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**Tutorial** - Editing Thrusters and Shields

Here you find the different tutorials on editing and MODing Freelancer

Post Tue Sep 02, 2003 9:00 pm

**Tutorial** - Editing Thrusters and Shields

***TUTORIAL*** Editing Thrusters and Shields

Ok, this is very basic, so all you pros shouldn't need to listen. All you need is a BINI converter, found on this website, and notepad/wordpad.
___________________________________________________________

Lets look at the file 'Freelancer\DATA\EQUIPMENT\st_equip.ini'. Remember to decompress it.
It should look like this:

[Thruster <== Closed
nickname = ge_s_thruster_01 ; This is the 'nickname', dont change
ids_name = 263737 ; This is an infocard reference, don't change unless your more advanced with DLL editing
ids_info = 264737 ; Ditto
DA_archetype = equipment\models\st\ku_thruster.3db ; The thrusters 3d model, all thrusters use the same one
material_library = equipment\models\ku_equip.mat ; Ditto
HP_child = HpConnect ; What its connection is (not 100% sure)
hit_pts = 1000 ; How many hit points it has until it gets destroyed
explosion_resistance = 0.500000 ; How vulnerable it is to explosions; 1 = very vulnerable, 0 = Invulnerable
debris_type = debris_normal ; its debrie
parent_impulse = 20 ; ?
child_impulse = 80 ; ?
volume = 0.000000 ; How much space (cargo) it takes up
mass = 10 ; Its mass (duh)
max_force = 72000 ; How much faster it makes you go, every 600 is 1 m/s. Add this to your normal speed to get the acual speed.
particles = gf_ge_s_thruster_01 ; Thruster Trail
hp_particles = hpthrust ; Ditto
power_usage = 165 ; How much power it uses per second, everyone has 1000 in stores
lootable = true ; is it lootable (what else)
separation_explosion = sever_debris ; another debrie
LODranges = 0, 20 ; If you get farther away, the 3d quality goes down. Raise the '20' to increase the distance.

............
A bit lower down you should see shields
............

[ShieldGenerator <== Closed
nickname = shield03_mark05_fr ; This is the 'nickname', once again
ids_name = 263873 ; Same as before
ids_info = 264873 ; Ditto
DA_archetype = equipment\models\st\li_refractor_shield.3db ; Same
material_library = equipment\models\li_equip.mat ; Same
HP_child = HpConnect ; Same
hit_pts = 1405 ; Same
explosion_resistance = 0.500000 ; Same
debris_type = debris_normal ; Same
parent_impulse = 20 ; ?
child_impulse = 80 ; ?
volume = 0.000000 ; Same
mass = 10 ; Same
regeneration_rate = 44.900002 ; The shields regeneration
max_capacity = 2020 ; How many hit points
toughness = 20.200001 ; How tough it is (?)
hp_type = hp_freighter_shield_special_5 ; What ship level it is and what ship type.
offline_rebuild_time = 12 ; How long its offline when dead
offline_threshold = 0.150000 ; Not sure
constant_power_draw = 0 ; How much power it use
rebuild_power_draw = 10 ; How much power it uses when offline
shield_type = S_Positron01 ; What type of shield (Positron, Gravitational or Molecular)
shield_collapse_sound = shield_offline ; Sound Effect ~ Offline
shield_rebuilt_sound = shield_rebuilt ; Sound Effect ~ Rebuilt
shield_hit_effects = 0, gf_ku_shield01 ; Normal Hit effect
shield_hit_effects = 100, gf_ku_shield02 ; 100 hp down Hit effect
shield_hit_effects = 500, gf_ku_shield03 ; 500 hp down Hit effect
separation_explosion = sever_debris ; Same
LODranges = 0, 20 ; Same
lootable = true ; Same


If your wondering what the shields the say 'npc_shield##_mark##' are, they are the shields that the AI use, notice that they dont regenerate much but have bigger capacity than you. Edit this to get shields that regenerate like yours. It makes battles more interesting


Edited by - Chips on 11/27/2004 11:46:03 AM

Post Tue Sep 02, 2003 9:03 pm

Now that you've looked at how to edit the stats, next its how to edit the prices.
Decompress and open the file 'Freelancer\DATA\EQUIPMENT\st_goods.ini'.
It looks a bit different:

[Good <== Closed
nickname = ge_s_thruster_01 ; The 'nickname', same as before
equipment = ge_s_thruster_01 ; This is the nickname of the equipment
category = equipment ; What is is
price = 500 ; Its price
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_thruster.3db ; The icon
combinable = false ; Whether or not you can buy several, like commodities
ids_name = 263737 ; Infocards
ids_info = 264737 ; Infocards
shop_archetype = equipment\models\st\ku_thruster.3db ; The models are listed again
material_library = equipment\models\ku_equip.mat ; Ditto


You will find the the shields are basicly the same as the thrusters.
Thats how to edit thrusters and shields, as I said, very basic.


To add the stuff to bases you will need to open 'Freelancer\DATA\EQUIPMENT\market_misc.ini'.
Each system and base has its own name, New York is 'Li01' and Pittsburg is 'Li01_02'. Lets look at Pittsburg.
This file is big so use 'Edit\Find...' to locate systems.

[BaseGood <== Closed
base = Li01_02_base ; Here is Pittsburg
MarketGood = co_gun01_mark01, 0, -1, 10, 10, 0, 1 ; Guns \/
MarketGood = co_gun01_mark02, 2, -1, 10, 10, 0, 1
MarketGood = co_turret01_mark01, 2, -1, 10, 10, 0, 1
MarketGood = co_turret02_mark01, 0, -1, 10, 10, 0, 1
MarketGood = ge_s_thruster_01, 0, -1, 10, 10, 0, 1 ; A thruster (normal)
MarketGood = missile01_mark01, 0, 0.4, 10, 10, 0, 1 ; Missile Launchers + Ammo \/
MarketGood = missile01_mark01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = missile01_mark02_ammo, 2, -1, 50, 50, 0, 1
MarketGood = missile01_mark03_ammo, 10, -1, 50, 50, 0, 1
MarketGood = missile01_mark04_ammo, 22, -1, 50, 50, 0, 1
MarketGood = missile01_mark05_ammo, 30, -1, 50, 50, 0, 1
MarketGood = missile02_mark01, 0, -1, 10, 10, 0, 1
MarketGood = missile02_mark01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = missile02_mark02_ammo, 2, -0.200000, 50, 50, 0, 1
MarketGood = missile02_mark03_ammo, 10, 0.200000, 50, 50, 0, 1
MarketGood = missile02_mark04_ammo, 22, 0.400000, 50, 50, 0, 1
MarketGood = missile02_mark05_ammo, 30, 0.750000, 50, 50, 0, 1
MarketGood = missile03_mark01, 0, -1, 10, 10, 0, 1
MarketGood = missile03_mark01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = missile03_mark02_ammo, 6, -1, 50, 50, 0, 1
MarketGood = missile03_mark03_ammo, 22, -1, 50, 50, 0, 1
MarketGood = missile03_mark04_ammo, 30, -1, 50, 50, 0, 1
MarketGood = cruise_disruptor01_mark01_ammo, 2, -1, 50, 50, 0, 1 ; Cruise Disruptor Ammo
MarketGood = cruise_disruptor01_mark02_ammo, 26, -1, 50, 50, 0, 1 ; Cruise Disruptor Ammo
MarketGood = torpedo01_mark01_ammo, 10, -1, 50, 50, 0, 1 ; Torpedo Ammo
MarketGood = torpedo01_mark02_ammo, 30, -1, 50, 50, 0, 1 ; Torpedo Ammo
MarketGood = mine01_mark01, 0, -1, 10, 10, 0, 1 ; Mines \/
MarketGood = mine01_mark01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = mine01_mark02_ammo, 2, -1, 50, 50, 0, 1
MarketGood = mine01_mark03_ammo, 10, -1, 50, 50, 0, 1
MarketGood = mine01_mark04_ammo, 22, -1, 50, 50, 0, 1
MarketGood = mine01_mark05_ammo, 30, -1, 50, 50, 0, 1
MarketGood = mine02_mark01, 0, -1, 10, 10, 0, 1
MarketGood = mine02_mark01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = mine02_mark02_ammo, 6, -1, 50, 50, 0, 1
MarketGood = mine02_mark03_ammo, 16, -1, 50, 50, 0, 1
MarketGood = mine02_mark04_ammo, 26, -1, 50, 50, 0, 1
MarketGood = mine02_mark05_ammo, 30, -1, 50, 50, 0, 1
MarketGood = ge_s_repair_01, 0, -1, 100, 100, 0, 1 ; Nanobots
MarketGood = ge_s_cm_01, 0, -1, 10, 10, 0, 1 ; Counter Measure 01 Launcher
MarketGood = ge_s_cm_01_ammo, 0, -1, 50, 50, 0, 1 ; Counter Measure 01 Ammo
MarketGood = ge_s_cm_02_ammo, 2, -1, 50, 50, 0, 1 ; Counter Measure 02 Ammo
MarketGood = ge_s_cm_03_ammo, 6, -1, 50, 50, 0, 1 ; Counter Measure 03 Ammo
MarketGood = shield01_mark01_lf, 0, -1, 10, 10, 0, 1 ; Shields \/
MarketGood = shield01_mark02_lf, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark01_hf, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark02_hf, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark01_fr, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark02_fr, 0, -1, 10, 10, 0, 1
MarketGood = ge_s_battery_01, 0, -1, 100, 100, 0, 1 ; Shield Batteries


Look at the gibrish at the end of each product.

MarketGood = shield01_mark02_fr, 0, -1, 10, 10, 0, 1

In order:
1. This is the level requirement
2. This is the rep requirement
3. This is the max they can sell at once (ammo = 50, guns = 10)
4. This is the max they can sell at once
5. ???
6. Cost Multiplier


To add another shields replace the 'shields01_mark02_fr' with the nickname of the shield (or thruster you want)



Edited by - BlazeME on 17-12-2003 08:36:12

Post Tue Sep 02, 2003 9:03 pm

To get all shields and thruster (except order) at a base add this to the end of it:

MarketGood = shield01_mark01_lf, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark02_lf, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark03_lf, 2, -1, 10, 10, 0, 1
MarketGood = shield01_mark04_lf, 6, -1, 10, 10, 0, 1
MarketGood = shield01_mark05_lf, 10, -1, 10, 10, 0, 1
MarketGood = shield01_mark06_lf, 15, -1, 10, 10, 0, 1
MarketGood = shield01_mark07_lf, 20, -1, 10, 10, 0, 1
MarketGood = shield01_mark08_lf, 25, -1, 10, 10, 0, 1
MarketGood = shield01_mark09_lf, 30, -1, 10, 10, 0, 1
MarketGood = shield01_mark010_lf, 36, -1, 10, 10, 0, 1
MarketGood = shield01_mark01_hf, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark02_hf, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark03_hf, 2, -1, 10, 10, 0, 1
MarketGood = shield01_mark04_hf, 6, -1, 10, 10, 0, 1
MarketGood = shield01_mark05_hf, 10, -1, 10, 10, 0, 1
MarketGood = shield01_mark06_hf, 15, -1, 10, 10, 0, 1
MarketGood = shield01_mark07_hf, 20, -1, 10, 10, 0, 1
MarketGood = shield01_mark08_hf, 25, -1, 10, 10, 0, 1
MarketGood = shield01_mark09_hf, 30, -1, 10, 10, 0, 1
MarketGood = shield01_mark010_hf, 36, -1, 10, 10, 0, 1
MarketGood = shield01_mark01_fr, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark02_fr, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark03_fr, 2, -1, 10, 10, 0, 1
MarketGood = shield01_mark04_fr, 6, -1, 10, 10, 0, 1
MarketGood = shield01_mark05_fr, 10, -1, 10, 10, 0, 1
MarketGood = shield01_mark06_fr, 15, -1, 10, 10, 0, 1
MarketGood = shield01_mark07_fr, 20, -1, 10, 10, 0, 1
MarketGood = shield01_mark08_fr, 25, -1, 10, 10, 0, 1
MarketGood = shield01_mark09_fr, 30, -1, 10, 10, 0, 1
MarketGood = shield01_mark010_fr, 36, -1, 10, 10, 0, 1
MarketGood = shield02_mark01_lf, 0, -1, 10, 10, 0, 1
MarketGood = shield02_mark02_lf, 0, -1, 10, 10, 0, 1
MarketGood = shield02_mark03_lf, 2, -1, 10, 10, 0, 1
MarketGood = shield02_mark04_lf, 6, -1, 10, 10, 0, 1
MarketGood = shield02_mark05_lf, 10, -1, 10, 10, 0, 1
MarketGood = shield02_mark06_lf, 15, -1, 10, 10, 0, 1
MarketGood = shield02_mark07_lf, 20, -1, 10, 10, 0, 1
MarketGood = shield02_mark08_lf, 25, -1, 10, 10, 0, 1
MarketGood = shield02_mark09_lf, 30, -1, 10, 10, 0, 1
MarketGood = shield02_mark010_lf, 36, -1, 10, 10, 0, 1
MarketGood = shield02_mark01_hf, 0, -1, 10, 10, 0, 1
MarketGood = shield02_mark02_hf, 0, -1, 10, 10, 0, 1
MarketGood = shield02_mark03_hf, 2, -1, 10, 10, 0, 1
MarketGood = shield02_mark04_hf, 6, -1, 10, 10, 0, 1
MarketGood = shield02_mark05_hf, 10, -1, 10, 10, 0, 1
MarketGood = shield02_mark06_hf, 15, -1, 10, 10, 0, 1
MarketGood = shield02_mark07_hf, 20, -1, 10, 10, 0, 1
MarketGood = shield02_mark08_hf, 25, -1, 10, 10, 0, 1
MarketGood = shield02_mark09_hf, 30, -1, 10, 10, 0, 1
MarketGood = shield02_mark010_hf, 36, -1, 10, 10, 0, 1
MarketGood = shield02_mark01_fr, 0, -1, 10, 10, 0, 1
MarketGood = shield02_mark02_fr, 0, -1, 10, 10, 0, 1
MarketGood = shield02_mark03_fr, 2, -1, 10, 10, 0, 1
MarketGood = shield02_mark04_fr, 6, -1, 10, 10, 0, 1
MarketGood = shield02_mark05_fr, 10, -1, 10, 10, 0, 1
MarketGood = shield02_mark06_fr, 15, -1, 10, 10, 0, 1
MarketGood = shield02_mark07_fr, 20, -1, 10, 10, 0, 1
MarketGood = shield02_mark08_fr, 25, -1, 10, 10, 0, 1
MarketGood = shield02_mark09_fr, 30, -1, 10, 10, 0, 1
MarketGood = shield02_mark010_fr, 36, -1, 10, 10, 0, 1
MarketGood = shield03_mark01_lf, 0, -1, 10, 10, 0, 1
MarketGood = shield03_mark02_lf, 0, -1, 10, 10, 0, 1
MarketGood = shield03_mark03_lf, 2, -1, 10, 10, 0, 1
MarketGood = shield03_mark04_lf, 6, -1, 10, 10, 0, 1
MarketGood = shield03_mark05_lf, 10, -1, 10, 10, 0, 1
MarketGood = shield03_mark06_lf, 15, -1, 10, 10, 0, 1
MarketGood = shield03_mark07_lf, 20, -1, 10, 10, 0, 1
MarketGood = shield03_mark08_lf, 25, -1, 10, 10, 0, 1
MarketGood = shield03_mark09_lf, 30, -1, 10, 10, 0, 1
MarketGood = shield03_mark010_lf, 36, -1, 10, 10, 0, 1
MarketGood = shield03_mark01_hf, 0, -1, 10, 10, 0, 1
MarketGood = shield03_mark02_hf, 0, -1, 10, 10, 0, 1
MarketGood = shield03_mark03_hf, 2, -1, 10, 10, 0, 1
MarketGood = shield03_mark04_hf, 6, -1, 10, 10, 0, 1
MarketGood = shield03_mark05_hf, 10, -1, 10, 10, 0, 1
MarketGood = shield03_mark06_hf, 15, -1, 10, 10, 0, 1
MarketGood = shield03_mark07_hf, 20, -1, 10, 10, 0, 1
MarketGood = shield03_mark08_hf, 25, -1, 10, 10, 0, 1
MarketGood = shield03_mark09_hf, 30, -1, 10, 10, 0, 1
MarketGood = shield03_mark010_hf, 36, -1, 10, 10, 0, 1
MarketGood = shield03_mark01_fr, 0, -1, 10, 10, 0, 1
MarketGood = shield03_mark02_fr, 0, -1, 10, 10, 0, 1
MarketGood = shield03_mark03_fr, 2, -1, 10, 10, 0, 1
MarketGood = shield03_mark04_fr, 6, -1, 10, 10, 0, 1
MarketGood = shield03_mark05_fr, 10, -1, 10, 10, 0, 1
MarketGood = shield03_mark06_fr, 15, -1, 10, 10, 0, 1
MarketGood = shield03_mark07_fr, 20, -1, 10, 10, 0, 1
MarketGood = shield03_mark08_fr, 25, -1, 10, 10, 0, 1
MarketGood = shield03_mark09_fr, 30, -1, 10, 10, 0, 1
MarketGood = shield03_mark010_fr, 36, -1, 10, 10, 0, 1
MarketGood = ge_s_thruster_01, 0, -1, 10, 10, 0, 1
MarketGood = ge_s_thruster_02, 2, -1, 10, 10, 0, 1
MarketGood = ge_s_thruster_03, 4, -1, 10, 10, 0, 1
MarketGood = ge_s_thruster_04, 6, -1, 10, 10, 0, 1



Well, I think that is all anyone would need to know about thrusters and shields. Hope it helps.

Post Wed Sep 03, 2003 5:17 am

Thanks very much, Blaze
Added to database.

Post Wed Sep 03, 2003 7:40 am

You're very welcome, Imagine.

"Make it so" ~ Captain Pickard

Post Wed Sep 03, 2003 7:13 pm

Actually the lootable = true line means that you can jetison it into space. If it is set to lootable = false, you can't jettison it into space........

Post Thu Sep 04, 2003 7:29 am

Same thing, blow up or jettison, it become loot.

Post Wed Dec 17, 2003 10:57 am

Better to use the Freelancer SDK v1.3 for the ini files.

FreelancerSDK is set of decompressed ini files(over 1200) from the original game of Freelancer, you can use this package to make your mod making life easier since it contains fixes for all the major errors in the original source. It also fixes the errors caused from decompression using bini.

Post Wed Nov 24, 2004 2:06 am

hello everybody ..
just one small question:


ok :
max_force = 72000 => the max speed of this thruster
power_usage = 165 => How much power it uses per second and everyone has 1000 in stores

how to modified this 1000 in store ??????

Post Wed Nov 24, 2004 9:45 am

That is in the power supplies!

[Power
nickname = ge_fighter2_power01
ids_name = 459304
ids_info = 459305
volume = 0.000000
mass = 10
DA_archetype = equipment\models\hardware\li_fusion_reactor.3db
material_library = equipment\models\hardware.mat
capacity = 2100
charge_rate = 189
thrust_capacity = 3600
thrust_charge_rate = 140

lootable = false

Post Sun Nov 28, 2004 9:06 am

Hehe chips that is one good powerplant for thrusting

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