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Adding weapons to a base

The general place to discuss MOD''ing Freelancer!

Post Sat Mar 12, 2005 9:30 pm

Adding weapons to a base

How do you Add weapons to a base. Ew04 is the base and I want to add a Trizona Del Cid and a Diamond back to freeport9

I have seen something on this before AND I CANNOT FIND IT.

If anyone would be so kind as to direct me to a place that has this info or tell me how to do this would be awesome thanks

Post Sun Mar 13, 2005 12:16 am

Not sure if i've understood, but do you want them as turrets? or as weapons sold on the base?

If so this is how you edit it,
I found the script on weapons sold at your base:

[BaseGood
base = Ew04_01_base
MarketGood = gd_z_gun01_mark02, 6, 0, 10, 10, 0, 1
MarketGood = gd_z_gun01_mark03, 16, 0.200000, 10, 10, 0, 1
MarketGood = gd_z_gun01_mark04, 22, 0.400000, 10, 10, 0, 1
MarketGood = gd_z_gun01_mark05, 26, 0.750000, 10, 10, 0, 1
MarketGood = gd_z_turret01_mark01, 6, -1, 10, 10, 0, 1
MarketGood = gd_z_turret01_mark02, 16, 0, 10, 10, 0, 1
MarketGood = gd_z_turret01_mark03, 26, 0.400000, 10, 10, 0, 1
MarketGood = ge_s_thruster_04, 6, -1, 10, 10, 0, 1
MarketGood = missile01_mark01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = missile01_mark02_ammo, 2, -1, 50, 50, 0, 1
MarketGood = missile01_mark03, 10, 0, 10, 10, 0, 1
MarketGood = missile01_mark03_ammo, 10, -1, 50, 50, 0, 1
MarketGood = missile01_mark04, 22, 0, 10, 10, 0, 1
MarketGood = missile01_mark04_ammo, 22, -1, 50, 50, 0, 1
MarketGood = missile01_mark05_ammo, 30, -1, 50, 50, 0, 1
MarketGood = missile02_mark01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = missile02_mark02, 2, -0.200000, 10, 10, 0, 1
MarketGood = missile02_mark02_ammo, 2, -0.200000, 50, 50, 0, 1
MarketGood = missile02_mark03, 10, 0.200000, 10, 10, 0, 1
MarketGood = missile02_mark03_ammo, 10, 0.200000, 50, 50, 0, 1
MarketGood = missile02_mark04_ammo, 22, 0.400000, 50, 50, 0, 1
MarketGood = missile02_mark05_ammo, 30, 0.750000, 50, 50, 0, 1
MarketGood = missile03_mark01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = missile03_mark02, 6, -0.200000, 10, 10, 0, 1
MarketGood = missile03_mark02_ammo, 6, -1, 50, 50, 0, 1
MarketGood = missile03_mark03, 22, 0, 10, 10, 0, 1
MarketGood = missile03_mark03_ammo, 22, -1, 50, 50, 0, 1
MarketGood = missile03_mark04_ammo, 30, -1, 50, 50, 0, 1
MarketGood = cruise_disruptor01_mark01_ammo, 2, -1, 50, 50, 0, 1
MarketGood = cruise_disruptor01_mark02, 26, 0, 10, 10, 0, 1
MarketGood = cruise_disruptor01_mark02_ammo, 26, -1, 50, 50, 0, 1
MarketGood = torpedo01_mark01, 10, 0, 10, 10, 0, 1
MarketGood = torpedo01_mark01_ammo, 10, -1, 50, 50, 0, 1
MarketGood = torpedo01_mark02_ammo, 30, -1, 50, 50, 0, 1
MarketGood = mine01_mark01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = mine01_mark02_ammo, 2, -1, 50, 50, 0, 1
MarketGood = mine01_mark03, 10, 0, 10, 10, 0, 1
MarketGood = mine01_mark03_ammo, 10, -1, 50, 50, 0, 1
MarketGood = mine01_mark04, 22, 0, 10, 10, 0, 1
MarketGood = mine01_mark04_ammo, 22, -1, 50, 50, 0, 1
MarketGood = mine01_mark05_ammo, 30, -1, 50, 50, 0, 1
MarketGood = mine02_mark01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = mine02_mark02, 6, -0.200000, 10, 10, 0, 1
MarketGood = mine02_mark02_ammo, 6, -1, 50, 50, 0, 1
MarketGood = mine02_mark03, 16, 0, 10, 10, 0, 1
MarketGood = mine02_mark03_ammo, 16, -1, 50, 50, 0, 1
MarketGood = mine02_mark04, 26, 0, 10, 10, 0, 1
MarketGood = mine02_mark04_ammo, 26, -1, 50, 50, 0, 1
MarketGood = mine02_mark05_ammo, 30, -1, 50, 50, 0, 1
MarketGood = ge_s_repair_01, 0, -1, 100, 100, 0, 1
MarketGood = ge_s_cm_01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = ge_s_cm_02_ammo, 2, -1, 50, 50, 0, 1
MarketGood = ge_s_cm_03, 6, -1, 10, 10, 0, 1
MarketGood = ge_s_cm_03_ammo, 6, -1, 50, 50, 0, 1
MarketGood = shield02_mark06_lf, 16, -1, 10, 10, 0, 1
MarketGood = shield02_mark07_lf, 22, -1, 10, 10, 0, 1
MarketGood = shield02_mark08_lf, 26, -1, 10, 10, 0, 1
MarketGood = shield02_mark09_lf, 30, -1, 10, 10, 0, 1
MarketGood = shield02_mark06_hf, 16, -1, 10, 10, 0, 1
MarketGood = shield02_mark07_hf, 22, -1, 10, 10, 0, 1
MarketGood = shield02_mark08_hf, 26, -1, 10, 10, 0, 1
MarketGood = shield02_mark09_hf, 30, -1, 10, 10, 0, 1
MarketGood = shield02_mark06_fr, 16, -1, 10, 10, 0, 1
MarketGood = shield02_mark07_fr, 22, -1, 10, 10, 0, 1
MarketGood = shield02_mark08_fr, 26, -1, 10, 10, 0, 1
MarketGood = shield02_mark09_fr, 30, -1, 10, 10, 0, 1
MarketGood = ge_s_battery_01, 0, -1, 100, 100, 0, 1


Basically all you need to do is add on the DIAMONDBACK and Tizona Del Cid's codes.
If you don't know them or need further help do not hesitate to ask, i will also edit my text if i find out what the code names are for those weapons, I already know the Tizona Del Cid's name which is either this one:

MarketGood = fc_c_gun01_mark01, 10, -1, 10, 10, 0, 1

or this one:

MarketGood = fc_c_gun02_mark01, 10, -1, 10, 10, 0, 1

Not 100 percent sure on these but its worth a shot isnt it?
If both are wrong try looking for the correct weapon here:


C:\Program Files\Microsoft Games\Freelancer\DATA\EQUIPMENT\market_misc

Or in another path which takes you to the market_misc file.

Hope it helps//


Shadow505



Edited by - shadow505 on 3/13/2005 12:36:33 AM

Post Sun Mar 13, 2005 12:33 am

Bases need a Loadout, just like ships do. There's a Loadouts.ini in the Solar folder... copy-n-paste that into the Solar folder in your mod, and then make a new Loadout there for the base... and then call that Loadout in your System's ini file.

Post Sun Mar 13, 2005 12:41 am

Well, you're a good way to getting it.

The base is in Ew04 as you correctly say, and knowing its the only base in the system, deduce that its therefore Ew04_01 in its nickname (although its safer to search the file for Ew04_01_base instead ).

So open up Ew04 and search for Ew04_01_base and you will get this:
Ew04.ini
<pre><font size=1 face=Courier>[Object
nickname = Ew04_01
ids_name = 196722
pos = 9899, 0, -1063
archetype = space_freeport01
ids_info = 65811
dock_with = Ew04_01_Base
base = Ew04_01_Base
reputation = gd_z_grp
behavior = NOTHING
voice = atc_leg_f01
space_costume = br_newscaster_head, pl_female2_peasant_body_bust
difficulty_level = 16
loadout = space_freeport01_co_03
pilot = pilot_solar_hardest </font></pre>


Note the bold line - that is the loadout for the base.
So where is it? Well, bases are all in the solars folder - so if you go into the solars folder (data\solar) you will find the solararch.ini file, and the loadouts.ini file (the one you want ).

So open that bad boy up, and you guessed it - search for the line:
space_freeport01_co_03


Okay, you should then find this:
Loadouts.ini - solar folder
<pre><font size=1 face=Courier>[Loadout
nickname = space_freeport01_co_03
equip = infinite_power
equip = ge_s_scanner_02
equip = LargeBlue, HpRunningLight01
equip = LargeBlue, HpRunningLight02
equip = LargeBlue, HpRunningLight03
equip = LargeBlue, HpRunningLight04
equip = LargeBlue, HpRunningLight05
equip = LargeBlue, HpRunningLight06
equip = LargeBlue, HpRunningLight07
equip = LargeBlue, HpRunningLight08
equip = LargeBlue, HpRunningLight09
equip = LargeBlue, HpRunningLight10
equip = LargeBlue, HpRunningLight11
equip = LargeBlue, HpRunningLight12
equip = LargeBlue, HpRunningLight13
equip = LargeBlue, HpRunningLight14
equip = LargeBlue, HpRunningLight15
equip = LargeBlue, HpRunningLight16
equip = LargeBlue, HpRunningLight17
equip = LargeBlue, HpRunningLight18
equip = sfx_rumble_trading_depot
equip = co_Small_station_turret01_mark03, HpTurret_S1_01
equip = co_Small_station_turret01_mark03, HpTurret_S1_02
equip = co_Small_station_turret01_mark03, HpTurret_S1_03
equip = co_Small_station_turret01_mark03, HpTurret_S1_04
equip = co_Small_station_turret01_mark03, HpTurret_S1_05
equip = co_Small_station_turret01_mark03, HpTurret_S1_06
equip = co_Small_station_turret01_mark03, HpTurret_K1_01
equip = co_Small_station_turret01_mark03, HpTurret_K1_02 </font></pre>

Now as you know, many bases may use this same loadout template - so its best to create your own custom one

To do this, copy that entry, and then paste it to the bottom of the file (for ease's sake if you need to find it again later).
Loadouts.ini - solars folder
<pre><font size=1 face=Courier>
[Loadout
nickname = ew04_01_base_loadout
equip = infinite_power
equip = ge_s_scanner_02
equip = LargeBlue, HpRunningLight01
equip = LargeBlue, HpRunningLight02
equip = LargeBlue, HpRunningLight03
equip = LargeBlue, HpRunningLight04
equip = LargeBlue, HpRunningLight05
equip = LargeBlue, HpRunningLight06
equip = LargeBlue, HpRunningLight07
equip = LargeBlue, HpRunningLight08
equip = LargeBlue, HpRunningLight09
equip = LargeBlue, HpRunningLight10
equip = LargeBlue, HpRunningLight11
equip = LargeBlue, HpRunningLight12
equip = LargeBlue, HpRunningLight13
equip = LargeBlue, HpRunningLight14
equip = LargeBlue, HpRunningLight15
equip = LargeBlue, HpRunningLight16
equip = LargeBlue, HpRunningLight17
equip = LargeBlue, HpRunningLight18
equip = sfx_rumble_trading_depot
equip = co_Small_station_turret01_mark03, HpTurret_S1_01
equip = co_Small_station_turret01_mark03, HpTurret_S1_02
equip = co_Small_station_turret01_mark03, HpTurret_S1_03
equip = co_Small_station_turret01_mark03, HpTurret_S1_04
equip = co_Small_station_turret01_mark03, HpTurret_S1_05
equip = co_Small_station_turret01_mark03, HpTurret_S1_06
equip = co_Small_station_turret01_mark03, HpTurret_K1_01
equip = co_Small_station_turret01_mark03, HpTurret_K1_02
</font></pre>

Now you can go about changing what weapons are on its turret slots, or you can simply change lights for guns instead (they have a universal rotation, so can shoot at nearly any angle at all). Of course, do not forget to then change your loadout in the system file to reflect this:

Ew04.ini
<pre><font size=1 face=Courier>[Object
nickname = Ew04_01
ids_name = 196722
pos = 9899, 0, -1063
archetype = space_freeport01
ids_info = 65811
dock_with = Ew04_01_Base
base = Ew04_01_Base
reputation = gd_z_grp
behavior = NOTHING
voice = atc_leg_f01
space_costume = br_newscaster_head, pl_female2_peasant_body_bust
difficulty_level = 16
loadout = ew04_01_base_loadout
pilot = pilot_solar_hardest </font></pre>


If this helps you out, please post back to let us know
If not - post back and we'll sort you out

Post Sun Mar 13, 2005 12:44 am

Ha, I was to slowly. Chips have posted 3 minutes before
---------------------------------------------------------------------

@FLFreeLancerCpt

If you want to make them sellable at the base, you should add the following entries to market_misc.ini where

[BaseGood
base = Ew04_01_base <-- Freeport

MarketGood = fc_c_gun02_mark03, 1, 0, 10, 10, 0, 1 <--Tirona del Cid
MarketGood = special_gun04, 1, 0, 10, 10, 0, 1 <--Diamondback

This make these two weapons buyable for everyone.

If you want attach them to the station itself, you must change the loadout.ini.

[Object
nickname = Ew04_01
ids_name = 196722
...
loadout = space_freeport01_co_03 <-- This is the attached equipment
pilot = pilot_solar_hardest

[Loadout
nickname = space_freeport01_co_03
equip = infinite_power
equip = ge_s_scanner_02
...
equip = co_Small_station_turret01_mark03, HpTurret_S1_01
equip = co_Small_station_turret01_mark03, HpTurret_S1_02
equip = co_Small_station_turret01_mark03, HpTurret_S1_03
equip = co_Small_station_turret01_mark03, HpTurret_S1_04
equip = co_Small_station_turret01_mark03, HpTurret_S1_05
equip = co_Small_station_turret01_mark03, HpTurret_S1_06

There are 6 turrets attached to the station. Thats the maximum number of turrets! So change these entries to the weapons you want.

equip = special_gun04, HpTurret_S1_01

But I'm not sure, if it works like you expected because of mounting a 'normal' weapon instead of a turret. Maybe you should make a new turret with the same attributes as the Tizona el Cid and Diamondback.

eisfuerst

Edited by - eisfuerst on 3/13/2005 12:46:10 AM

Post Sun Mar 13, 2005 1:34 am

So i was wrong then...

Edited by - shadow505 on 3/13/2005 1:35:13 AM

Post Sun Mar 13, 2005 2:30 am

I think everyone posted at the same time, simply because there was no post when I first replied it was just a question sat on its own.

However, funny to see how we intepreted his question differently I immediately thought the question was about sticking guns on the stations model - not setting them to sell

Post Sun Mar 13, 2005 7:08 am

Yes I am looking to sell them on the base. and I did what eisfuerst said but I has the Numbers wrong and everything BUT the weapons showed up so Hope fully that will help.

BTW; I change the numbering to what you said and thats the only thing I have done besides take away the AI.



And shadow you were write but he only posted different numbers but it was basically the same thing

Edited by - FLFreeLancerCpt on 3/13/2005 7:34:23 AM

Post Sun Mar 13, 2005 7:33 am

OH YEA THANKS M8's

And that was pretty cool how everyone posted around the same time and they were like 5 minute differences.

Thanks and more thanks Chips you have been nothing but HELPFUL for and to me you reply to about every topic I post I want to thank you for that.

And I also want to thank the other m8's for posting.

Post Sun Mar 13, 2005 7:42 am

I Feel Dumb...I put 3 different Posts.....SRY.
------------------------------------------------------------------------------------------------

I have a few questions.....

BTW: It worked

1.) How do you change the amount they buy for?

2.) How do you make the weapons buyable for any kind of rep you have?

3.) Thats all I have for now?!?!?!?!!?

Post Sun Mar 13, 2005 8:48 am

Just asking how do you make space stations alltogether when i add the they do not apper prob done it wrong but somebody could help me out plz

Post Sun Mar 13, 2005 8:50 am

np

Okay, explanation of what those numbers are all about:

Okay, so you this right?:
Entry at this moment in Market_misc.ini
MarketGood = fc_c_gun02_mark03, 1, 0, 10, 10, 0, 1
MarketGood = special_gun04, 1, 0, 10, 10, 0, 1

Those are the tizona and diamondback - but this applies to any guns whatsoever.

The way market_misc works (as I know it anyway ):

<pre><font size=1 face=Courier>MarketGood = name, parameter1, parameter2, constant, constant, constant, parameter3 </font></pre>

Now of course, the constants maynot be genuine constants - you will see this because in other files (or even in same file) there are other values there instead of what you see for guns.

For instance:
Market_misc.ini
Ammo has 50, 50, 0
Guns have 10, 10, 0

Market_Goods.ini
Base not sell 0, 0, 1
Base will sell 150, 500, 0

Market_ships.ini
Ship for sale 1, 0, 1
Ship not for sale 0, 1, 1
(remember only 3 ships max for sale anyway!)

Now as you can see - those 'constants' as I called them DO in fact change. However, I call em constants because within that one file, they remain the same depending upon what your doing. So for instance, regardless of what rep, level, amount you are paying for any commodity - if you can buy it - those numbers are ALWAYS 150 ,500 , 0

So for our intents and purposes - we can say (for selling guns) that those numbers remain as 10, 10, 0 and are constant

Okay, so what do the parameters do? Well - the parameters ARE THE SAME for every single market file out there! Nice huh?

Parameter1 - this is the level that the person must be to BUY the item. So if its a 0, then they need NO level. If its a 10 - they need to be a level 10, if its a 92 then no-one can buy it, because there is no level 92 possible (unless you modded the levels!).
So if you want to sell things to players at level 30 and above ONLY, that first parameter must be 30 (or more). No-one under that level can buy it . If you want everyone to buy it - make it a 0

Okay, Parameter2
This one is the reputation that players need to be able to purchase the item. So when you go to a base to be granted with 'your not friendly enough to purchase this item' - its this parameter in action. For anyone to buy it (no matter how hostile) - this value is at -1. For this reason, you will see that all commodities have this as a default value - because their is no reputation upon buying from bases. If you want them to be dead on neutral before they can buy the item, then set the value to 0. If you want them to be MAX green - set it to 0.75 or 0.8 - and they will need to be very friendly to buy it

By the way, the rep does not affect the selling of items to bases , and it doesn't affect buying ships in multiplayer either...


Parameter3
This is commonly called the "price multiplier" - for the simple reason that it multiplies the price. By default, market_ships.ini and market_misc.ini are all set to 1 for this value. However, market_commodities (where bases sell the items for different prices), the items are all set at whatever value. This is because its the value of the item (as defined in the goods.ini, equipment_goods.ini, misc_goods.ini, St_goods.ini etc) multiplied by the value here. So if parameter3 is 2, then the item can be bought for 2 times the value in the goods.ini files. This DOES affect the sell price as well, well, for market_commodities.ini file that is

SO to sell ships or guns for twice the normal price on one base, make that value a 2!

So - back to your two guns:

MarketGood = fc_c_gun02_mark03, 1, 0, 10, 10, 0, 1
MarketGood = special_gun04, 1, 0, 10, 10, 0, 1

To make these sell to ANYONE at all, you will need to set it so that they need no rep, and no level:

MarketGood = fc_c_gun02_mark03, 0, -1, 10, 10, 0, 1
MarketGood = special_gun04, 0, -1, 10, 10, 0, 1

If you want to make them have two pay TWICE the normal value, it would look like this:

MarketGood = fc_c_gun02_mark03, 0, -1, 10, 10, 0, 2
MarketGood = special_gun04, 0, -1, 10, 10, 0, 2


General Bits / Speculation
Yes - you can set things to sell for less than normal (use a 0.5 value to sell at half price). However, you notice that those three 'constants' define what happens yes? Well, to be honest, thats a simple explanation. Ships can sell or buy by changing just ONE value only. I forget which one, but I think its the second Constant
Market_ships.ini
Ship for sale 1 , 0, 1
Ship not for sale 0 , 1, 1

So a 1 = sale, or 0 = no sale - regardless of what the other two are doing. By the way, I am going off what I experimented with over a year and a half ago. I found that changing one value only would change the sell/buy of ships - so I maybe saying the wrong one here - but one of the 'constants' controls this.

Next - selling weapons at a base. You can sell them, but cannot change the 'buy' value without someone being able to buy the item from the base as well? I haven't tried anything here, but I personally wonder if you change that second to last value (the one before the money multiplier) that you can have guns 'bought' by the base for whatever price you set for them....so:

MarketGood = fc_c_gun02_mark03, 1, 0, 10, 10, 0, 1
MarketGood = fc_c_gun02_mark03, 1, 0, 10, 10, 1, 1 ;Doesn't sell perhaps? But buys?
I don't know, I haven't tried it (and can't be bothered because its pointless) - but maybe you can then do a :
MarketGood = fc_c_gun02_mark03, 1, 0, 10, 10, 1, 3
Meaning gun running opportunities


Whatever, hope this is helpful, and possibly made others think about it. Literally, no-one has really looked into these numbers - taking them for granted. Ages ago I made variable ships and weapons prices around the systems (including nano bots/bats varying in prices depending upon where you were etc) - which was simply because no-one had done it before - they hadn't fiddled at all! Now I have not fiddled since then (and since removed it from the mod for reasons of abuse) - but who knows what else is in there.

I next think (but again, not tried) that you could remove two of the market files (say marketships and market_misc.ini) from the freelancer.ini file - and put EVERYTHING into the same file. I personally think that the first two 'constants' define exactly what is being sold - and where to look. I think the 10, 10 and 50, 50 represents the weapons and ammo sections of the screens, and that the 150, 500 and 0, 0 represents the commodities section. I think the ships (which have 7 numbers) are defined by that in some way.....

Meh - I am rambling - and probabily very wrong, but I like wandering off on speculation

Post Sun Mar 13, 2005 12:38 pm

thx for walkthrough

Post Sun Mar 13, 2005 1:12 pm

Hah, Chips just revealed my little 'Admin Trade Routes'. I set a few bases (probably the most unvisited by players) across the game to buy guns (not sell, only buy) for very extreme prices.

So, for example (this isn't one that I had used, but along the same lines):
You could buy the justice mk.II at Manhatten
You could then sell it at Trenton Outpost, right outside manhatten, for about 50000 times the price.
Good thing is, there is no limit in how many weapons you can carry on your character (well, exceeding 100 can result in character corrpution), and the route is pretty undectedable...unless some completely random guy just decides to try and sell guns over the game...

Ohwell...

Just saying, that what Chips said was true, you CAN make a market for weapons (although I dont think you can show the routes like commodities do) - you can change the prices that weapons will buy and sell for, and bases can buiy weps and not sell them etc.

L.D.

(Sorry for rambling on a little, got carried away)

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