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Something wrong with my code - Pls Help

The general place to discuss MOD''ing Freelancer!

Post Sun May 07, 2006 2:34 pm

Something wrong with my code - Pls Help

Ok, i want to add radars(scanners) and tracter beams to the game. But i ike doing it right. I found the unused .3db for them, theres like 2 models for each whitch is great. I want them to be listed with the sheild and thruster, seems to fit to me. So can u add new types to the st_equip.ini file, if so how. i know how to add the hardpoints and everthing.

THX


Who ever said there are no new ideas, never coded for me

Edited by - Sirwolfgang on 5/14/2006 2:23:40 PM

Post Tue May 09, 2006 2:08 pm

First - you're a very lazy person, I notice many of your posts are about things already discussed clearly.

This has been asked and answered several times before, you really should spend a few minutes using the Search Forums thing at the top of every page.

But as I do advocate being helpful to lazy people like you as well as other ones who have at least tried to do their own groundwork, who may also read this post...

You're trying to put them into the wrong file I think. That's assuming you already tried, of which I'm none too sure...

Try misc_equip.ini

Don't forget that each section heading should have a square left bracket [ and a square right bracket too (I've replaced them all here by a #, because they don't show in this forum.

SO replace all the # below with the square right bracket, the twin of [ !

Like this:

[Scanner#
nickname = mars_flier_scanner
ids_name = 524570 ; use your own IDS numbers
ids_info = 264751 ; use your own
volume = 5
mass = 20
range = 4000
cargo_scan_range = 3000
lootable = false

[Tractor#
nickname = mars_flier_tractor
ids_name = 524571 ; use your own
ids_info = 264744 ; use your own
volume = 4
mass = 8
max_length = 2200
reach_speed = 2000
color = 8, 255, 8 ; Red, Green, Blue values - this is green, use whatever you want
operating_effect = tractor_beam
tractor_complete_snd = tractor_complete
lootable = false

[Power#
nickname = mars_flier_power
ids_name = 524572 ; use your own
ids_info = 264716 ; use your own
volume = 0
mass = 10
DA_archetype = equipment\models\hardware\li_fusion_reactor.3db
material_library = equipment\models\hardware.mat
capacity = 15000
charge_rate = 1600
thrust_capacity = 1000
thrust_charge_rate = 100
lootable = false

And then you can use the item in loadouts.ini and / or goods.ini to equip NPC ships and buyable ships.

If you also want the item to be buyable, you need to set the price for the item in misc_goods.ini

[Good#
nickname = mars_flier_power
equipment = mars_flier_power
category = equipment
price = 1500000
item_icon = EQUIPMENT\MODELS\COMMODITIES\NN_ICONS\equipicon_powerplant.3db
combinable = False
ids_name = 524572 ; this should be the same as the item above
ids_info = 264716 ; this too
shop_archetype = EQUIPMENT\MODELS\COMMODITIES\CRATES\crate_grey.3db

And then insert it in market_misc.ini

[BaseGood#
base = Br01_04_base ; where you want it to be sold - do your own homework on this one!
MarketGood = mars_flier_power, 40, 0.5, 10, 10, 0, 1

Note: MarketGood = <nickname>, <rank to buy>, <rep to buy>, 10, 10, 0, <price multiplier>

The price multiplier can be used to change the price of equipment at certain bases (price = <basic price from misc_goods.ini> x Multiplier).

Here the player must be at least rank 40, and must be at least 0.5 friendly with the base faction before he / she can buy this item. The 10, 10, 0 says that this equipment is sold here. If these three numbers are 0, 0, 1 then the item is NOT sold here but if you have one and want to sell it, it can be sold to the dealer at the basic price x multiplier.

If the item is not specified at a base, of course it cannot be bought there, but if you have one and want to sell it, it can still be sold to the local dealer at the basic price.

Roleplay: - the art of self-deceipt!

Edited by - StarTrader on 5/9/2006 3:50:25 PM

Post Tue May 09, 2006 2:37 pm

You know, comments like that, about helping "lazy noobs", regardless of if its true or not, is damaging the future of freelancer modding, because people that might have creative and innovative ideas and inspiration (once they've learned a little) we wont see because they keep getting pushed away.

I know its frustrating to see the same questions asked ... But just take a look at this forum from a new persons perspective, you know where everything is, search options are quite honestly limited, and the most of it isnt as organised as it could be (which I am in the progress of changing by gathering and compiling everything, and moving it to a website with a forum).

It can look very confusing, and the search options only cover individual forums, so to search all the relevant forums and threads, you need to search several times.

Much easier just to ask!

Post Tue May 09, 2006 2:57 pm

Well judge me by my actions not just by my words.

I have answered as fully as I am able, because I recognise that other newbs need this info too.

He is a lazy person, read his other posts and some of his replies to see he doesn't try before asking, and hopes his work can be just cut-and-paste.

Some people need a bit of prodding to do something by themselves.

Post Tue May 09, 2006 3:25 pm

ok, maby i miss a few things in the search or i dont understand how to do something, but dam u are having a bad week. and i dont want cut and paste work, looking at the code to me is easyer to understand and learn but i dont cut and paste.

and i am sry i didnt no the link between a few files, dam look wat u did got me in a bad mood

THX, anyway

Edited by - Sirwolfgang on 5/9/2006 4:39:13 PM

Edited by - Sirwolfgang on 5/10/2006 3:41:24 AM

Post Wed May 10, 2006 3:17 am

*cuts atmosphere with a big pink dildo*

hiiiiiiyaaaaaaaaaaa!!!!

*impersonates MIchael Winner*
Calm down, it's only a forum!

Post Wed May 10, 2006 4:33 am

This is also helpful for searching for things.

Linky

Just copy paste link and read this thread. I use it all the time, but sometimes I cannot find what I am looking for and need help so I post it, and people know where I need to look or which thread it might be in.

Also I can send you my code for scanners and Tractor beams if you want them.

"It doesn’t matter what universe you’re from. That’s got to hurt!"

Edit, made your link clickable.


Edited by - Finalday on 5/12/2006 5:28:00 PM

Post Sun May 14, 2006 1:22 pm

ok i added 2 HPs to every ship, HpTractor and HpRadar but its not working the way i want it so heres my code:

<---loadouts.ini, loadouts_special.ini, loadouts_utility.ini--->
[Loadout
nickname = msn_playerloadout
archetype = ge_fighter
equip = ge_gf1_engine_01
equip = shield01_mark01_lf, HpShield01
equip = ge_fighter_power01
equip = ge_s_scanner_01, HpRadar
equip = ge_s_tractor_01, HpTractor
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
cargo = ge_s_battery_01, 3
cargo = ge_s_repair_01, 3
i did this for every load out in the 3 load out files. This just shows one entry, cuz i am not about to post the hole file.

<-----shiparch.ini----->
[Ship
ids_name = 237034
ids_info = 66570
(skip a little)
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
num_exhaust_nozzles = 1
HP_tractor_source = HpTractor_Source
shield_link = l_fighter_shield01, HpMount, HpShield01
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_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_torpedo_special_2, HpTorpedo01
hp_type = hp_Tractor, HpTractor
hp_type = hp_Radar, HpRadar
I did this for every ship, just showing one entry

<------------st_equip.ini---------->
[Scanner
nickname = ge_s_scanner_01
ids_name = 263750
ids_info = 264750
volume = 0.000000
mass = 10
HP_child = HpConnect
hp_type = hp_radar
hit_pts = 1000000000
explosion_resistance = 0.500000
debris_type = debris_normal
DA_archetype = equipment\models\hardware\co_radar_jammer2.cmp
material_library = equipment\models\hardware.mat
range = 2500
cargo_scan_range = 2000
LODranges = 0, 20
lootable = true

[Scanner
nickname = ge_s_scanner_02
ids_name = 263751
ids_info = 264751
volume = 0.000000
mass = 10
HP_child = HpConnect
hp_type = hp_radar
hit_pts = 1000000000
explosion_resistance = 0.500000
debris_type = debris_normal
DA_archetype = equipment\models\hardware\br_radar_jammer1.cmp
material_library = equipment\models\hardware.mat
range = 5000
cargo_scan_range = 2000
LODranges = 0, 20
lootable = true

[Tractor
nickname = ge_s_tractor_01
ids_name = 263744
ids_info = 264744
volume = 0.000000
mass = 10
HP_child = HpConnect
hp_type = hp_tractor
hit_pts = 1000000000
explosion_resistance = 0.500000
parent_impulse = 20
child_impulse = 80
debris_type = debris_normal
DA_archetype = equipment\models\hardware\\\ge_tractor_beam.3db
material_library = equipment\models\hardware.mat
max_length = 1500
reach_speed = 2000
color = 178.500000, 178.500000, 255.000000
operating_effect = tractor_beam
tractor_complete_snd = tractor_complete
LODranges = 0, 20
lootable = true

[Tractor
nickname = ge_s_tractor_02
ids_name = 458777
ids_info = 491535
volume = 0.000000
mass = 10
HP_child = HpConnect
hp_type = hp_tractor
hit_pts = 1000000000
explosion_resistance = 0.500000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
DA_archetype = equipment\models\hardware\ge_heavy_tractor_beam.3db
material_library = equipment\models\hardware.mat
max_length = 2500
reach_speed = 3000
color = 145.00000, 0.0000, 0.0000
operating_effect = tractor_beam
tractor_complete_snd = tractor_complete
LODranges = 0, 20
lootable = true

<-----------ST_good.ini-------------->

[Good
nickname = scanner_01
equipment = ge_s_scanner_01
category = equipment
price = 500
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_radarjammer.3db
combinable = False
ids_name = 263750
ids_info = 264750
shop_archetype = equipment\models\hardware\br_radar_jammer1.cmp
material_library = equipment\models\hardware.mat

[Good
nickname = scanner_02
equipment = ge_s_scanner_02
category = equipment
price = 5000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_radarjammer.3db
combinable = False
ids_name = 263751
ids_info = 264751
shop_archetype = equipment\models\hardware\co_radar_jammer2.cmp
material_library = equipment\models\hardware.mat

[Good
nickname = tractor_01
equipment = ge_s_tractor_01
category = equipment
price = 500
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_powerplant.3db
combinable = False
ids_name = 263744
ids_info = 264744
shop_archetype = equipment\models\hardware\ge_tractor_beam.3db
material_library = equipment\models\hardware.mat

[Good
nickname = tractor_02
equipment = ge_s_tractor_02
category = equipment
price = 3500
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_powerplant.3db
combinable = False
ids_name = 458777
ids_info = 491535
shop_archetype = equipment\models\hardware\ge_heavy_tractor_beam.3db
material_library = equipment\models\hardware.mat

<---------------Goods.ini---------->
[Good
nickname = gf1_package
category = ship
hull = gf1_hull
addon = ge_gf1_engine_01, internal, 1
addon = ge_fighter_power01, internal, 1
addon = ge_s_scanner_01, HpRadar, 1
addon = ge_s_tractor_01, HpTractor, 1
addon = shield01_mark01_lf, HpShield01, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallOrange, HpRunningLight01, 1
addon = SlowSmallOrange, HpRunningLight02, 1
addon = SlowSmallOrange, HpRunningLight05, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1
agan this is just one entry but i did it to all of the ships


I want the tractors and scanners to be links to hps and with the shield and thrusters when u buy them, they do not acked like they are lnked with the hp. when u disconnet them they dont leave the gray empty box. They are not listed with the shields, they are insted with the nano bots. And u cant see them on any ships there not link to the Hp rite. So if u no how to fix this, or want to see the whole fils let em no.

THX

Post Mon May 15, 2006 6:46 pm

If someone could help, that would be great!

THX

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