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Showing ship on first mission cinematic

The general place to discuss MOD''ing Freelancer!

Post Fri Sep 16, 2005 7:39 am

Showing ship on first mission cinematic

Hello people. New around this forums.
I have a little tiny problem with THN files. Tried to solve it myself but no luck, and after looking around the forums, I didn't found a solution, so here it goes:
Is it posible to make the first mission intro to show the ship you have, whatever it is?
I mean, if I have given myself money enough to buy a Patriot, or a Rhino before launching to the first mission, can the THN be moddified so it finds out what ship you have?
Since all other cinematics show your current ship, I suppose it can be done, but I don't know.
Any idea? Thanks.

Post Fri Sep 16, 2005 12:22 pm

It can be done... it doesnt involve thn scripting however but a different shiparch.ini setting. i forgrt what tho so search through lancers with google or possibly better save the newbie threads (chips and accushots) to disk and use windows search on them. i'm sure thats where i learnt it.

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

Post Sun Sep 18, 2005 1:57 am

Thanks for the help. I'll look at the forums (again).

Post Tue Sep 20, 2005 2:42 pm

Actually, yes. It means changing the name of the playership though at the very lest and some hex-editing of a few .thn's.

The reason for this is because some of the .thn's are hard coded as to what ship/hull to show. And changing the ship name to something shorter, say from "msn_playership" to "msn_player", means that you don't _need_ to decompress the thn files at all.

Downsides:
A wee bit of editing to be done, might _initially_ seem daunting.

Alot of refferences to make sure you've gottten right.

Upsides:
Accurate vessel recognition in the start up scenes, simply from changing the "msn_playership" entry with the relevant ship information.

You don't end up with replication of the "unique" ship showing on various cityscapes because you haven't replaced an rtc_prop entry.

It works everytime.

Post Fri Sep 23, 2005 4:28 pm

Hex-editing... now where did I put that hex-editor?....
I'll get into it someday (not in the mood right now, and the starting classes won't let me much time for sometime)
Well, in any case, thanks for the reply zacam.

Post Fri Sep 23, 2005 5:58 pm

OK here it goes

1ST

data\ships\loadouts.ini
-Look for this
[Loadout
-Leave this
nickname = msn_playerloadout -Leave this
-Change this to the ship you want from here down
archetype = ge_fighter
equip = ge_gf1_engine_01
equip = shield01_mark01_lf, HpShield01
equip = ge_fighter_power01
equip = ge_s_scanner_01
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = li_gun01_mark01, HpWeapon01
equip = li_gun01_mark01, HpWeapon02
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallOrange, HpRunningLight01
equip = SlowSmallOrange, HpRunningLight02
equip = SlowSmallOrange, HpRunningLight05
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02

Like this

archetype = ge_fighter2
equip = ge_gf2_engine_01
equip = npc_shield03_mark04, HpShield01
equip = ge_fighter2_power01
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = gd_im_gun01_mark03, HpWeapon01
equip = gd_im_gun01_mark03, HpWeapon02
equip = gd_im_gun01_mark02, HpWeapon03
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallOrange, HpRunningLight01
equip = SlowSmallOrange, HpRunningLight02
equip = SlowSmallOrange, HpRunningLight05
equip = SlowSmallOrange, HpRunningLight06
equip = SlowSmallOrange, HpRunningLight07
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02

2nd

data\ships\rtc_shiparch.ini
-Look for this
[Ship
-Leave this
nickname = rtcprop_civ_fighter -Leave this
-Change this
LODranges = 0, 60, 120, 250, 500, 1000
DA_archetype = ships\civilian\cv_starflier\cv_starflier.cmp
material_library = ships\civilian\cv_ships.mat

Find the ship your looking for in this case the Startracker

[Shipnickname = rtcprop_civ_elite
-copy this from here down, and paste it below nickname = rtcprop_civ_fighter
LODranges = 0, 60, 120, 250, 500, 1000 -copy this from here down, and paste it
DA_archetype = ships\civilian\cv_startracker\cv_startracker.cmp
material_library = ships\civilian\cv_ships.mat
type = FIGHTER

3rd

data\missions\npcships.ini

Look for this
[NPCShipArch
nickname = fauxplayer
ship_archetype = msn_playership
-Change it to
ship_archetype = ge_fighter2

4th and final

data\missions\m01a\m01a.ini

Look for this

[Trigger
nickname = mrp_accept
-Change this
Act_SetShipAndLoadout = ge_fighter, msn_playerloadout

To this
Act_SetShipAndLoadout = ge_fighter2, msn_playerloadout

Now you’re done you will start in a Startracker, and it will show up in the cinematic

Post Sat Sep 24, 2005 2:39 am

FlbByU: While that's the standard method for getting a custom ship into the cut-scenes, it doesn't work perfectly. Because now every occurance of rtcprop_civ_fighter that was called to by the cityscape files will now show a Startracker as well......and if your replacement ship is, say, the Ragnarok, while amusing it may not be the desired effect.

One should see replacement PLAYER ships in the hands of other players, not necessarily populated throughout the universe.

.THN's I had to edit to get the proper effects were:

m01a_01.thn
m01a_03.thn
m01a_04.thn
m01a_05.thn
m01a_06.thn
m01a_rev_2_01.thn
mo1b_01.thn
m01b_02.thn
m01b_03.thn
li_01_equipment_ambi_s005_ship_01.thn

Also, I edited m01a.ini and shiparch.ini.

m01a.ini
change:
Act_SetShipAndLoadout = ge_fighter, msn_playerloadout
to:
Act_SetShipAndLoadout = msn_player, playerloadout

shiparch.ini
nickname = msn_playership -> msn_player

Changing a few other references from msn_playerloadout to playerloadout that I can't recall of the top of my head, as well as NewCharacter.ini to these standard entries in conjunction with the HEX edited THN's means that from here on out if I want a new ship for Single Player, I just have the script replace the shiparch entry and put in the appropriate hull/package and re-specify the loadout in loadouts.ini and my new ship will show in the cinematic, every time.

So, while it may be a daunting bit of workload, done once and done right means never doing it again.

Edited by - Zacam on 9/24/2005 3:40:03 AM

Post Sat Sep 24, 2005 7:01 am

@zacam

Thanks for the info. You know the old saying You learn something everyday. Well at these forums that is very true.

Most people don't pay much attention to the Cityscapes. I do and there are a few ships flying around that you don't normally see in space too.

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