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**TUTORIAL** How to make a battleship

The general place to discuss MOD''ing Freelancer!

Post Sun Mar 09, 2003 2:29 am

**TUTORIAL** How to make a battleship

Since i have recieved a request for this, i will help as much as i can. For this particular one, i will use an osiris battleship since it has the least amount of problems leaving docking rings. The handling and mass are not realistic but i needed a way to stabilise the speed settings and the weapons are non-standard. So here we go.
In the shiparch.ini put this line in:
[Ship
ids_name = 237043
ids_info = 66584
nickname = my_dreadnaught_ship
LODranges = 0, 600, 800, 1000, 1500, 2000, 3000, 20000
msg_id_prefix = gcs_refer_shiparch_Ordb
mission_property = can_use_berths
type = FREIGHTER
DA_archetype = ships\order\or_osiris\or_osiris.cmp
material_library = Ships\order\or_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
explosion_arch = explosion_instant
fuse = o_osiris_fuse, 0.500000, 1
fuse = or_osiris_burning_fuse03, 0.000000, 17325
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 = 24000.000000, 24000.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000
nudge_force = 30000.000000
strafe_force = 3000000
nanobot_limit = 100
shield_limit = 100
mass = 500.000000
hold_size = 1000000
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = hanger_doors_opening
bay_doors_close_snd = hanger_doors_closing
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
hit_pts = 69300
cockpit = cockpits\liberty\or_dreadnaught.ini
camera_offset = 80, 350
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, 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 can only put in one equipment slot so i suggest shields.(still working on it)

Place this line in the goods section:
[Good
nickname = my_dreadnaught
category = shiphull
ship = my_dreadnaught_ship
price = 5
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_01
addon = infinite_power
addon = ge_s_tractor_01
addon = ge_obat_engine_01
addon = sfx_rumble_battleship
addon = li_battleship_turret01, HpTurret_O1_01
addon = li_battleship_turret01, HpTurret_O2_01
addon = li_battleship_missile_turret01, HpTurret_O3_01
addon = li_battleship_missile_turret01, HpTurret_O3_02
addon = li_battleship_turret04, HpTurret_O4_01
addon = li_battleship_turret04, HpTurret_O4_02
addon = li_battleship_turret04, HpTurret_O4_03
addon = li_battleship_turret04, HpTurret_O4_04

In the engine_equip.ini place this line
[Engine
nickname = ge_obat_engine_01
ids_name = 263888
ids_info = 264888
volume = 400.000000
mass = 10
max_force = 900000
linear_drag = 10000
reverse_fraction = 0.500000
flame_effect = gf_li_largeengine02
cruise_charge_time = 2
cruise_power_usage = 20
rumble_sound = rumble_battleship
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 90
outside_sound_cone = 270

you should get a top speed of 89. I don't remember the denominator.

create an ini file in the cocpits\liberty\ folder or rename one to "or_dreadnaught.ini" the inside 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, 370
yaw_rotate_speed = 2.000000
pitch_rotate_speed = 1.500000
accel_speed = 5

In the market_ships file, place this line under the Li01_01_base header.
marketgood = my_dreadnaught_package, 0, -1, 1, 1, 0, 1, 1

or replace a 1,-1,1,1,0,1,1 line with the my_dreadnaught_package description like so:
marketgood = lf_package, 1, -1, 1, 1, 0, 1, 1
becomes
marketgood = my_dreadnaught_package, 0, -1, 1, 1, 0, 1, 1

now go to weapon_equip and look for li_battleship_missile_turret01
replace theda_archetype and material_library with this:
DA_archetype = equipment\models\turret\li_turret04.cmp
material_library = equipment\models\li_turret.mat

That way, the single missile launcher becomes a dual turret and you get double the firepower. If you want to know about anything else, please post your request here.

Post Sun Mar 09, 2003 3:59 am

So does this allow a player to buy this battleship? If so, what station is it at? Or does it only create the chassis for this battlesip to be added to any system the modder choses? Im sorry if these are stupid questions, but I am still learning the ropes of modding FL.

Post Sun Mar 09, 2003 4:10 am

Actually, what he tells you to do makes it available for purchase on Manhattan, although, all you have to do is add the market_goods part to the appropriate ship selling base, and you can purchase it there.

Post Sun Mar 09, 2003 4:15 am

Interesting stuff! I'm definately going to impliment this and see how well I can get my Bretonia Battleship to work.

Post Sun Mar 09, 2003 4:21 am

only one equipment slot? does that meen all sheild, no guns, no asskicking?

Post Sun Mar 09, 2003 5:26 am

Would it be possible to add ships to a station to buy that doesnt already sell ships? For example, I would like to make this battleship buyable at a shipyard, which makes perfect sense if you ask me. But if you dont already know, there are no shipyards in the game that sell ships (at least I have not come across one). Any info on this would be greatly appreciated.

Post Sun Mar 09, 2003 6:38 am

In response to ludder's question, what i meant is that you can have 1 of either the shields, countermeasures, thrusters or minelayer. The weapons will be battleship class turrets and are already installed when you buy it. The two non-standard weapons are the 2 dual missile firing turrets that i have already specified. Put a class 7 or above shield, and you'll get a fully armed, armored and shielded engine of destruction.

Edited by - Wanderer on 09-03-2003 06:42:54

Post Sun Mar 09, 2003 9:15 am

One more thing i have just tested and would like to add into this forum. The cruiser main gun always looks impressive when it fires (almost like a rail gun). Thereby, i have tested it and placed the effects into the osiris main guns. Heres how:
In the goods section, replace the first 2 turret/hardpoint lines with this:
addon = or_battleship_turret01, HpTurret_O1_01
addon = or_battleship_turret01, HpTurret_O2_01

Then go to the weapon_goods file, place this line:
[Good
nickname = or_battleship_turret01
equipment = or_battleship_turret01
category = equipment
price = 50
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263379
ids_info = 264379
shop_archetype = equipment\models\turret\li_turret01.cmp
material_library = equipment\models\li_turret.mat

After that, go to the weapon_equip.ini file and place this line in:
[Munition
nickname = or_battleship_turret01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 10000.500000
energy_damage = 0
one_shot_sound = fire_capship_forward_gun
munition_hit_effect = li_capgun_01_impact
const_effect = li_cruiser_maingun
lifetime = 3.500000
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = or_battleship_turret01
ids_name = 263379
ids_info = 264379
DA_archetype = equipment\models\turret\li_turret01.cmp
material_library = equipment\models\li_turret.mat
HP_child = HPConnect
hit_pts = 4800
explosion_resistance = 1.000000
debris_type = debris_turret_huge
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
power_usage = 0
refire_delay = 5.000000
muzzle_velocity = 1500
toughness = 1.500000
flash_particle_name = li_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = or_battleship_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false

You can change the damage and the refire rate but i thought that given the effect, it should be powerful but slow to reload. Happy modding everyone.

Ark

Post Sun Mar 09, 2003 9:48 am

Ok i'm stupid or something because i did exactly as you said and cant get the osiris on manhattan. Basically i used the BINI decompressor to decompress each file, edited or appended as instructed, then saved the files as the originalfilename.ini. Any ideas?

Post Sun Mar 09, 2003 9:55 am

Perhaps you screwed up where it's sold many newbs do that... Li01_01 is Manhattan, Br01_01 is New London and so on...

Post Sun Mar 09, 2003 10:37 am

so is this for the demo?

Post Sun Mar 09, 2003 10:49 am

Umm i dont think so unless MS screwed up badly... I dont think u got the Osiris

Post Sun Mar 09, 2003 10:54 am

hihi
can we cloak? :p

Post Sun Mar 09, 2003 12:15 pm

Hi
i also did exactly what you wrote but you can´t buy it on manhattan

is also tried to add another bracket do the section header but nothing changed (e.g. instead of [Good [Good-)

Maybe you could post the modified ini files here

Thx

Edited by - TOOLKIT on 09-03-2003 12:24:08

Post Sun Mar 09, 2003 12:41 pm

Anyone solved the problem with docking a Battleship or being able to land/take off from planets (I've landed, but couldn't get out the docking gate after takeoff). Also, when trying to moor (I believe the Dreadnought is big enough to moor) with a station, it always says I can dock, but not moor. When I flew the NOX cruiser, it let me moor (even though it never did moor, just circled).

Wanderer, you've done an excellent job with helping us to edit these ini's for us. Would you be interested in making a guide for editing the ini's for ships (So people could edit themselves without feeling they don't really know what their doing...like me )?

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