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The content may be outdated and links may not be functional.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

Edit ships, make them buyable/pilotable

The general place to discuss MOD''ing Freelancer!

Post Mon Mar 03, 2003 7:56 pm

Knight, you should just add a bunch of ships in, then make a mini-mod.

I've been playing single player, there are a few ships that I've seen that could be added in as well. Like the Rheinland Gunbot! and I'm not even very far in single, so there are probably going to be a lot more I can add to this list.

Post Mon Mar 03, 2003 7:58 pm

I just had an idea. Because it's impossible to have more than 3 ships buyable. Why not see if it's possible to turn planets without a Ship Depot, to have one. Like, add them in, because then they'd be selling no ships. And you could just put 3 ships there. It would also make it better, because then you couldn't just start in New York and get the Armored Transport, you'd have to gain some levels and fly somewhere else to get it. ...Just an idea.

Post Tue Mar 04, 2003 11:44 am

I added the Rheinland Cruiser to the "buy ship" list and i could buy it and so... even got the original turrets working, whoever i did _not_ see them, i dont really know why, or if this is stored in another file. anyone know what file that would be?

I also dont know how to add slots for "shields" or stuff, this i would also want

[edit

I dont know what i did but i see the guns now, whoever i need to move the camera further back and up, right now ime in the middle of the damn ship, anyone got an idea on how to do this?

Edited by - ExoCraft on 04-03-2003 12:20:24

Post Tue Mar 04, 2003 1:49 pm

Could someone please send me the working files for a liberty dreadnaught or cruiser. I've been working on them for quite a while now and i've got two problems. The dreadnaught can't leave a planet since its engine gets caught in the docking ring (gotta go on a diet) and neither ships can equip weapons or shields. Either working files or tips on how to include weapons would be handy please.

Post Tue Mar 04, 2003 2:00 pm

I think needs diffrent type moving system for batteleships and other big ships and you should not be allowed to dock with small stations and planets. Only place where can buy big ships should be those shipyards like that what is in the new york system. When they build new ship for you they need alot diffrent kinda of materials it would be nice if player has to get those so that way it would be little more dynamic economy.

Like when buying the some battleship required:

10-25 Million building money.
1000k units of alumin.
100k units of h-fuel.
50k units of engine parts.
10k units of components.

and etc.






Edited by - Wolfen on 04-03-2003 14:03:49

Post Tue Mar 04, 2003 3:15 pm

I actually got a Rheinland Cruiser working. Guns, all the standard-game stuff, and i could pass the docking rings. Whoever i did not understand how to get the cruiser to dock with a planet. (stations worked OK, but took a ****load of time because of its slow moving ass)

Anyways i still need to know how to add shields, and how to change the "turret view's" distance from it. I changed the ordinary vision to be further off, so that works ok, but if i switch to turret view it screws up and u see from the interior of the ship.

I also need to find out how to speed the turning up a little bit, if u miss something with like 1 meter, it can take 20-30 mins before its done turning and so, really annoying.

Post Tue Mar 04, 2003 3:24 pm

wolfen i <3 you idea

it would absolutely improve ecomomy and make trade more important. the materials should be made more hard to get though. i can imagine on servers rich players sending out less rich players to get materials for them, for a nice fee of course it would add a new dimesion to playing IMO

('-')

Post Tue Mar 04, 2003 3:37 pm

Yeah perhaps wolfen's idea is kinda good... but with a little less ammounts of materials...

if we add those ammounts together, it would take 4219 runs with the dromedary witch is the largest transport in the game... And i myself dont really think it would be fun to do 4219 runs just to buy a battleship with 62k hull and no shields, witch a Titan takes down in no time at all...

and not to mention that u cant have more than 9,999,999 in cash. if every part would cost (only, most cost more) 150$, the total cost for ONLY the materials would be 174,000,000 $ and then another 10-25,000,000 $ for buying the damn ship... This way is WAY too expensive, counting it cant even be made in the game right now (u cant "pay" with materials without editing the game's code itself)

No i really think 1,5-2,5 million in cash and beeing sold in a VERY remote place is enuff, if it gets a lvl 10 / 2 lvl 10 shields, perhaps the price would be... 3-4,000,000 $

Post Tue Mar 04, 2003 3:44 pm

I was thinking those cargo ships what you cant use now should be first then battleships then it would be not so hard get all that stuff, but it would be still little hard becouse those cargo ships dont have any shields. In clan wars other clan probable will try blow up all other clans cargo ships so they could not build a battleship.

Edited by - Wolfen on 04-03-2003 15:44:56

Post Tue Mar 04, 2003 3:56 pm

or get a trade clan to get the goods for you

('-')

Post Tue Mar 04, 2003 4:03 pm

count like 5 milj. for the ship make it have 2 shields (like knight79 did with armored transport) that will mean it has no afterburner (but he! its a big ship)

with 3 or 4 auto-turrets (if they will be found sometime)

and 2 missile launchers 2 lasers 2 turrets

10 weapons
2 shields <-(maybe even modified ones)

Post Tue Mar 04, 2003 4:08 pm

If you want to buy weapons and equipment for a new ship that you've put in, you have to add the hard points in the shiparch.ini file in the data of the ship.

[Ship
ids_name = 237001
ids_info = 66493
nickname = my_armored
LODranges = 0, 200, 300, 2000
msg_id_prefix = gcs_refer_shiparch_atransport
mission_property = can_use_berths
type = FREIGHTER
DA_archetype = ships\utility\transport_armored\transport_armored.cmp
material_library = ships\utility\utility_misc.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
linear_drag = 1.000000
cockpit = cockpits\liberty\l_freighter.ini
pilot_mesh = generic_pilot
nanobot_limit = 10
shield_battery_limit = 10
mass = 300.000000
hold_size = 200
explosion_arch = explosion_ge_atransport
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 = 50000.000000, 50000.000000, 50000.000000
angular_drag = 100000.000000, 100000.000000, 100000.000000
rotation_inertia = 60000.000000, 60000.000000, 60000.000000
nudge_force = 150000.000000
bay_door_anim = Sc_open
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 = 2
hit_pts = 2600
camera_offset = 8, 45
camera_angular_acceleration = 0.035000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 20
camera_turn_look_ahead_slerp_amount = 1.000000
;-------------------------------------------------------------------------------------
shield_link = l_freighter_shield01, HpMount, DpPort_sheild, DpStar_sheild
hp_type = hp_freighter_shield_special_3, DpPort_sheild, DpStar_sheild
hp_type = hp_freighter_shield_special_2, DpPort_sheild, DpStar_sheild
hp_type = hp_freighter_shield_special_1, DpPort_sheild, DpStar_sheild
hp_type = hp_mine_dropper, HpEngine01
hp_type = hp_countermeasure_dropper, HpEngine02
hp_type = hp_turret_special_3, HpTurret01, HpTurret02, HpTurret03
hp_type = hp_turret_special_2, HpTurret01, HpTurret02, HpTurret03
hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03
;--------------------------------------------------------------------------------------
fuse = intermed_atransport01, 0.000000, 650
fuse = intermed_atransport01, 0.000000, 325
fuse = intermed_atransport01, 0.000000, 217

The stuff in bold are the hard point name's, these change from one model to the next, and some have alot and other's not so many. This info is mostly in the .cmp files, but i have seen it also in the.3db files. When you open the file in notepad it will look mostly like garbage but you should be able to find them. You can also find some in the loadouts.ini, loadouts_special.ini and loadouts_utility.ini but this doesn't list them all, but the files are handy.

Hope that made sense.

p.s this ship has no thruster it would look like this.

hp_type = hp_thruster, HpThruster01



Edited by - Knight79 on 04-03-2003 16:10:37

Post Tue Mar 04, 2003 5:52 pm

So Knight, if i am understanding this correctly

hp_type = hp_turret_special_3, HpTurret01, HpTurret02, HpTurret03
hp_type = hp_turret_special_2, HpTurret01, HpTurret02, HpTurret03
hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03

that means it can have 3 turrets, lvl 1-3?

Return to Freelancer General Editing Forum