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Edit ships, make them buyable/pilotable

The general place to discuss MOD''ing Freelancer!

Post Mon Mar 03, 2003 3:29 am

Thank's for the reply, i started second guessing myself, if i had forgotten somthing. And im also glad it work's in MP, COOP with my bro going to be great on our lan.

The cruiser should work the same, not sure what faction you want to use so i just did the Liberty cruiser , just need to make a copy of this stuff, so you can edit it with out canging the AI's ship.

[Ship
ids_name = 237031
ids_info = 66565
nickname = li_cruiser ;<------ change this to my_armored
LODranges = 0, 200, 400, 600, 1000, 6000
msg_id_prefix = gcs_refer_shiparch_Libc
mission_property = can_use_large_moors ;<------this works, voice and all, but not that great
type = CRUISER
DA_archetype = ships\liberty\li_cruiser\li_cruiser.cmp
material_library = ships\liberty\li_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
linear_drag = 1.000000
mass = 5000.000000
hold_size = 1000000
hit_pts = 43300
explosion_arch = explosion_instant
fuse = li_cruiser_body_fuse, 0.000000, 1
fuse = li_cruiser_burning_fuse01, 0.000000, 10825
fuse = li_cruiser_burning_fuse02, 0.000000, 5413
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 = 20000000.000000, 20000000.000000, 20000000.000000
angular_drag = 132000000.000000, 132000000.000000, 132000000.000000
rotation_inertia = 40000000.000000, 40000000.000000, 40000000.000000
nudge_force = 300000.000000
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 4

guess you did this so far, tricky bit next, is to see what it can carry, lights and such, for the cruiser that's in the loadouts_special.ini, this is what the AI ship have on them.

[Loadout
nickname = li_n_li_cruiser
archetype = li_cruiser
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_lc_engine_01
equip = sfx_rumble_cruiser
equip = li_cruiser_forward_gun01, HpWeapon01
equip = li_cruiser_turret01, HpTurret_L5_01
equip = li_cruiser_turret01, HpTurret_L5_02
equip = li_cruiser_missile_turret01, HpTurret_L5_03
equip = li_cruiser_missile_turret01, HpTurret_L5_04
equip = li_cruiser_turret01, HpTurret_L5_05
equip = li_cruiser_turret01, HpTurret_L5_06
equip = li_cruiser_turret01, HpTurret_L5_07
equip = armor_scale_0
equip = LargeWhiteSpecial, HpHeadLight01
equip = LargeWhiteSpecial, HpHeadLight02
equip = SlowLargeBlue, HpRunningLight03
equip = SlowLargeBlue, HpRunningLight06
equip = SlowLargeBlue, HpRunningLight08
equip = SlowLargeBlue, HpRunningLight09

See, now you just remove the stuff that you'd buy or normally would not get
and reformat it the look like the other stuff in the goods.ini.

[Good
nickname = my_package
category = ship
hull = MyShip
addon = ge_gf1_engine_01, internal, 1;<----Just a starlier engine, just to be on the safe side, defualt one may work.
addon = ge_fighter_power01, internal, 1;<----removed infinite_power
addon = ge_s_scanner_02
addon = ge_s_tractor_01
addon = sfx_rumble_cruiser ;<----have not test to see if this sound works, remove if you have a problem.
addon = LargeWhiteSpecial, HpHeadLight01
addon = LargeWhiteSpecial, HpHeadLight02
addon = SlowLargeBlue, HpRunningLight03
addon = SlowLargeBlue, HpRunningLight06
addon = SlowLargeBlue, HpRunningLight08
addon = SlowLargeBlue, HpRunningLight09

removed the defualt turrets to, but it gives you the Hard point ,HpTurret_L5_05 etc, etc

anyway that should be enough to get it to work, if you want to know about any more Hard points not listed, open DATA\SHIPS\LIBERTY\LI_CRUISER\li_cruiser.cmp

Most of it just looks like garbage, but you should see HpTurret or HpEngine maybe other haven't looked in that one.

Oh and a tip, look out when pull out of the planets docking ring, the ship is not very maneuverable, takes a while to slow down, you'll flatten anything in your way .

looks a bit stange taking off to.

Hope i didn't make to many mistakes with this.




Edited by - Knight79 on 03-03-2003 03:32:31

Edited by - Knight79 on 03-03-2003 04:07:12

Post Mon Mar 03, 2003 3:39 am

Decca,

Tryed to send you the file's a while back, but the email bounced, do you have another email address?

or ill send it to the same one again if you want and see if can get through.

Post Mon Mar 03, 2003 4:19 am

Yeah if you could try again at...
[email protected] I'd apreciate it.
Thanks again
Decca

Post Mon Mar 03, 2003 4:42 am

Hi, I tried using the cruiser and when I try to take off from the planet it crashes the server. Here's what I added:

goods.ini

[Good
nickname = MyShip
category = shiphull
ship = my_armored
price = 10
ids_name = 12018
item_icon = Equipment\models\commodities\nn_icons\bw_freighter.3db

[Good
nickname = my_package
category = ship
hull = MyShip
addon = ge_gf1_engine_01, internal, 1;<----Just a starlier engine, just to be on the safe side, defualt one may work.
addon = ge_fighter_power01, internal, 1;<----removed infinite_power
addon = ge_s_scanner_02
addon = ge_s_tractor_01
addon = sfx_rumble_cruiser ;<----have not test to see if this sound works, remove if you have a problem.
addon = LargeWhiteSpecial, HpHeadLight01
addon = LargeWhiteSpecial, HpHeadLight02
addon = SlowLargeBlue, HpRunningLight03
addon = SlowLargeBlue, HpRunningLight06
addon = SlowLargeBlue, HpRunningLight08
addon = SlowLargeBlue, HpRunningLight09

shiparch.ini

[Ship
ids_name = 237031
ids_info = 66565
nickname = my_armored
LODranges = 0, 200, 400, 600, 1000, 6000
msg_id_prefix = gcs_refer_shiparch_Libc
mission_property = can_use_large_moors
type = CRUISER
DA_archetype = ships\liberty\li_cruiser\li_cruiser.cmp
material_library = ships\liberty\li_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
linear_drag = 1.000000
mass = 5000.000000
hold_size = 1000000
hit_pts = 43300
explosion_arch = explosion_instant
fuse = li_cruiser_body_fuse, 0.000000, 1
fuse = li_cruiser_burning_fuse01, 0.000000, 10825
fuse = li_cruiser_burning_fuse02, 0.000000, 5413
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 = 20000000.000000, 20000000.000000, 20000000.000000
angular_drag = 132000000.000000, 132000000.000000, 132000000.000000
rotation_inertia = 40000000.000000, 40000000.000000, 40000000.000000
nudge_force = 300000.000000
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 4

[CollisionGroup
obj = Li_cruiser_cntrltwr_lod1
separable = debris_type = debris_vanish
fuse = li_cruiser_body_fuse, 0.500000, 1
dmg_obj = l_cruiser_tower_cap
dmg_hp = DpCntrltwr
mass = 100.000000
parent_impulse = 10.000000
child_impulse = 10.000000
hit_pts = 43300
root_health_proxy = true

[CollisionGroup
obj = Li_cruiser_nose_lod1
separable = debris_type = cap_ship_piece
fuse = li_cruiser_body_fuse, 0.000000, 1
parent_impulse = 10.000000
child_impulse = 60.000000
group_dmg_hp = DpFront
group_dmg_obj = l_cruiser_front_cap
mass = 10.000000
hit_pts = 43300
root_health_proxy = true

[CollisionGroup
obj = Li_cruiser_engine01_lod1
separable = debris_type = cap_ship_piece
fuse = li_cruiser_engine1_fuse, 0.000000, 1
dmg_obj = l_cruiser_engine01_cap
dmg_hp = DpEngine01
group_dmg_hp = DpEng01
group_dmg_obj = l_cruiser_engine01_cap
mass = 100.000000
parent_impulse = 10.000000
child_impulse = 1000.000000
hit_pts = 43300
root_health_proxy = true

[CollisionGroup
obj = Li_cruiser_engine02_lod1
separable = debris_type = cap_ship_piece
fuse = li_cruiser_engine2_fuse, 0.000000, 1
dmg_obj = l_cruiser_engine02_cap
dmg_hp = DpEngine02
group_dmg_hp = DpEng02
group_dmg_obj = l_cruiser_engine02_cap
mass = 100.000000
parent_impulse = 10.000000
child_impulse = 3000.000000
hit_pts = 43300
root_health_proxy = true

[CollisionGroup
obj = Li_cruiser_engine03_lod1
separable = debris_type = cap_ship_piece
fuse = li_cruiser_engine3_fuse, 0.000000, 1
dmg_obj = l_cruiser_engine03_cap
dmg_hp = DpEngine03
group_dmg_hp = DpEng03
group_dmg_obj = l_cruiser_engine03_cap
mass = 100.000000
parent_impulse = 10.000000
child_impulse = 9000.000000
hit_pts = 43300
root_health_proxy = true

[CollisionGroup
obj = Li_cruiser_engine04_lod1
separable = debris_type = cap_ship_piece
fuse = li_cruiser_engine4_fuse, 0.000000, 1
dmg_obj = l_cruiser_engine04_cap
dmg_hp = DpEngine04
group_dmg_hp = DpEng04
group_dmg_obj = l_cruiser_engine04_cap
mass = 100.000000
parent_impulse = 10.000000
child_impulse = 5000.000000
hit_pts = 43300
root_health_proxy = true

[Simple
nickname = l_cruiser_tower_cap
DA_archetype = Ships\liberty\li_cruiser\li_dmg_cruiser_cntrltwr.3db
material_library = ships\liberty\li_capships.mat
mass = 1000.000000
hit_pts = 200
LODranges = 0, 6000

[Simple
nickname = l_cruiser_front_cap
DA_archetype = Ships\liberty\li_cruiser\li_dmg_cruiser_front.3db
material_library = ships\liberty\li_capships.mat
mass = 10.000000
hit_pts = 200
LODranges = 0, 200, 6000

[Simple
nickname = l_cruiser_engine01_cap
DA_archetype = Ships\liberty\li_cruiser\li_dmg_cruiser_engine01.3db
material_library = ships\liberty\li_capships.mat
mass = 1000.000000
hit_pts = 200
LODranges = 0, 6000

[Simple
nickname = l_cruiser_engine02_cap
DA_archetype = Ships\liberty\li_cruiser\li_dmg_cruiser_engine02.3db
material_library = ships\liberty\li_capships.mat
mass = 1000.000000
hit_pts = 200
LODranges = 0, 6000

[Simple
nickname = l_cruiser_engine03_cap
DA_archetype = Ships\liberty\li_cruiser\li_dmg_cruiser_engine03.3db
material_library = ships\liberty\li_capships.mat
mass = 1000.000000
hit_pts = 200
LODranges = 0, 6000

[Simple
nickname = l_cruiser_engine04_cap
DA_archetype = Ships\liberty\li_cruiser\li_dmg_cruiser_engine04.3db
material_library = ships\liberty\li_capships.mat
mass = 1000.000000
hit_pts = 200
LODranges = 0, 6000

market.ini

marketgood = My_Package, 1, -1, 1, 1, 0, 1, 1
(changed marketgood = lf_package, 1, -1, 1, 0, 1, 1, 1)

Now, maybe I shouldn't had copied all the collision data.. I don't know.. but I thought I had to.. I'm going to try it next w/o all that info in there and with just the stuff in [Ship.

Here goes.

P.S. (It all shows up on planet.. huge ship clipping the showroom floor hehe and all for $10!!)

Post Mon Mar 03, 2003 5:07 am

Have you fixed the problem that prevents you from docking/landing anywhere?

Post Mon Mar 03, 2003 5:10 am

Falken, i think it might be a good idea to not worry about the collision data. When i try the Dreadnought it collided with the manhattan docking ring, or rather it got stuck in the docking ring . Other than that it looks ok ,but i'd need to add it in again.

I tryed to send it to you again Decca, no go, still bounced.

Post Mon Mar 03, 2003 5:14 am

Tachyon,
Do you mean with the cruiser and mooring, you could just put

mission_property = can_use_berths

but i have not try to land on a station with it yet, that will be a bit....wierd, tight fit also.

Post Mon Mar 03, 2003 5:21 am

hey could you send me the ini files you modified?

I removed the collision data but it still wouldn't work properly.. not sure what I'm doing wrong.

my email is [email protected]

Thanks

Post Mon Mar 03, 2003 5:49 am

Yeah... When I put the big transport as my ship, when I docked it just put it's nose up against this part of the station and sat there. I didn't much look into it after that, but I think changing the mooring might fix it. Still, it will be difficult to take off from planets...

Post Mon Mar 03, 2003 6:12 am

A tip when modding the ship's, if you add a new ship to the game and land on a station or planet,then decide to remove it, delete the autosave, just about pulled all my hair out trying to find the problem that was causing the game to crash. Totally forgot about the autosave thing.

Post Mon Mar 03, 2003 10:09 am

hey could you send me the ini files you modified?

I removed the collision data but it still wouldn't work properly.. not sure what I'm doing wrong.

my email is [email protected]

Thanks

Post Mon Mar 03, 2003 10:16 am

I sent them a while ago, must be about 3 hours ago that i sent the file's to you Falken.
Want me to send them again?

Post Mon Mar 03, 2003 1:18 pm

well what i was thinking about about a great mod whas addind some new bases
and on those bases sell those ships like the armored transport. or a very very secret base with nomad ships. the ships can be done iam still looking to get a indestructable base somewhere its tricky you got destructable bases and weapon platforms but not indestrutable sofar as i now.

Post Mon Mar 03, 2003 3:21 pm

hmm... perhaps try with something smaller than a battleship/cruiser, and remember that there are 2 planets without ships/weapons, if you could (in some way) add ships too "planet of the apes" or "planet of the robots" this would be rather neat =)

Post Mon Mar 03, 2003 7:08 pm

whoops.. sorry about posting the request twice.. I was hitting back on my browser and hit refresh on accident and it posted again heh.

Thanks for the email

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