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Battleship Collision info help needed

The general place to discuss MOD''ing Freelancer!

Post Thu Mar 06, 2003 3:57 am

Battleship Collision info help needed

I've currently got a liberty battleship into the game with working turrets but i don't know how to change the collision data. Everytime i try to leave a planet, the ship smacks into the docking ring and explodes. Here is what i've already inputted.
Shiparch:
[Ship
ids_name = 237032
ids_info = 66566
nickname = my_dreadnaught_ship
LODranges = 0, 600, 800, 1000, 1500, 2000, 3000, 20000
msg_id_prefix = gcs_refer_shiparch_Libf
mission_property = can_use_berths
type = FREIGHTER
DA_archetype = ships\liberty\li_dreadnought\li_dreadnought.cmp
material_library = ships\liberty\li_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
mass = 500.000000
linear_drag = 1.000000
hold_size = 10000
fuse = l_dreadnought_fuse, 0.500000, 1
fuse = li_dreadnought_burning_fuse03, 0.000000, 17325
hit_pts = 69300
explosion_arch = explosion_rh_battleship
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 = 1501900032.000000, 1501900032.000000, 1501900032.000000
angular_drag = 13200000000.000000, 13200000000.000000, 13200000000.000000
rotation_inertia = 15000000512.000000, 15000000512.000000, 15000000512.000000
nudge_force = 3000000.000000
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = hanger_doors_opening
bay_doors_close_snd = hanger_doors_closing
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
shield_limit = 100
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
camera_offset = 50, 300
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
hp_type = hp_mine_dropper, HpEngine01
hp_type = hp_thruster, HpEngine01
hp_type = hp_countermeasure_dropper, HpEngine01
shield_link = l_freighter_shield01, HpMount, HpEngine01
hp_type = hp_freighter_shield_special_10, HpEngine01
hp_type = hp_freighter_shield_special_9, HpEngine01
hp_type = hp_freighter_shield_special_8, HpEngine01
hp_type = hp_freighter_shield_special_7, HpEngine01
hp_type = hp_freighter_shield_special_6, HpEngine01
hp_type = hp_freighter_shield_special_5, HpEngine01
hp_type = hp_freighter_shield_special_4, HpEngine01
hp_type = hp_freighter_shield_special_3, HpEngine01
hp_type = hp_freighter_shield_special_2, HpEngine01
hp_type = hp_freighter_shield_special_1, HpEngine01

Goods:
[Good
nickname = my_dreadnaught
category = shiphull
ship = my_dreadnaught_2
price = 500000
ids_name = 12018
item_icon = Equipment\models\commodities\nn_icons\bw_freighter.3dba

[Good
nickname = my_dreadnaught_package
category = ship
hull = my_dreadnaught
addon = ge_s_scanner_02
addon = ge_s_tractor_01
addon = br_freighter_power01, internal, 1
addon = sfx_rumble_battleship
addon = ge_lbd_engine_01
addon = li_battleship_turret01, HpTurret_L1_01
addon = li_battleship_turret01, HpTurret_L2_01
addon = li_battleship_turret03, HpTurret_L3_01
addon = li_battleship_turret04, HpTurret_L4_01
addon = li_battleship_turret04, HpTurret_L4_02
addon = li_battleship_flak_turret01, HpTurret_L4_03
addon = li_battleship_flak_turret01, HpTurret_L4_04
addon = li_battleship_turret04, HpTurret_L4_05
addon = li_battleship_turret04, HpTurret_L4_06
addon = li_battleship_turret04, HpTurret_L4_07
addon = armor_scale_0
addon = SlowLargeBlue, HpRunningLight15
addon = SlowLargeBlue, HpRunningLight17
addon = SlowLargeBlue, HpRunningLight33
addon = SlowLargeBlue, HpRunningLight09
addon = SlowLargeBlue, HpRunningLight11
addon = SlowLargeBlue, HpRunningLight34

Market_ships:
marketgood = my_dreadnaught_package, 0, -1, 1, 1, 0, 1, 1

i've tested the battleship and it works but it always gets stuck in the docking ring and blows up. Any help regarding how to alter or replace the collision data would be helpful.

Post Thu Mar 06, 2003 5:38 am

You could give it the collision model of a fighter, but frankly I don't think putting battleships is going to work well in the game, unless we can somehow make the moor actually take you onto the planet/station instead of just staying there and doing nothing.

Post Thu Mar 06, 2003 7:01 am

someone should make a small ship called a escape pod or somethign... and when your moor you could dock then fly back to your battleship after.

Hahahaha I'm Smarter Than You.

Post Thu Mar 06, 2003 7:25 am

give us gamers the INI files! would be alot of fun to try them out! play around! when I'd learn how to do all of that!

Post Thu Mar 06, 2003 8:44 am

How about docking with the mooring? Well, u might displace some unlucky freighters, but it might work

When in doubt, shoot.

Post Thu Mar 06, 2003 9:08 am

I can dock with the docking ring just fine. The particular setting for docking is the mission_property setting for either berths or moors. The problem is that since i CAN dock with stations and docking rings with my current setting, my problem is that the Battleship is so large it keeps bumping into the station before it can get close enough to dock. Docking rings are no problem except when trying to leave. What i need to know is how to change the collision model.

Post Thu Mar 06, 2003 5:45 pm

Find the .sur model (I think this is collision model not sure) and use it to replace the battleship one. This might work, but it's only a temporary fix because you won't be able to just "shoot" the battleship to hit it, you'll have to aim at the much smaller invisible target inside it.

Post Fri Mar 07, 2003 1:20 am

Thanks. Perhaps now i can get some practical use out of my battleship.

Post Fri Mar 07, 2003 1:31 am

Wanderer, what base did you make it so that you can buy the battleship on? And did you replace an existing entry there, or tack yours on in the case where less than 3 ships were being sold?

I've tried to add it to Battleship Missouri and Pittsburg (appending), but it crashes when I go to the ship selection person. When I don't append, but instead replace, it crashes on loading my saved games where I'm on the base in question already.

Should I be starting a new game?

Thanks

Post Fri Mar 07, 2003 1:37 am

When modding, it works best to test your stuff in multiplayer. Start a private server from the Freelancer menu in your start menu and then go to multiplayer and LAN

Post Fri Mar 07, 2003 2:28 am

so, I found the problem. In the posted code above, under goods you have

ship = my_dreadnaught_2

when it should be

ship = my_dreadnaught_ship

I changed the .3dba thing to .3db too... So all trying to do this, remember to change the _2 to a _ship!

Edited by - sombrero on 07-03-2003 02:52:30

Post Sat Mar 08, 2003 1:46 am

Have you fixed teh Cockpit yet? I used yoru edit and the only views I can get are Turret, and 3rd person. In turret mode I'm stuck inside teh ship so I have to follow teh [*'s to shoot the enemy. And in tight spaces where manuavering counts, the 3rd person is a killer

Post Sat Mar 08, 2003 3:11 am

Ive, fixed the 3rd person and turret view so now you get a much better view of everything. Here's how:
In the shiparch file, insert a line in the dreadnaught section that goes like this
cockpit = cockpits\liberty\l_dreadnaught.ini
Then create an ini file with the name l_dreadnaught.ini in the data\cockpits\liberty section. Or rename an existing file in there. The inside of the file should look like this
[Cockpit
mesh = cockpits\liberty\models\li_freighter_cockpit.cmp
int_brightness = 0.500000
head_turn = 30, 10

[CockpitCamera

[TurretCamera
tether = 0.000000, 50, 350
yaw_rotate_speed = 2.000000
pitch_rotate_speed = 1.500000
accel_speed = 5

The tether in the turretcamera section changes its location. Hope this makes blasting fighters with the Liberty Dreadnoughts easier.

Post Sat Mar 08, 2003 4:09 am

Thanks

Edited and testing

::EDIT::

Ok, tested it and its lookin better, but the cockpit is slightly too far to the right. I'd say about 20-30 degrees.

Also, I noticed that when you start off with the battleship you have no shields (and no hardpoint to mount it on) Have you edited any hardpints yet or is that a .fl file?

This is an awsome (MOD), thanks again for any help given

Edited by - creeper on 08-03-2003 04:31:42

Post Sat Mar 08, 2003 9:18 am

Try putting this line in instead of the previous one from the shiparch file.
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
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

You will only be able to place 1 item only (shield, minelayer, countermeasure or thrusters). Since most of the stuff doesn't really fit, i recommend shields then. Now that its bigger though, the shield effect looks a little strange i.e. honeycomb effect. I would have preferred star trek style shield effects.

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