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Working cruiser w/explanations

The general place to discuss MOD''ing Freelancer!

Nox

Post Wed Mar 05, 2003 5:00 am

Working cruiser w/explanations

Here's an example of an added ship, in this case a brit cruiser.

I've annotated it where it was interesting.

_________________________
added to shiparch.ini
_________________________

[Ship
; semicolons are comments, use them
ids_name = 237031
ids_info = 66565
; note nickname - this is how we refer to this 'ship object' later
nickname = nox_cruiser_ship
LODranges = 0, 200, 400, 600, 1000, 6000
msg_id_prefix = gcs_refer_shiparch_Libc
; did this for fun. AI can't handle the ship though - never docks
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 = 500
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
; This determines what the ship effects are when shot.
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
; turning and movement
; how much to bank when turning
max_bank_angle = 15
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
strafe_force = 200000
;
nanobot_limit = 100
; wanted to use 0, but 0 bugs out. We are a cap ship, don't get to use bats
shield_limit = 10
;
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 4
; camera
; big problem - haven't figured out how to change camera settings for
; turret mode so turret mode looks like crap
cockpit = cockpits\liberty\l_freighter.ini
; first number is Y offset, second is radius
camera_offset = 20, 220
camera_angular_acceleration = 0.025000
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
;
; equipment
; Hp stands for 'hardpoint'
; format is :
; hp_type = <item>, location, location, ...
; Engine Mounts
; Clever thing here - all our engine mounts can hold one of these 4 things
; so you could have 4 shields, and nothing else or 4 boosters...
hp_type = hp_mine_dropper, HpEngine01, HpEngine02, HpEngine03, HpEngine04
hp_type = hp_thruster, HpEngine01, HpEngine02, HpEngine03, HpEngine04
hp_type = hp_countermeasure_dropper, HpEngine01, HpEngine02, HpEngine03, HpEngine04
;
; this line tells us which 'hardpoints' to total for shield power
shield_link = l_freighter_shield01, HpMount, HpEngine01, HpEngine02, HpEngine03, HpEngine04
hp_type = hp_freighter_shield_special_10, HpEngine01, HpEngine02, HpEngine03, HpEngine04
hp_type = hp_freighter_shield_special_9, HpEngine01, HpEngine02, HpEngine03, HpEngine04
hp_type = hp_freighter_shield_special_8, HpEngine01, HpEngine02, HpEngine03, HpEngine04
hp_type = hp_freighter_shield_special_7, HpEngine01, HpEngine02, HpEngine03, HpEngine04
hp_type = hp_freighter_shield_special_6, HpEngine01, HpEngine02, HpEngine03, HpEngine04
hp_type = hp_freighter_shield_special_5, HpEngine01, HpEngine02, HpEngine03, HpEngine04
hp_type = hp_freighter_shield_special_4, HpEngine01, HpEngine02, HpEngine03, HpEngine04
hp_type = hp_freighter_shield_special_3, HpEngine01, HpEngine02, HpEngine03, HpEngine04
hp_type = hp_freighter_shield_special_2, HpEngine01, HpEngine02, HpEngine03, HpEngine04
hp_type = hp_freighter_shield_special_1, HpEngine01, HpEngine02, HpEngine03, HpEngine04


_________________________
added to goods.ini
_________________________
[Good
; this is a ship_hull object
nickname = nox_cruiser
category = shiphull
; notice we refer to our ship object here
ship = nox_cruiser_ship
price = 550000
ids_name = 12018
; this doesn't work, we don't have an icon for it
item_icon = Equipment\models\commodities\nn_icons\bw_freighter.3dba

[Good
nickname = nox_cruiser_package
category = ship
; notice we refer to our ship hull object here
hull = nox_cruiser
; these 'addons' are hardcoded objects that the ship gets
; for the cruiser we are going to hardcode the turrets and whatnot
; format is
; addon = <item/effect>, <location>, ?
addon = ge_s_scanner_02
addon = ge_s_tractor_01
addon = ge_bfr_engine_01, internal, 1
addon = br_freighter_power01, internal, 1
addon = LargeWhiteSpecial, HpHeadlight01, 1
addon = LargeWhiteSpecial, HpHeadlight02, 1
addon = SlowLargeBlue, HpRunningLight03, 1
addon = SlowlargeBlue, HpRunningLight06, 1
addon = SlowlargeBlue, HpRunningLight08, 1
addon = SlowlargeBlue, HpRunningLight09, 1
addon = DockingLightRedSmall, HpDockLight01
addon = DockingLightRedSmall, HpDockLight02
addon = contrail01, HpContrail01
addon = contrail01, HpContrail02
addon = contrail01, HpContrail03
addon = contrail01, HpContrail04
addon = li_cruiser_forward_gun01, HpWeapon01
addon = li_cruiser_turret01, HpTurret_L5_01
addon = li_cruiser_turret01, HpTurret_L5_02
addon = li_cruiser_missile_turret01, HpTurret_L5_03
addon = li_cruiser_missile_turret01, HpTurret_L5_04
addon = li_cruiser_turret01, HpTurret_L5_05
addon = li_cruiser_turret01, HpTurret_L5_06
addon = li_cruiser_turret01, HpTurret_L5_07

_________________________
added to market_ships.ini
_________________________

in market ships.ini, comment out one of the existing lines with a "1" in the third column (meaning that ship is sold there) and replace with :
marketgood = nox_cruiser_package, 30, -1, 1, 1, 0, 1, 1
(marketgood = nox_cruiser_package, 1, -1, 1, 1, 0, 1, 1) if you want to buy it at level 1.

for example, replace
marketgood = gf2_package, 4, -1, 1, 1, 0, 1, 1
with
marketgood = nox_cruiser_package, 30, -1, 1, 1, 0, 1, 1

and voila!

I had fun flying around scaring pirates. It's funny when the NPCs run scared.

- nox


No good deed goes unpunished

Post Wed Mar 05, 2003 8:02 am

if you turn the manuvering up a bit you can actually dock with spacestations

Post Wed Mar 05, 2003 6:13 pm

This is great. It's a base from what anyone can make the mods they really want with any ship they want

Thanks!

Nox

Post Wed Mar 05, 2003 8:08 pm

I'm getting considerably better with this. I'll post a more 'normal' ship tonight.

The cruiser is unique in that it has a lot of hardcoded parts.



No good deed goes unpunished

Post Wed Mar 05, 2003 8:43 pm

Great Work! Now to crack the model format and make our own!

There are only 10 kinds of people in the world:
those who understand binary, and those who don't.

Nox

Post Wed Mar 05, 2003 9:23 pm

I don't see a need or benefit to adding models.
Maybe someone else has that motivation, but stuff 'looking' different is entirely superficial to me. I'd rather change playability and balance.



No good deed goes unpunished

Post Wed Mar 05, 2003 10:53 pm

so do we copy the first lot all to shiparch.ini even the comments?

Nox

Post Wed Mar 05, 2003 11:01 pm

yes but add closing brackets to stuff. forum is eating them.

read the comments, they are useful and will help you.



No good deed goes unpunished

Post Wed Mar 05, 2003 11:11 pm

Actually, i think i saw something about the turret camera mode in the ini files of the Cockpits directory, and you don´t need to use another ship information on ships_market to add your ship, you can create a new name in all stations like a entire new ship without losing any others ships, i did a clone of the first ship we start so i could test this, and it worked, but for some reason, that ship doesn´t dock in planets or stations...

Nox

Post Wed Mar 05, 2003 11:13 pm

You get a cookie if that's true - I am going to check this out now (re: turret camera)



No good deed goes unpunished

Post Wed Mar 05, 2003 11:37 pm

Great stuff, Nox, thanks a lot, about the only real mod around right now

Post Wed Mar 05, 2003 11:57 pm

put them where? the brackets i mean

Edited by - Freighter Fighter on 06-03-2003 00:44:29

Post Thu Mar 06, 2003 12:54 am

<pre><font size=1 face=Courier> [I think using the code tag lets you [ put brackets and stuff in...?
</font></pre>

Edit: Nope. But it still helps out a lot, by making everything a different font.

Why make your own mistakes when someone else has already made them for you?
-Learn from the skeletons floating in the piranha pool: NO SWIMMING!

Edited by - Whasp Commander on 06-03-2003 00:54:06

Edit2 - Hrmmm.. Emerging HTML tags...?

Edited by - Whasp Commander on 06-03-2003 00:54:53

Post Thu Mar 06, 2003 2:29 am

So I'll have to start a new game every time I change one of the ini's?

Post Thu Mar 06, 2003 4:42 am

Tiagocc0 is right. The cockpit section in the shiparch i.e. cockpit = cockpits\liberty\l_freighter.ini refers to l_freighter.ini in the cocpits folder in the data directory. The turret view there has three values according to the x,y,z axes. The values at 0,0,0 are at the center of the ship.

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