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nomad_fighter .cmp file??

The general place to discuss MOD''ing Freelancer!

Post Fri Mar 14, 2003 6:48 am

nomad_fighter .cmp file??

hi to all modders,
ok i spent the hole night trying to get this nomad fighter buyable and i made it,but i have one problem,the ship is invisible,i can see the nomad trusters but i cant see the shape of the ship,i just cant,its not visible....

it seems that the shape of the ship is in this .cmp file...if u search throughout the ship folders u'll c it,the nomad fighter foulder has only 2 files no_fighter.3db and no_fighter.sur

in shiparch.ini i found no_fighter with lot of stuff,and also these 2 lines

DA_archetype = ships\nomad\no_fighter\no_fighter.3db
material_library = ships\nomad\nomad_fx.txm

which i think refer to the material.am i right?
its strange that during the normal game when u fight nomads u c their ship...and now i cant c it...

ok so just in case ill post the code of the ship i made....
maybe u can help

[Ship
ids_name = 237039
ids_info = 66579
ship_class = 3
nickname = no_fighter_ship
LODranges = 0, 80, 120, 1000
mission_property = can_use_berths
type = FIGHTER
DA_archetype = ships\nomad\no_fighter\no_fighter.3db
material_library = ships\nomad\nomad_fx.txm
envmap_material = envmapbasic
cockpit = cockpits\corsair\bw_elite2.ini
pilot_mesh = generic_pilot
nanobot_limit = 63
shield_battery_limit = 63
mass = 150
hold_size = 800
linear_drag = 1.000000
fuse = intermed_damage_smallship01, 0.000000, 2700
fuse = intermed_damage_smallship02, 0.000000, 1350
fuse = intermed_damage_smallship03, 0.000000, 900
max_bank_angle = 30
camera_offset = 9, 33
camera_angular_acceleration = 0.060000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 10
camera_vertical_turn_down_angle = 20
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 35000
explosion_arch = explosion_no_elite
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 = 43000.000000, 43000.000000, 58000.000000
angular_drag = 41000.000000, 41000.000000, 41000.000000
rotation_inertia = 8400.000000, 8400.000000, 8400.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
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
shield_link = bw_vheavy_shield01, HpMount, HpShield01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05,

HpWeapon06
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05,

HpWeapon06
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05,

HpWeapon06
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05,

HpWeapon06
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05,

HpWeapon06
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05,

HpWeapon06
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05,

HpWeapon06
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05,

HpWeapon06
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05,

HpWeapon06
hp_type = hp_elite_shield_special_10, HpShield01
hp_type = hp_elite_shield_special_9, HpShield01
hp_type = hp_elite_shield_special_8, HpShield01
hp_type = hp_elite_shield_special_7, HpShield01
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_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_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01
hp_type = hp_turret_special_10, HpTurret01
hp_type = hp_turret_special_9, HpTurret01
hp_type = hp_turret_special_8, HpTurret01
hp_type = hp_turret_special_7, HpTurret01
hp_type = hp_turret_special_6, HpTurret01
hp_type = hp_turret_special_5, HpTurret01
hp_type = hp_turret_special_4, HpTurret01
hp_type = hp_turret_special_3, HpTurret01
hp_type = hp_turret_special_2, HpTurret01
hp_type = hp_turret_special_1, HpTurret01

thanks

Post Fri Mar 14, 2003 7:10 am

Today is your lucky day, cuz I've just done the same thing as you with some partial success.

NOMAD FIGHTER

shiparch.ini

[Ship
ids_name = 237039
ids_info = 66579
nickname = xno_fighter
LODranges = 0, 80, 120, 1000
type = FIGHTER
DA_archetype = ships\nomad\no_fighter\no_fighter.3db
material_library = ships\nomad\nomad_fx.txm
ship_class = 0
mission_property = can_use_berths ; wtf is this?
cockpit = cockpits\liberty\l_elite.ini
;pilot_mesh = generic_pilot ;<========= doesn't render properly
max_bank_angle = 35
camera_offset = 10, 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
mass = 150.000000
hold_size = 800
linear_drag = 1.000000
explosion_arch = explosion_no_elite
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
;copied from dagger
steering_torque = 18000.000000, 18000.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
;no door anim
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_tractor_source = HpMount
hp_type = hp_thruster, HpThruster01
;hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03
;hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03
;hp_type = hp_torpedo_special_1, HpTorpedo01
num_exhaust_nozzles = 1
hit_pts = 20000

COMMENTS
Usual weapons doesn't appear to be working and they also look weird, so I pre-installed some nomad weapons in goods.ini. (oh, yeah, it also doesn't have shields but they can be added). Ship is undockable and doesn't have cruise engine trail effect. (it does go to cruise speed tho)

goods.ini

[Good
nickname = xnof_hull
category = shiphull
ship = xno_fighter
price = 153000
ids_name = 237039
; shows icon of dagger
item_icon = Equipment\models\commodities\nn_icons\bw_fighter.3db

[Good
nickname = xnof_package
category = ship
hull = xnof_hull
addon = ge_nf_engine_01, internal, 1
addon = infinite_power, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = no_thruster, HpThruster01
addon = nomad_gun01_mark03, HpWeapon01
addon = nomad_gun01_mark03, HpWeapon02
addon = nomad_gun01_mark03, HpWeapon03

finally, I made it sellable at Planet Malta:
market_ships.ini

[BaseGood
base = Hi01_01_base
marketgood = xnof_package, 20, -1, 1, 1, 0, 1, 1

Post Fri Mar 14, 2003 7:14 am

cool ...so we were working at the same thing...nice

thanks ill try it now

Post Fri Mar 14, 2003 7:25 am

hm... i tried to apply it but it crashes me every time...ill try to figure out why

Post Fri Mar 14, 2003 7:28 am

I tested it in SP only. Works nicely!
Also, try deleting your autostart.fl and restart.fl savegames. (it could fix it)

Post Fri Mar 14, 2003 7:42 am

There was a thread about all this earlier and the ship works just dandy for me!

Here is the thread if your interested:

http://www.lancersreactor.com/t/forum/t ... er&M=False

Only the dead have seen the end of war.............Plato

Post Fri Mar 14, 2003 7:44 am

k it goes well now...it was the save game

Post Fri Mar 14, 2003 4:29 pm


There was a thread about all this earlier and the ship works just dandy for me!


Good that you pay attention (unlike me, LOL). Could have spared myself half an hour work.

Edited by - XLancer on 14-03-2003 16:29:31

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