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I need help with Ship´s and Bases!! didn´t work w

The general place to discuss MOD''ing Freelancer!

Post Thu Jan 19, 2006 4:03 pm

I need help with Ship´s and Bases!! didn´t work w

Hi,

So I wanted to make buffelo base sell 2 kinds of Daggers and 1 Dromeday:

Dagger Normal <<< unmodified
----------------------------------------------------------------------
Dagger <<< Modified
Required Level to use/buy: 15
Armor 10000
Gun/Missile 4
Turrets 1
Optimum Lvl 5 < Weapons
Maximum Lvl 10 < Weapons
Nano/Batts 40
Cargo 60
CounterMeasures/MineLauncher/CruiseDisrupter
Price: 100000
----------------------------------------------------------------------------
Dromeday <<< modified

Cargo 450
Armor 10000
Max Lvl 10 << weapons
Nano and Batts 40
Price 100000
(all other stats like by a normal Dromeday)
(and i would like to keep the old version in the game of the dromeday)

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And i would like that buffelo base sells afterburners that go 2x faster then normal --Price 1500--
(and i want to keep the old ones too) (but that with the modiefied afterburners is not so important)


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I´ve search here on this site for Tutors and Other text´s and downloads
and i tried lots of things and read lots but nothing worked
-------------------------------------------------------------------------------------
Could somebody plz help me with this ?

Ps: Sorry for my bad english im german

Post Fri Jan 20, 2006 2:14 am

I would like help with that what i want to create:

i would like to know what programms i could use and other stuff

Post Fri Jan 20, 2006 3:20 am

Ok i Copied the dagger and modified it:

[Ship
ids_name = 3452342
ids_info = 3452342
ids_info1 = 66522
ids_info2 = 66608
ids_info3 = 66523
ship_class = 0
nickname = bw_fighter
LODranges = 0, 75, 125, 1000
msg_id_prefix = gcs_refer_shiparch_borlf
mission_property = can_use_berths
type = FIGHTER
mass = 100.000000
hold_size = 60
linear_drag = 1.000000
fuse = intermed_damage_smallship02, 0.000000, 450
fuse = intermed_damage_smallship03, 0.000000, 225
max_bank_angle = 35
camera_offset = 9, 33
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 = 45
shield_battery_limit = 45
hit_pts = 100000
DA_archetype = ships\border_world\bw_fighter\bw_fighter.cmp
material_library = ships\border_world\bw_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\corsair\bw_fighter.ini
pilot_mesh = generic_pilot
explosion_arch = explosion_li_fighter
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 = 18000.000000, 18000.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000
nudge_force = 30000.000000
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
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
shield_link = bw_fighter_shield01, HpMount, HpShield01
hp_type = hp_gun_special_4, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_fighter_shield_special_4, HpShield01
hp_type = hp_fighter_shield_special_3, HpShield01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_turret_special_4, HpTurret01
hp_type = hp_turret_special_3, HpTurret01
hp_type = hp_turret_special_2, HpTurret01
hp_type = hp_turret_special_1, HpTurret01
hp_type = hp_torpedo_special_2, HpTorpedo01

[CollisionGroup
obj = bw_port_wing01_lod1
separable = true
parent_impulse = 240.000000
child_impulse = 7.000000
dmg_hp = dpport_wing01
dmg_obj = ew_dmg_portwing01_cap
mass = 5.000000
debris_type = debris_small_ship
separation_explosion = explosion_small_ship_breakoff
type = Port_Wing
hit_pts = 300
root_health_proxy = true

[CollisionGroup
obj = bw_star_wing01_lod1
separable = true
parent_impulse = 240.000000
child_impulse = 7.000000
dmg_hp = dpstar_wing01
dmg_obj = ew_dmg_starwing01_cap
mass = 5.000000
debris_type = debris_small_ship
separation_explosion = explosion_small_ship_breakoff
type = Starboard_Wing
hit_pts = 300
root_health_proxy = true

and put it in the shiparch.ini at the buttom ok my question is where do i find the settings to make it carry weapons up to lvl 10 ? and how can i make this ship sellable !! ?

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