their time!) - then I would actually try asking in the modeling forum.

Once you have posted there, this thread will disappear

Thankyou, and hope you find the information your looking for

Post Sun Oct 31, 2004 4:13 pm

Here is the script to place the viper in the game:

<script>
<scriptversion>
1.0
</scriptversion>

<data file="data\ships\shiparch.ini" method="append">
<source>
;-- ShipScripter V.1.2.1
[Ship
ids_name = 0 ;GENERATESTRRES("Colonial Viper"
ids_info = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TEXT/><PARA/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Stats</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT/><PARA/><TEXT>Guns/Turrets: 6/2</TEXT><PARA/><TEXT>Armor: 12000</TEXT><PARA/><TEXT>Cargo Holds: 60</TEXT><PARA/><TEXT>Max Batteries/NanoBots: 60/60</TEXT><PARA/><TEXT>Optimal Weapon Class: 8</TEXT><PARA/><TEXT>Max. Weapon Class: 10</TEXT><PARA/><TEXT>Additional Equipment: M, CM, CD/T</TEXT><PARA/><PARA/><POP/></RDL></xml>"
ids_info1 = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Colonial Viper</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT></TEXT><PARA/><TEXT>The Colonial Viper was created to be a match for anything out there. Liberty needed a fighter that could go toe to toe with the border and edge world pirates. The truth was the Defender was just not suited to face the kind of hardware groups like the Corsairs carry. However, the cost and material required to mass produce this ship was astronomical, so Liberty abandoned the project and sold the prototypes to the owners on Newark Station. What you see is the end result. A very powerful heavy fighter, which can hold it's own against anyting in the universe.</TEXT><PARA/><POP/></RDL></xml>"
ids_info2 = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TRA data='1' mask='1' def='-2'/><TEXT>Stats</TEXT><PARA/><TRA data='0' mask='1' def='-1'/><TEXT/><PARA/><TEXT>Gun/Turret Mounts:</TEXT><PARA/><TEXT>Armor:</TEXT><PARA/><TEXT>Cargo Space:</TEXT><PARA/><TEXT>Max Batteries/NanoBots:</TEXT><PARA/><TEXT>Optimal Weapon Class:</TEXT><PARA/><TEXT>Max. Weapon Class:</TEXT><PARA/><TEXT>Additional Equipment: </TEXT><PARA/><POP/></RDL></xml>"
ids_info3 = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TEXT/><PARA/><TEXT/><PARA/><TEXT>6/2</TEXT><PARA/><TEXT>12000</TEXT><PARA/><TEXT>60</TEXT><PARA/><TEXT>60/60</TEXT><PARA/><TEXT>8</TEXT><PARA/><TEXT>10</TEXT><PARA/><TEXT>M, CM, CD/T</TEXT><PARA/><POP/></RDL></xml>"
ship_class= 1
nickname= viper
LODranges = 0, 999999
msg_id_prefix=gcs_refer_shiparch_Liblf
mission_property=can_use_berths
type=FIGHTER
mass=150.000000
hold_size=275
linear_drag=1
fuse=li_fighter_gas01, 0, -1
fuse=li_fighter_smoke01, 0, -1
fuse=intermed_damage_smallship02, 0, 400
fuse=intermed_damage_smallship03, 0, 200
max_bank_angle=35
camera_offset=11, 39
camera_angular_acceleration=0.05
camera_horizontal_turn_angle=23
camera_vertical_turn_up_angle=5
camera_vertical_turn_down_angle=40
camera_turn_look_ahead_slerp_amount=1
nanobot_limit=55
shield_battery_limit=55
hit_pts=9300
DA_archetype=ships\viper\viper.cmp
material_library=ships\viper\viper.mat
material_library=fx\envmapbasic.mat
envmap_material=envmapbasic
cockpit = cockpits\corsair\bw_elite2.ini
pilot_mesh=generic_pilot
explosion_arch = explosion_li_freighter
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=24000, 24000, 58000
angular_drag=15000, 15000, 35000
rotation_inertia=2800, 2800, 1000
nudge_force=30000
strafe_force=20000
strafe_power_usage=2
bay_door_anim=Sc_open baydoor
bay_doors_open_snd=cargo_doors_open
bay_doors_close_snd=cargo_doors_close
HP_bay_surface=HpBayDoor01
HP_bay_external=HpBayDoor02
num_exhaust_nozzles = 3
HP_tractor_source=HpTractor_Source
shield_link=l_elite_shield01, HpMount, HpShield01
hp_type = hp_elite_shield_special_10, HpShield01
hp_type = hp_elite_shield_special_9, HpShield01
hp_type = hp_elite_shield_special_8, HpShield01
hp_type = hp_elite_shield_special_7, HpShield01
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_turret_special_10, HpTurret01, HpTurret02
hp_type = hp_turret_special_9, HpTurret01, HpTurret02
hp_type = hp_turret_special_8, HpTurret01, HpTurret02
hp_type = hp_turret_special_7, HpTurret01, HpTurret02
hp_type = hp_turret_special_6, HpTurret01, HpTurret02
hp_type = hp_turret_special_5, HpTurret01, HpTurret02
hp_type = hp_turret_special_4, HpTurret01, HpTurret02
hp_type = hp_turret_special_3, HpTurret01, HpTurret02
hp_type = hp_turret_special_2, HpTurret01, HpTurret02
hp_type = hp_turret_special_1, HpTurret01, HpTurret02
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
</source>
</data>

<data file="DATA\EQUIPMENT\goods.ini" method="append">
<source>
[Good
nickname = viper
category = shiphull
ship = viper
price = 100000
ids_name = 0 ;GENERATESTRRES("Colonial Viper"
item_icon = Ships\Custom\Viper\viper.3db

[Good
nickname = viper_package
category = ship
hull = viper
addon = co_elite_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = ge_bf_engine_01, internal, 1
addon = ge_bf_engine_01, internal, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = SlowSmallYellow, HpRunningLight01, 1
addon = SlowSmallYellow, HpRunningLight02, 1
</source>
</data>

<data file="DATA\Missions\mShipProps.ini" method="append">
<source>
[mShipProps
archetype_id = viper
prop = can_use_berths
</source>
</data>

Here is the script from Porches Mod:
</description>
</header>
<data file="data\ships\shiparch.ini" method="append">
<source>
[Ship
ids_name= 523948
ids_info= 459871
ids_info1= 459872
ids_info2= 459873
ids_info3= 459874
ship_class= 1
nickname= viper
LODranges = 0, 999999
msg_id_prefix=gcs_refer_shiparch_Liblf
mission_property=can_use_berths
type=FIGHTER
mass=150.000000
hold_size=275
linear_drag=1
fuse=li_fighter_gas01, 0, -1
fuse=li_fighter_smoke01, 0, -1
fuse=intermed_damage_smallship02, 0, 400
fuse=intermed_damage_smallship03, 0, 200
max_bank_angle=35
camera_offset=11, 39
camera_angular_acceleration=0.05
camera_horizontal_turn_angle=23
camera_vertical_turn_up_angle=5
camera_vertical_turn_down_angle=40
camera_turn_look_ahead_slerp_amount=1
nanobot_limit=55
shield_battery_limit=55
hit_pts=9300
DA_archetype=ships\viper\viper.cmp
material_library=ships\viper\viper.mat
material_library=fx\envmapbasic.mat
envmap_material=envmapbasic
cockpit = cockpits\corsair\bw_elite2.ini
pilot_mesh=generic_pilot
explosion_arch = explosion_li_freighter
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=24000, 24000, 58000
angular_drag=15000, 15000, 35000
rotation_inertia=2800, 2800, 1000
nudge_force=30000
strafe_force=20000
strafe_power_usage=2
bay_door_anim=Sc_open baydoor
bay_doors_open_snd=cargo_doors_open
bay_doors_close_snd=cargo_doors_close
HP_bay_surface=HpBayDoor01
HP_bay_external=HpBayDoor02
num_exhaust_nozzles = 3
HP_tractor_source=HpTractor_Source
shield_link=l_elite_shield01, HpMount, HpShield01
hp_type = hp_elite_shield_special_10, HpShield01
hp_type = hp_elite_shield_special_9, HpShield01
hp_type = hp_elite_shield_special_8, HpShield01
hp_type = hp_elite_shield_special_7, HpShield01
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_turret_special_10, HpTurret01, HpTurret02
hp_type = hp_turret_special_9, HpTurret01, HpTurret02
hp_type = hp_turret_special_8, HpTurret01, HpTurret02
hp_type = hp_turret_special_7, HpTurret01, HpTurret02
hp_type = hp_turret_special_6, HpTurret01, HpTurret02
hp_type = hp_turret_special_5, HpTurret01, HpTurret02
hp_type = hp_turret_special_4, HpTurret01, HpTurret02
hp_type = hp_turret_special_3, HpTurret01, HpTurret02
hp_type = hp_turret_special_2, HpTurret01, HpTurret02
hp_type = hp_turret_special_1, HpTurret01, HpTurret02
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
</source>
</data>

<data file="DATA\EQUIPMENT\goods.ini" method="append">
<source>
[Good
nickname = viper
category = shiphull
ship = viper
price = 100000
ids_name = 523948
item_icon = ships\viper\viper.3db

[Good
nickname = viper_package
category = ship
hull = viper
addon = co_elite_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = ge_bf_engine_01, internal, 1
addon = ge_bf_engine_01, internal, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = SlowSmallYellow, HpRunningLight01, 1
addon = SlowSmallYellow, HpRunningLight02, 1

Post Sun Oct 31, 2004 4:27 pm

Chip,
I did search the forums. I have been trying to figure this out for some time. I don't think it's a modeling issue since the stuff works in another mod.
I will re-post to the modeling forum if you wish? I understand why most people, including myself lurk and hardly ever post. Somebody always has to tell you your doing something wrong. I tried to find the fix, and could not, I am asking for help.
Thanks,
Calvanar

Post Mon Nov 01, 2004 12:47 am

Hello,
I am not exactly sure how, but I fixed it. Must have just been some line in the code that just didn't work. I just basically copied the code from the working mod and then just edited the small stuff and then it worked. I know I tried this earlier, but it woked now. Feel free to delete this thread.
Thanks,
Calvanar

Return to Freelancer General Editing Forum