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****Tutorial***** list of ships/codes

The general place to discuss MOD''ing Freelancer!

Post Fri Mar 14, 2003 5:17 pm

****Tutorial***** list of ships/codes

ok guys,hope u like my intention....
lets use this thread to post codes of pilotable ships(working of cours) that we made....i saw that lot of people or trying to make sellable and pilotable ships,and last night happened that me and another guy worked on the same thing.so this thread should be like a data base of codes
post the name of the ship i.e. nomad fighter and the .ini change
in this way we'll not loose time and we can work on ships that r not in this thread.
if someone has some webspace he could put 1 jpg per ship just to show how it looks,i have the jpgs but now web space...so if someone is so kind...
dont post problems or ask for help....this should be a simple how-to;

for moderators: if u dont like this thread just delete it,i dont wanna use the space of this forum for unuseful things...so if u thinks this is not useful just delete it and accept my apologies




Edited by - SoulForge on 14-03-2003 17:23:57

Edited by - SoulForge on 14-03-2003 17:28:30

Edited by - SoulForge on 14-03-2003 18:07:57

Post Fri Mar 14, 2003 5:19 pm

thanks to Wanderer

Osiris battleship tutorial

1: Use the ini extractor downloadable from the lancerreactors website to extract the following files. They are shiparch.ini from the ships folder, engine_equip.ini, goods.ini, market_ships.ini, market_misc.ini, weapon_equip.ini, st_equip.ini, st_good.ini and weapon_good.ini from the equipment folder. Note: this is all found in the data folder.

2: Rename all the extracted files from (original file name).txt.ini to just (original file name).ini

3: Place this line inside the shiparch.ini file:
[Ship
ids_name = 237043
ids_info = 66584
nickname = or_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 = 250000000.000000, 250000000.000000, 250000000.000000
rotation_inertia = 2540999936.000000, 25806999552.000000, 638700032.000000
angular_drag = 4000000000.000000, 4000000000.000000, 4000000000.000000
linear_drag = 2.000000
nudge_force = 360000.000000
strafe_force = 3000000
nanobot_limit = 100
shield_limit = 100
mass = 100000.000000
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, 370
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_turret_special_10, HpTurret_O1_01
hp_type = hp_turret_special_10, HpTurret_O2_01
hp_type = hp_turret_special_8, HpTurret_O4_01
hp_type = hp_turret_special_8, HpTurret_O4_02
hp_type = hp_turret_special_8, HpTurret_O4_03
hp_type = hp_turret_special_8, HpTurret_O4_04
hp_type = hp_turret_special_9, HpTurret_O3_01
hp_type = hp_turret_special_9, HpTurret_O3_02
shield_link = l_freighter_shield01, HpMount, HpEngine01, HpEngine02, HpEngine03, HpEngine04
hp_type = hp_freighter_shield_special_10, HpEngine01, HpEngine02, HpEngine03, HpEngine04

4: Now open up the goods.ini and place this line:
[Good
nickname = or_dreadnaught
category = shiphull
ship = or_dreadnaught_ship
price = 15000000
ids_name = 12018
item_icon = Equipment\models\commodities\nn_icons\bw_freighter.3dba

[Good
nickname = or_dreadnaught_package
category = ship
hull = or_dreadnaught
addon = ge_s_scanner_01
addon = infinite_power
addon = ge_s_tractor_01
addon = ge_obat_engine_01
addon = sfx_rumble_battleship

5: Go to the engine_equip.ini and place this line in:
[Engine
nickname = ge_obat_engine_01
ids_name = 263888
ids_info = 264888
volume = 400.000000
mass = 10
max_force = 9000000
linear_drag = 100000
reverse_fraction = 0.500000
flame_effect = gf_li_largeengine02
cruise_charge_time = 10
cruise_power_usage = 20
rumble_sound = rumble_battleship
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 90
outside_sound_cone = 270

6: Now open up the weapon_good.ini and place this line
[Good
nickname = or_battleship_turret01
equipment = or_battleship_turret01
category = equipment
price = 2500000
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

[Good
nickname = or_battleship_turret04
equipment = or_battleship_turret04
category = equipment
price = 1500000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263382
ids_info = 264382
shop_archetype = equipment\models\turret\li_turret04.cmp
material_library = equipment\models\li_turret.mat


[Good
nickname = or_battleship_missile_turret01
equipment = or_battleship_missile_turret01
category = equipment
price = 2000000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263384
ids_info = 264384
shop_archetype = equipment\models\turret\li_turret04b.cmp
material_library = equipment\models\li_turret.mat

7: After that go to the weapon_equip.ini and place this line:
[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
hp_gun_type = hp_turret_special_10
damage_per_fire = 0
power_usage = 0
refire_delay = 5.000000
muzzle_velocity = 1500
toughness = 2.500000
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

[LOD
obj = Root
LODranges = 0, 1200

[LOD
obj = barrel
LODranges = 0, 1000

[Munition
nickname = or_battleship_turret04_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 140.799999
energy_damage = 0
one_shot_sound = fire_capship
munition_hit_effect = li_capgun_01_impact
const_effect = li_capgun_01_proj
lifetime = 1.500000
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = or_battleship_turret04
ids_name = 263382
ids_info = 264382
DA_archetype = equipment\models\turret\li_turret04.cmp
material_library = equipment\models\li_turret.mat
HP_child = HPConnect
hit_pts = 4800
explosion_resistance = 1.000000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
hp_gun_type = hp_turret_special_8
damage_per_fire = 0
power_usage = 0
refire_delay = 0.150000
muzzle_velocity = 1500.199951
toughness = 0.800000
flash_particle_name = li_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = or_battleship_turret04_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false

[LOD
obj = Root
LODranges = 0, 450

[LOD
obj = barrel
LODranges = 0, 500

[Motor
nickname = or_battleship_missile_turret01_motor
lifetime = 1.875000
accel = 250.111099
delay = 0

[Explosion
nickname = or_battleship_missile_turret01_explosion
effect = ku_torpedo01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 30
hull_damage = 1867.500000
energy_damage = 0
impulse = 0

[Munition
nickname = or_battleship_missile_turret01_ammo
explosion_arch = or_battleship_missile_turret01_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_missile_regular
detonation_dist = 4
lifetime = 30.375000
Motor = or_battleship_missile_turret01_motor
force_gun_ori = false
const_effect = li_missile02_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 3500
seeker_fov_deg = 180
max_angular_velocity = 30.903330
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass = 1
volume = 0.000100

[Gun
nickname = or_battleship_missile_turret01
ids_name = 263384
ids_info = 264384
DA_archetype = equipment\models\turret\li_turret04.cmp
material_library = equipment\models\li_turret.mat
HP_child = HPConnect
hit_pts = 4800
explosion_resistance = 1.000000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
hp_gun_type = hp_turret_special_9
damage_per_fire = 0
power_usage = 0
refire_delay = 0.500000
muzzle_velocity = 66.699997
toughness = 1.600000
light_anim = l_gun01_flash
projectile_archetype = or_battleship_missile_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false

[LOD
obj = Root
LODranges = 0, 450

[LOD
obj = barrel
LODranges = 0, 500

8: Now go to the cockpits\liberty\ folder and create a new .ini file or extract and rename an existing one to or_dreadnaught.ini and make sure that the insides only have this line:
[Cockpit
mesh = cockpits\liberty\models\li_freighter_cockpit.cmp
int_brightness = 0.500000
head_turn = 30, 10

[CockpitCamera

[TurretCamera
tether = 0.000000, 50, 380
yaw_rotate_speed = 2.000000
pitch_rotate_speed = 1.500000
accel_speed = 5

9: Open up the st_equip.ini and put this line in:
[ShieldGenerator
nickname = shield01_mark10_cap
ids_name = 263818
ids_info = 264818
DA_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat
HP_child = HpConnect
hit_pts = 6752
explosion_resistance = 0.500000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
regeneration_rate = 1500
max_capacity = 30000
toughness = 500
hp_type = hp_capital_shield_special_10
offline_rebuild_time = 30
offline_threshold = 0.150000
constant_power_draw = 0
rebuild_power_draw = 10
shield_type = S_Graviton01
shield_collapse_sound = shield_offline
shield_rebuilt_sound = shield_rebuilt
shield_hit_effects = 0, gf_pi_shield01
shield_hit_effects = 100, gf_pi_shield02
shield_hit_effects = 500, gf_pi_shield03
separation_explosion = sever_debris
LODranges = 0, 20
lootable = true

10: Open up the st_good.ini and place this line in:
[Good
nickname = shield01_mark10_cap
equipment = shield01_mark10_cap
category = equipment
price = 5000000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_shieldgen.3db
combinable = false
ids_name = 263818
ids_info = 264818
shop_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat

11: Now open up the market_misc.ini and place this line under the base description of Li01
MarketGood = shield01_mark10_cap, 0, -1, 10, 10, 0, 1
MarketGood = or_battleship_turret01, 0, -1, 10, 10, 0, 1
MarketGood = or_battleship_turret04, 0, -1, 10, 10, 0, 1
MarketGood = or_battleship_missile_turret01, 0, -1, 10, 10, 0, 1

12: Lastly, go the market_ships.ini and look for the line li01. Replace that entire header and the column directly under it. It should look like this:
[BaseGood
base = Li01_01_base
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood = gf2_package, 4, -1, 1, 1, 0, 1, 1
marketgood = gf4_package, 13, -1, 0, 0, 1, 1, 1
marketgood = gf5_package, 24, -1, 0, 0, 1, 1, 1
marketgood = gf6_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bwe_package, 20, -1, 0, 0, 1, 1, 1
marketgood = bwe2_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = cof_package, 8, -1, 0, 0, 1, 1, 1
marketgood = coe_package, 28, -1, 0, 0, 1, 1, 1
marketgood = coe2_package, 32, -1, 0, 0, 1, 1, 1
marketgood = or_dreadnaught_package, 0, -1, 1, 1, 0, 1, 1
marketgood = le_package, 2, -1, 0, 0, 1, 1, 1
marketgood = lfr_package, 1, -1, 1, 1, 0, 1, 1
marketgood = bf_package, 6, -1, 0, 0, 1, 1, 1
marketgood = be_package, 8, -1, 0, 0, 1, 1, 1
marketgood = bfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = kf_package, 10, -1, 0, 0, 1, 1, 1
marketgood = ke_package, 13, -1, 0, 0, 1, 1, 1
marketgood = kfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = rf_package, 20, -1, 0, 0, 1, 1, 1
marketgood = re_package, 22, -1, 0, 0, 1, 1, 1
marketgood = rfr_package, 20, -1, 0, 0, 1, 1, 1
marketgood = pf_package, 2, -1, 0, 0, 1, 1, 1
marketgood = pe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = pfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = bhe2_package, 26, -1, 0, 0, 1, 1, 1
marketgood = oe_package, 16, -1, 0, 0, 1, 1, 1

Post Fri Mar 14, 2003 5:22 pm

Nomad fighter

thanks to troop 5

add this to data\ships\shiparch.ini

[Ship
ids_name = 237039
ids_info = 66579
nickname = new_nomad_fighter
LODranges = 0, 80, 120, 1000
msg_id_prefix = gcs_refer_shiparch_hfighter
mission_property = can_use_berths
type = FIGHTER
DA_archetype = ships\nomad\no_fighter\no_fighter.3db
material_library = ships\nomad\nomad_fx.txm
material_library = fx\envmapbasic.mat
nomad = true
nanobot_limit = 100
shield_battery_limit = 0
mass = 150.000000
hold_size = 50
linear_drag = 1.000000
max_bank_angle = 30
camera_offset = 13, 42
camera_angular_acceleration = 0.030000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 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
steering_torque = 55000.000000, 55000.000000, 62000.000000
angular_drag = 48000.000000, 48000.000000, 48000.000000
rotation_inertia = 9200.000000, 9200.000000, 9200.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
HP_tractor_source = HpMount
num_exhaust_nozzles = 1
hit_pts = 10000
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_thruster, HpThruster01


add this to data\equipment\goods.ini


[Good
nickname = nf_hull
category = shiphull
ship = new_nomad_fighter
price = 1
item_icon = Equipment\models\commodities\nn_icons\equipicon_nomadpower.3db

[Good
nickname = nf_package
category = ship
hull = nf_hull
addon = armor_scale_99
addon = ge_nf_engine_01, internal, 1
addon = infinite_power, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = special_nomad_gun01, HpWeapon01, 1
addon = special_nomad_gun01, HpWeapon02, 1
addon = special_nomad_gun01, HpWeapon03, 1

add this is data\equipment\market_ships.ini

marketgood = nf_package, 1, -1, 1, 1, 0, 1, 1

make sure to put this last one at the base you want to purchase it, so for planet manhatten (L01_01) Put the line in with the others, also the max buyable ships is 3, so you might have to change one of the other packages to be non-sellable like the startracker line

marketgood = gf2_package, 4, -1, 1, 1, 0, 1, 1

change to

marketgood = gf2_package, 4, -1, 0, 0, 1, 1, 1

Post Fri Mar 14, 2003 11:18 pm

Im preety stupid, where can i buy that ship if i do all these instructions

Post Sat Mar 15, 2003 2:55 am

In Manhattan where most mods place them.

Post Tue Mar 18, 2003 2:26 pm

another question, why u dont close the tab, in the ini file its closed, i mean u write [gun and in the ini files its closed with

Post Tue Mar 18, 2003 3:23 pm

A question about that "new nomad fighter" code...
The ID you give the ship (237039) is already in use by a non-pilotable ship. (The 'real' nomad ship)

Isn't it harmful to have to have two ships carrying the same ID, one pilotable, the other not?

D_R

Post Thu Mar 20, 2003 1:52 am

no its not, it has to be that way

Post Thu Mar 20, 2003 3:52 am

Digital: So you understand why.

IDS_NAME and IDS_INFO taks are just pointers to names and information strings in a resource file. The thing you have to be sure about not using twice is the same nickname.

-V
The Nets Edge
Freelancer .INI File Parser
Freelancer IDSName Matcher

Post Thu Mar 20, 2003 9:36 am

Has anyone had the prob with the newly added ship, that you can't dock with
bases or planets? Docking control denies access because they're unable to handle
ships of your size ... Anyone???

TIA.

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