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**Tutorial** - Liberty Battleship with mooring fix

Here you find the different tutorials on editing and MODing Freelancer

Post Sun Mar 23, 2003 2:06 pm

**Tutorial** - Liberty Battleship with mooring fix

This mod gives you a jack of all trades liberty dreadnought with beam weapons, railguns and missile turrets. It will also deal with making the docking system moor capable. Its slightly difficult to use but more versatile than previous methods. Thanks goes to CptKazo for providing the clue and taikau for expanding on it after the mod was posted.


Edited by - Chips on 10/31/2004 8:03:15 AM

Post Sun Mar 23, 2003 2:10 pm

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, misc_equip.ini, st_good.ini and weapon_good.ini from the equipment folder. Note: this is all found in the data folder. Don’t forget the beam_effects.ini and effects.ini in the fx folder as well as the solararch.ini in the solar 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 = 237032
ids_info = 66566
nickname = my_li_dreadnought_ship
LODranges = 0, 600, 800, 1000, 1500, 2000, 3000, 20000
msg_id_prefix = gcs_refer_shiparch_Libb
mission_property = can_use_med_moors
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 = 100000.000000
linear_drag = 1.000000
hold_size = 1000000
fuse = l_dreadnought_fuse, 0.500000, 1
fuse = li_dreadnought_burning_fuse03, 0.000000, 17325
hit_pts = 70000
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 = 140000000, 140000000, 140000000
angular_drag = 1400000000, 1400000000, 1400000000
rotation_inertia = 1600000000, 1600000000, 1600000000
nudge_force = 3000000.000000
strafe_force = 3000000
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
cockpit = cockpits\liberty\l_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_L1_01
hp_type = hp_turret_special_10, HpTurret_L2_01
hp_type = hp_turret_special_9, HpTurret_L3_01
hp_type = hp_turret_special_8, HpTurret_L4_03
hp_type = hp_turret_special_8, HpTurret_L4_04
hp_type = hp_turret_special_7, HpTurret_L4_01
hp_type = hp_turret_special_7, HpTurret_L4_02
hp_type = hp_turret_special_7, HpTurret_L4_05
hp_type = hp_turret_special_7, HpTurret_L4_06
hp_type = hp_turret_special_7, HpTurret_L4_07
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

4: Now open up the goods.ini and place this line:
[Good
nickname = my_li_dreadnought
category = shiphull
ship = my_li_dreadnought_ship
price = 25000000
ids_name = 12018
item_icon = Equipment\models\commodities\nn_icons\bw_freighter.3dba

[Good
nickname = my_li_dreadnought_package
category = ship
hull = my_li_dreadnought
addon = ge_s_scanner_02
addon = li_capital_power
addon = ge_s_tractor_01
addon = ge_li_bat_engine_01
addon = sfx_rumble_battleship
addon = li_my_battleship_turret01, HpTurret_L1_01
addon = li_my_battleship_turret01, HpTurret_L2_01
addon = li_my_battleship_missile_turret01, HpTurret_L3_01
addon = li_my_battleship_turret04, HpTurret_L4_01
addon = li_my_battleship_turret04, HpTurret_L4_02
addon = li_my_battleship_flak_turret01, HpTurret_L4_03
addon = li_my_battleship_flak_turret01, HpTurret_L4_04
addon = li_my_battleship_turret04, HpTurret_L4_05
addon = li_my_battleship_turret04, HpTurret_L4_06
addon = li_my_battleship_turret04, HpTurret_L4_07
addon = shield01_mark10_cap, HpEngine01
addon = armor_scale_0
addon = SlowLargeBlue, HpRunningLight15
addon = SlowLargeBlue, HpRunningLight17
addon = SlowLargeRed, HpRunningLight30
addon = SlowLargeRed, HpRunningLight31
addon = SlowLargeRed, HpRunningLight32
addon = SlowLargeRed, HpRunningLight33
addon = SlowLargeBlue, HpRunningLight09
addon = SlowLargeBlue, HpRunningLight11
addon = SlowLargeGreen, HpRunningLight34
addon = SlowLargeGreen, HpRunningLight01
addon = SlowLargeGreen, HpRunningLight02
addon = SlowLargeBlue, HpRunningLight03
addon = SlowLargeBlue, HpRunningLight04
addon = SlowLargeBlue, HpRunningLight05
addon = SlowLargeBlue, HpRunningLight06
addon = SlowLargeBlue, HpRunningLight13
addon = SlowLargeBlue, HpRunningLight14
addon = SlowLargeGreen, HpRunningLight18
addon = SlowLargeGreen, HpRunningLight19

5: Go to the engine_equip.ini and place this line in:
[Engine
nickname = ge_li_bat_engine_01
ids_name = 263889
ids_info = 264889
volume = 400.000000
mass = 10
max_force = 3000000
linear_drag = 100000
reverse_fraction = 0.500000
flame_effect = gf_li_largeengine03
trail_effect = gf_br_transport_engine01_trail
cruise_charge_time = 5
cruise_power_usage = 20
rumble_sound = rumble_battleship
character_start_sound = engine_bw_freighter_start
character_loop_sound = engine_bw_freighter_loop
character_pitch_range = -50, 25
rumble_atten_range = -5, 0
rumble_pitch_range = -25, 25
engine_kill_sound = engine_bw_freighter_kill
cruise_start_sound = engine_bw_cruise_start
cruise_loop_sound = engine_bw_cruise_loop
cruise_stop_sound = engine_bw_cruise_stop
cruise_disrupt_sound = cruise_disrupt
cruise_backfire_sound = cruise_backfire
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 = li_my_battleship_turret01
equipment = li_my_battleship_turret01
category = equipment
price = 5000000
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 = li_my_battleship_turret04
equipment = li_my_battleship_turret04
category = equipment
price = 800000
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 = li_my_battleship_beam_turret04
equipment = li_my_battleship_beam_turret04
category = equipment
price = 4000000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263383
ids_info = 264383
shop_archetype = equipment\models\turret\li_turret04.cmp
material_library = equipment\models\li_turret.mat

[Good
nickname = li_my_battleship_missile_turret01
equipment = li_my_battleship_missile_turret01
category = equipment
price = 500000
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

[Good
nickname = li_my_battleship_missile_turret02
equipment = li_my_battleship_missile_turret02
category = equipment
price = 1000000
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

[Good
nickname = li_my_battleship_missile_turret03
equipment = li_my_battleship_missile_turret03
category = equipment
price = 3000000
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

[Good
nickname = li_my_battleship_flak_turret01
equipment = li_my_battleship_flak_turret01
category = equipment
price = 800000
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 = li_my_battleship_turret01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 30000
energy_damage = 15000
one_shot_sound = fire_capship_forward_gun
munition_hit_effect = li_capgun_01_impact
const_effect = li_cruiser_maingun
lifetime = 1
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = li_my_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
hp_gun_type = hp_turret_special_10
power_usage = 30000
refire_delay = 10
muzzle_velocity = 3000
toughness = 1.600000
flash_particle_name = li_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = li_my_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 = li_my_battleship_turret04_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 1000
energy_damage = 0
one_shot_sound = fire_tachyon5
munition_hit_effect = sp_bloodhound_01_impact
const_effect = sp_bloodhound_01_proj
lifetime = 1
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = li_my_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
damage_per_fire = 0
hp_gun_type = hp_turret_special_7
power_usage = 200
refire_delay = 1
muzzle_velocity = 1500
toughness = 0.800000
flash_particle_name = li_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = li_my_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 = li_my_battleship_missile_turret01_motor
lifetime = 5
accel = 200
delay = 0

[Explosion
nickname = li_my_battleship_missile_turret01_explosion
effect = li_missile02_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 1000
radius = 16
hull_damage = 20
energy_damage = 20
impulse = 0

[Munition
nickname = li_my_battleship_missile_turret01_ammo
explosion_arch = li_my_battleship_missile_turret01_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_missile_regular
detonation_dist = 4
lifetime = 20
Motor = li_my_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 = 1500
seeker_fov_deg = 270
max_angular_velocity = 30
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass = 1
volume = 0.000100

[Gun
nickname = li_my_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
damage_per_fire = 0
hp_gun_type = hp_turret_special_9
power_usage = 100
refire_delay = 1
muzzle_velocity = 100
toughness = 1.600000
light_anim = l_gun01_flash
projectile_archetype = li_my_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

[Motor
nickname = li_my_battleship_missile_turret02_motor
lifetime = 3
accel = 100
delay = 0

[Explosion
nickname = li_my_battleship_missile_turret02_explosion
effect = ku_torpedo01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 1000
radius = 100
hull_damage = 1500
energy_damage = 1500
impulse = 0

[Munition
nickname = li_my_battleship_missile_turret02_ammo
explosion_arch = li_my_battleship_missile_turret02_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_missile_regular
munition_hit_effect = rtc_nomadtorpedo_impact
detonation_dist = 4
lifetime = 10
Motor = li_my_battleship_missile_turret02_motor
force_gun_ori = false
const_effect = li_missile02_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 1500
seeker_fov_deg = 90
max_angular_velocity = 15
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass = 1
volume = 0.000100

[Gun
nickname = li_my_battleship_missile_turret02
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
damage_per_fire = 0
hp_gun_type = hp_turret_special_9
power_usage = 500
refire_delay = 5
muzzle_velocity = 100
toughness = 1.600000
light_anim = l_gun01_flash
projectile_archetype = li_my_battleship_missile_turret02_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 = li_my_battleship_missile_turret03_motor
lifetime = 5
accel = 50
delay = 2

[Explosion
nickname = li_my_battleship_missile_turret03_explosion
effect = ku_torpedo01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 1000
radius = 1000
hull_damage = 8000
energy_damage = 8000
impulse = 0

[Munition
nickname = li_my_battleship_missile_turret03_ammo
explosion_arch = li_my_battleship_missile_turret03_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_missile_regular
munition_hit_effect = rtc_nomadtorpedo_impact
detonation_dist = 4
lifetime = 10
Motor = li_my_battleship_missile_turret03_motor
force_gun_ori = false
const_effect = li_missile02_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 6000
seeker_fov_deg = 45
max_angular_velocity = 5
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass = 1
volume = 0.000100

[Gun
nickname = li_my_battleship_missile_turret03
ids_name = 263384
ids_info = 264384
DA_archetype = equipment\models\turret\li_turret04b.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
damage_per_fire = 0
hp_gun_type = hp_turret_special_9
power_usage = 5000
refire_delay = 60
muzzle_velocity = 100
toughness = 1.600000
light_anim = l_gun01_flash
projectile_archetype = li_my_battleship_missile_turret03_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

[Munition
nickname = li_my_battleship_beam_turret04_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 100
energy_damage = 0
one_shot_sound = fire_capship
munition_hit_effect = li_capgun_01_impact
const_effect = li_ion_beam_01_proj
lifetime = 1500
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = li_my_battleship_beam_turret04
ids_name = 263383
ids_info = 264383
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
damage_per_fire = 0
hp_gun_type = hp_turret_special_8
power_usage = 25
refire_delay = 0.001000
muzzle_velocity = 1500
toughness = 0.800000
flash_particle_name = li_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = li_my_battleship_beam_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 = li_ my_battleship_flak_turret01_motor
lifetime = 3
accel = 300
delay = 0

[Explosion
nickname = li_ my_battleship_flak_turret01_explosion
effect = li_flakcannon01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 200
hull_damage = 1500
energy_damage = 750
impulse = 0

[Munition
nickname = li_my_battleship_flak_turret01_ammo
explosion_arch = li_my_battleship_flak_turret01_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_capship
detonation_dist = 50
lifetime = 10
Motor = li_ my_battleship_flak_turret01_motor
force_gun_ori = false
const_effect = li_flakcannon01_proj
HP_trail_parent = HPExhaust
seeker = DUMB
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass = 1
volume = 0.000100

[Gun
nickname = li_my_battleship_flak_turret01
ids_name = 263383
ids_info = 264383
DA_archetype = equipment\models\turret\li_turret04b.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
damage_per_fire = 0
power_usage = 500
refire_delay = 1
muzzle_velocity = 100
toughness = 1.600000
flash_particle_name = li_flakcannon01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = li_ my_battleship_flak_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 l_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, 400
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 = 5000
max_capacity = 50000
toughness = 2000
hp_type = hp_freighter_shield_special_10
offline_rebuild_time = 20
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 misc_equip.ini and place this line in
[Power
nickname = li_capital_power
ids_name = 263704
ids_info = 264704
volume = 0.000000
mass = 10
DA_archetype = equipment\models\hardware\li_fusion_reactor.3db
material_library = equipment\models\hardware.mat
capacity = 50000
charge_rate = 10000
thrust_capacity = 1000
thrust_charge_rate = 100
lootable = false

11: Open up the st_good.ini and place this line in:
[Good
nickname = shield01_mark10_cap
equipment = shield01_mark10_cap
category = equipment
price = 8000000
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

12: Now open up the market_misc.ini and place this line under the base description of Li01
MarketGood = li_my_battleship_turret01, 0, -1, 10, 10, 0, 1
MarketGood = li_my_battleship_turret04, 0, -1, 10, 10, 0, 1
MarketGood = li_my_battleship_beam_turret04, 0, -1, 10, 10, 0, 1
MarketGood = li_my_battleship_missile_turret01, 0, -1, 10, 10, 0, 1
MarketGood = li_my_battleship_missile_turret02, 0, -1, 10, 10, 0, 1
MarketGood = li_my_battleship_missile_turret03, 0, -1, 10, 10, 0, 1
MarketGood = li_my_battleship_flak_turret01, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark10_cap, 0, -1, 10, 10, 0, 1
13: 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 = my_li_dreadnought_package, 0, -1, 1, 1, 0, 1, 1
marketgood = lf_package, 1, -1, 0, 0, 1, 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

14: Open up the effects.ini and place this line in
[Effect
nickname = li_ion_beam_01_proj
effect_type = EFT_WEAPON_PROJ
vis_beam = li_ion_beam_01

15: Then go to the beam_effects.ini and place this line
[BeamSpear
nickname = li_ion_beam_01
tip_length = 9000
tail_length = 9000
head_width = 4
core_width = 3
tip_color = 46, 214, 250
core_color = 79, 251, 247
outter_color = 0, 0, 206
tail_color = 55, 55, 155
head_brightness = 0.8
trail_brightness = 1
head_texture = star
trail_texture = wide
flash_size = 4

16: Open up your solararch.ini and search for the word “station”. A basic sample looks like this:
[Solar
nickname = largestation1
ids_name = 60219
ids_info = 60220
type = STATION
DA_archetype = solar\dockable\station_large_b_lod.cmp
material_library = solar\Solar_mat_dockable02.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 2000, 3000, 4000, 7000, 40000
mass = 10000.000000
loadout = space_station
docking_sphere = berth, HpDockMountA, 5.000000, Sc_open dock1
docking_sphere = berth, HpDockMountB, 5.000000, Sc_open dock2
docking_sphere = berth, HpDockMountC, 5.000000, Sc_open dock3
docking_sphere = berth, HpDockMountD, 5.000000, Sc_open dock4
docking_sphere = moor_large, HpDockMountE, 10.000000
docking_sphere = moor_large, HpDockMountF, 10.000000
docking_sphere = moor_medium, HpDockMountG, 5.000000
docking_sphere = moor_medium, HpDockMountH, 5.000000
docking_sphere = moor_medium, HpDockMountI, 5.000000
docking_sphere = moor_medium, HpDockMountJ, 5.000000
docking_sphere = moor_medium, HpDockMountK, 5.000000
docking_sphere = moor_medium, HpDockMountL, 5.000000
docking_sphere = moor_medium, HpDockMountM, 5.000000
docking_sphere = moor_medium, HpDockMountN, 5.000000
docking_sphere = moor_medium, HpDockMountO, 5.000000
docking_sphere = moor_medium, HpDockMountP, 5.000000
docking_sphere = moor_medium, HpDockMountQ, 5.000000
docking_sphere = moor_medium, HpDockMountR, 5.000000
docking_camera = 0
solar_radius = 800
shape_name = NAV_largestation
hit_pts = 999999961690316250000000000000000000.000000

Replace all of the moor_medium numbers with ones ranging from 10 to 20
docking_sphere = moor_medium, HpDockMountJ, 5.000000
to
docking_sphere = moor_medium, HpDockMountJ, 10.000000

The only exception is the docking ring in which this is to replace this:
docking_sphere = ring, HpDockMountA, 40, Sc_open dock a
docking_sphere = ring, HpDockMountB, 40, Sc_open dock b
to this:
docking_sphere = jump, HpDockMountA, 40, Sc_open dock a
docking_sphere = jump, HpDockMountB, 40, Sc_open dock b

Don't forget to find the docking_ringx2_lod.sur file in the data\solar\dockable folder and rename it. That way you won't collide with it when leaving or docking.

Edited by - Wanderer on 26-03-2003 02:42:12

Edited by - Wanderer on 27-03-2003 05:53:49

Edited by - Wanderer on 28-03-2003 12:36:03

Post Sun Mar 23, 2003 2:12 pm

This modification fixes the final touches to the moor/dock issue and solves the beam weapon problem (in theory since it’s the exact same as mine). It also introduces some new weapons. These are the flak guns ($800000) which are powerful large explosive radius shells, an anti missile-missile platform ($500000) which is very low on power and range but with fantastic interception capabilities as well as a large explosive radius long range anti fighter missile platform ($1000000). Another inclusion is a super torpedo/WMD turret ($300000) which has a HUGE blast radius and damage capabilities but takes 60 seconds to reload. It is slow and easy to intercept. You can only carry 1 missile turret of any of the above type at a time. The ship starts of with 5 defense railguns, 2 primary railcannons, 2 flak guns and an anti-missile missile platform as well as a shield.

Edited by - Wanderer on 25-03-2003 13:04:06

Post Sun Mar 23, 2003 2:29 pm

oo..nice job with the mooring, will try that.

Post Sun Mar 23, 2003 2:49 pm

Can someone make this for the FL Mod Manager?
PLZ

Post Sun Mar 23, 2003 3:57 pm

Will work on it but still need a place to put it for downloading. I wonder if the moderators could make this post sticky and unstick the old mod tutorial. This one tops the old one in all aspects of capabilities and facilities.

Post Sun Mar 23, 2003 5:45 pm

Wanderer, can you please put that moor in the FL MOD Manager?



Edited by - Rheinland Elite on 23-03-2003 17:44:58

Edited by - Rheinland Elite on 23-03-2003 19:50:43

Post Sun Mar 23, 2003 8:14 pm

Great work Wanderer!
I tried it and all is OK, also the docking with stations and planets. But when i take off from a planet, the ship goes stuck in the docking ring, i resolved it by renaming the docking ring collision file! Is this normal??? If yes, i suggest you to post it in your tutorial. Great ship!!!

"For all you need time, for this more[!"

RaK

Post Sun Mar 23, 2003 10:34 pm

just looking at that, but does it also undock at moors instead of tryin to leave via the fighter port

if so, defo gonna get this put in

------------------
You just washed up here or something?

Post Mon Mar 24, 2003 12:20 am

Mmm... A script would be nice.

Post Mon Mar 24, 2003 4:23 am

Wanderer, I'll host the mod script for you! Also, could you update the existing mods that are included in FLMM by you? If they are obsolete, tell me and I'll remove them. Thanks! I'm leaving on a week long trip in a couple days, though, so send it to me asap.

CHTEKK: Downloading my FL Mod Manager and download the "Ghost Docking Ring" mod (both in the FL Mod Manager sticky thread).

Post Mon Mar 24, 2003 5:07 am

All right, give me about two days and all the mods that i have made regarding FL will be loaded into the mod manager. Do i email them to you or do you have a specific site available?

Edited by - Wanderer on 24-03-2003 10:00:35

Post Mon Mar 24, 2003 10:03 am

On a side note, IGx89 have you started working on bases yet? I'm working on making dockable battleships and need all the ideas i can find to make it possible. Or better yet, clues to enable decloaking. I've seen mobile fighters use cloaking and decloaking so there has to be a way to fix it up.

Post Mon Mar 24, 2003 1:03 pm

IGx89 i used your ghostdockingring mod, it works great!

For Wanderer, i think i found an error in your coding:


12: Now open up the market_misc.ini and place this line under the base description of Li01
MarketGood = li_my_battleship_turret01, 0, -1, 10, 10, 0, 1
MarketGood = li_my_battleship_turret04, 0, -1, 10, 10, 0, 1
MarketGood = li_my_battleship_beam_turret04, 0, -1, 10, 10, 0, 1
MarketGood = li_my_battleship_missile_turret01, 0, -1, 10, 10, 0, 1


There is missing this line to make the shield available:

MarketGood = shield01_mark10_cap, 0, -1, 10, 10, 0, 1

At which point are you with the developing of a dockable battleship??? I hope it comes out quickly!

"For all you need time, for this more[!"

Post Mon Mar 24, 2003 1:25 pm

I fixed the shield hardpoint. Thanks for pointing it out, I totally missed it during the tutorial. As for dockable battleships, thats on hold until i can crack the remainder of what goes where in the docking system. Maybe you can help and post what you know. IGx89, i am sending the mod in this post to you now. It uses the xml script though so you must unzip it into your mods directory to use it. Please host it for me.

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