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The content may be outdated and links may not be functional.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

Weapons

The general place to discuss MOD''ing Freelancer!

Post Tue Jul 17, 2007 6:50 am

Weapons

I made a cool new weapon (a heavily modified starbeam) and would like to be able to buy it at a kusari base. how do i make it show up in the Equipment dealer?

Post Sun Jul 22, 2007 1:40 am

FLE is the easy way...
ini editing is the hard (but safe) way... If you know what you're doing...

Post Sun Jul 22, 2007 8:09 am

Context makes .ini editing easy you can try it out.

ConTexT at FileFront



Edited by - FlyByU on 7/22/2007 9:22:46 AM

Post Sun Jul 22, 2007 12:22 pm

Wouldn't using the notepad to edit ini. files be much easier? I've never had to use a program to edit those things.
Anyway when you add in a new weapon to the goods.ini file, "FLE" will pick up the information and it should be there when you go and edit equipment when you right click on a base or planet docking ring.
Most of the time your custom weapon will be at the bottom of the list. of equipment. If it's not showing up then you did something wrong.


Edited by - Question Asker2044 on 7/22/2007 1:29:20 PM

Post Sun Jul 22, 2007 4:27 pm

I have always used Context it seems to be easier for me then notepad and faster features. Like Ctrl R very handy to change many things of the same item. As I said, it is IMO much better.

“SISU”
(Pronounced: siss-sue)
(Meaning)
Guts, Tenacity, Steadfastness, Courage, and an Indomitable will to Succeed, and Survive.

Post Thu Aug 02, 2007 3:53 pm

Assuming you have made your Gun, Munition, and Explosion entries correctly in DATA\EQUIPMENT\weapon_equip.ini, then you need an entry in DATA\EQUIPMENT\weapon_good.ini similar to this example:-

<pre><font size=1 face=Courier>
{Good} <-- replace with square brackets
nickname = br_gun01_mark01 <-- your gun's name here
equipment = br_gun01_mark01 <-- and here
category = equipment
price = 42000
item_icon = equipment\models\commodities\nn_icons\equipicon_gun.3db
combinable = false
ids_name = 263386 <-- your guns name infocard number here
ids_info = 264386 <-- your guns description infocard number here
shop_archetype = equipment\models\weapons\br_mass_driver.cmp
material_library = equipment\models\br_equip.mat
</font></pre>

And then you need to make an entry for it in the base you want, in DATA\EQUIPMENT\market_misc.ini like this example:-

<pre><font size=1 face=Courier>
{BaseGood} <-- use square brackets again
base = Ku01_01_base
MarketGood = ku_gun01_mark01, 0, 0.200000, 10, 10, 0, 1
MarketGood = ku_gun01_mark03, 0, 0.400000, 10, 10, 0, 1
</font></pre>

In the first line, the ku_gun01_mark01, 0, 0.200000, means the player has to be of at least rank 0, and at least 20% friendly to the base faction to be able to buy it. The 10, 10, 0 means the base sells it (actually stock and buyable quantities and something else, but aren't implemented so use these standard values to ensure it will work), and the last '1' means it's sold at 100% of normal price, which is taken from the weapon_good.ini entry.

In the second line you can see the player has to be 40% friendly to be able to buy the improved Mark03 gun.

Hope this helps.

Roleplay: - the art of self-deceipt!

Return to Freelancer General Editing Forum