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modifying weapon class for a ship

The general place to discuss MOD''ing Freelancer!

Post Sat Mar 08, 2003 6:36 pm

modifying weapon class for a ship

this may have been answerd before, but where do i change the type of guns a ship can mount?

also i think that the forums, espescially the editing forums would greatly benefit from a search-function; it would probably have spared me from asking this...

Post Sat Mar 08, 2003 6:38 pm

first tell me what ship you want to edit.. then i can help you

-You should clone your own ass!
-Why?
-So you can go **** yourself!

Post Sat Mar 08, 2003 6:41 pm

the kusari ligth fighter, the drake i think it is called, also the liberty ligth fighter i would also like to "enhance" :p

Post Sat Mar 08, 2003 6:42 pm

ludder, i would like to add a cruise disruptor or torpedo bay to the bretionia freighter any ideas?

Post Sat Mar 08, 2003 6:57 pm

maby adding

hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01

under the ship in shiparch.ini
but i dont know if it will work..

-You should clone your own ass!
-Why?
-So you can go **** yourself!

Post Sat Mar 08, 2003 7:07 pm

well if you want to change every gunslot on the kusari lightfighter change in the shiparch.ini ;

[Ship
ids_name = 237028
ids_info = 66558
ids_info1 = 66559
ids_info2 = 66608
ids_info3 = 66560
ship_class = 0
nickname = ku_fighter
msg_id_prefix = gcs_refer_shiparch_Kuslf
mission_property = can_use_berths
LODranges = 0, 40, 80, 1000
type = FIGHTER
DA_archetype = ships\kusari\ku_fighter\ku_fighter.cmp
material_library = ships\kusari\ku_playerships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\kusari\k_fighter.ini
pilot_mesh = generic_pilot
nanobot_limit = 23
shield_battery_limit = 23
mass = 100.000000
linear_drag = 1.000000
hold_size = 35
fuse = intermed_damage_smallship02, 0.000000, 700
fuse = intermed_damage_smallship03, 0.000000, 350
max_bank_angle = 35
camera_offset = 6, 25
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
hit_pts = 2800
explosion_arch = explosion_ku_fighter
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 = 25000.000000, 25000.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 3800.000000, 3800.000000, 1000.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
shield_link = k_fighter_shield01, HpMount, HpShield01
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_fighter_shield_special_6, HpShield01
hp_type = hp_fighter_shield_special_5, HpShield01
hp_type = hp_fighter_shield_special_4, HpShield01
hp_type = hp_fighter_shield_special_3, HpShield01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_torpedo_special_2, HpTorpedo01

to:

[Ship
ids_name = 237028
ids_info = 66558
ids_info1 = 66559
ids_info2 = 66608
ids_info3 = 66560
ship_class = 0
nickname = ku_fighter
msg_id_prefix = gcs_refer_shiparch_Kuslf
mission_property = can_use_berths
LODranges = 0, 40, 80, 1000
type = FIGHTER
DA_archetype = ships\kusari\ku_fighter\ku_fighter.cmp
material_library = ships\kusari\ku_playerships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\kusari\k_fighter.ini
pilot_mesh = generic_pilot
nanobot_limit = 23
shield_battery_limit = 23
mass = 100.000000
linear_drag = 1.000000
hold_size = 35
fuse = intermed_damage_smallship02, 0.000000, 700
fuse = intermed_damage_smallship03, 0.000000, 350
max_bank_angle = 35
camera_offset = 6, 25
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
hit_pts = 2800
explosion_arch = explosion_ku_fighter
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 = 25000.000000, 25000.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 3800.000000, 3800.000000, 1000.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
shield_link = k_fighter_shield01, HpMount, HpShield01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_fighter_shield_special_6, HpShield01
hp_type = hp_fighter_shield_special_5, HpShield01
hp_type = hp_fighter_shield_special_4, HpShield01
hp_type = hp_fighter_shield_special_3, HpShield01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_torpedo_special_2, HpTorpedo01



as you can se in the ini file the lines are different.. that is because i have very little room to write in this little box.. so write it like it is writen in the shiparch.ini

-You should clone your own ass!
-Why?
-So you can go **** yourself!

Post Sat Mar 08, 2003 7:36 pm

great, thanks.

i actually think i've got it now :p, if you read what i wrote prior to editing, disregard it...

Edited by - fjodor on 08-03-2003 20:12:21

Post Sat Mar 08, 2003 8:14 pm

eh i didn't fully understand that but it goes like this:

the number at the end is what level the guns is, and if the ship you have has 4 gunslots and i want all to be able to carry lvl10 guns i write:

hp_type = hp_gun_special_10, (this means that the ship can carry lvl10 weapons)

since you have 4 gunslots i must write HpWeapon1, 02, 03, 04 to show how many gunslots that can carry lvl10. If i would just made up to 3 of them.. one
there would be 3 lvl 10 and downward and one 9 and downward..

Post Sat Mar 08, 2003 8:25 pm

yeah, i figured it out too. and there is no wonder what i wrote was not understandabel, for some odd reason i was looking at it the wrong way...

Post Sat Mar 08, 2003 8:29 pm

though if you truly want to experience lvl10 weapon power, do as i did..


eqquip a Titan with two DIAMONDBACK's two Cerberus amd two ARCHANGELS
a sunslayer torpedo launcher and some ripper mines.. then you can truly call yourself an asskicker!

Post Sat Mar 08, 2003 8:34 pm

as tempting as that may be i actually think the concept of completely overhauling a light fighter, boosted speed, lvl10 shields, 4 nomad blasters (untill i fix the power) wil be nicer, just for the looks, and the suprise and dread it undoubtedly would inspire in any adversaries :p. i think the patriot is next on my list, damn it is a nice looking ship, good clean desing...

Post Sat Mar 08, 2003 8:36 pm

"looks"... I agree.

Why are the 3 best ships also the 3 ugliest??

PS - why does Juni get the "Cool" navy fighter with the single tailwing but I dont?

Post Sat Mar 08, 2003 8:39 pm

the law of murphy?

i seriously don't know, but with the decompressor i can at least create a ship that is pleasing to look at, and still survive in combat.

Post Sat Mar 08, 2003 8:39 pm

eh.. are you sure you know what your'e talking about? the Titan, the Sabre and the (the order very heavy fighter) looks much better then all the others..

ps : you can buy an identical ship to juni at a militairy base in new york system

Post Sat Mar 08, 2003 8:49 pm

yes i am quite sure, personally i find the look of the vh fighters displeasing, there is simply too much of them, there is not really anybalance to the design of the ship, although the eagle looks the best of the lot. now if you take the patriot, which happens to be my favorite (in regards to looks)... the ship is well balanced, there are no one part of the ship that stands out. the design in and of itself is rather simple, and gives of an air of pure functionality, the lines of the ship are clean, in the sense that they contribute to sthrengthen the image of the ship, as opposed to being broken upp for the sake of unncessecary detail... hmm, yeah, i could probably go on about this for some time, but i think this is enough to make my point :p

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