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**Tutorial** - Selling Anubis and Liberty Cruiser (Flyable)

Here you find the different tutorials on editing and MODing Freelancer

Post Thu Mar 04, 2004 5:41 am

**Tutorial** - Selling Anubis and Liberty Cruiser (Flyable)

Adding the Anubis to sell on manhatten, and also the Liberty Cruiser

Edited by - Chips on 10/31/2004 8:21:49 AM

Post Thu Mar 04, 2004 7:26 am

Okay - to add the anubis (which is already flyable remember - cause you fly it in storyline!!!

*edit* - cannot beleive i forgot to add this, saw it in accushots answer - the warning about brackets.......so I just copied his - thanks dude


IMPORTANT - In blocks of text that have a header beginning with a [ , you will have to add the closing bracket yourself because they are not displayed in html. E.g. add a closing square bracket on "[Ship "

To flog that old horse the anubis on manhatten
Here goes:

[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 = lf_package, 1, -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

The bold part is the anubis. Its not set to sell at the base (this being manhatten). What you need to do is set it to sell firstly. So you need to change this:

marketgood = oe_package, 16, -1, 0, 0, 1, 1, 1

Into this:

marketgood = oe_package, 16, -1, 1, 1, 0, 1, 1

Okay - note number change (changes from sell to not sell......actually - only one number really does this - but it would confuse everyone to go into that now ).

okay, next, bases can only sell a max of 3 ships at any time. Since manhatten ALREADY sells 3 ships - you need to remove one from sale....

So - lets see what is sold there: Look again at entry for manhatten above:

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

Note that these have the "sell" numbers? Good stuff. You need to get rid of one of them. now - you could delete one.....you could change ones numbers so that it doesn't sell..........or you could just "deactivate" one of them.

To deactivate, use the ; (semi-colon) button infront of the entry. This means the game doesn't read it, and effectively "removes" it from the games view. To the game you have "deleted" the whole line........of course - to us its still there. Makes this very useful, cause you can "delete" things wihtout deleting them

So - change it around a bit:
;marketgood = gf2_package, 4, -1, 1, 1, 0, 1, 1
That would meant that the startracker is not on sale any longer.

Now 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 = lf_package, 1, -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, 1, 1, 0, 1, 1

That is the anubis for sale at manhatten.

Next up - flying a cruiser.

Okay - a first things first. You can mod the original cruiser, or make a "new" one.

to make a new one, copy the original ones entries and paste to hte bottom of the file. Then, give it a new nickname
example of new entry

[Ship
ids_name = 237031
ids_info = 66565
nickname = my_li_cruiser
LODranges = 0, 200, 400, 600, 1000, 6000
msg_id_prefix = gcs_refer_shiparch_Libc
mission_property = can_use_large_moors
type = CRUISER
DA_archetype = ships\liberty\li_cruiser\li_cruiser.cmp
material_library = ships\liberty\li_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
linear_drag = 1.000000
mass = 5000.000000
hold_size = 1000000
hit_pts = 43300
explosion_arch = explosion_instant
fuse = li_cruiser_body_fuse, 0.000000, 1
fuse = li_cruiser_burning_fuse01, 0.000000, 10825
fuse = li_cruiser_burning_fuse02, 0.000000, 5413
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 = 20000000.000000, 20000000.000000, 20000000.000000
angular_drag = 132000000.000000, 132000000.000000, 132000000.000000
rotation_inertia = 40000000.000000, 40000000.000000, 40000000.000000
nudge_force = 300000.000000
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 4

[CollisionGroup
obj = Li_cruiser_cntrltwr_lod1
separable = true
debris_type = debris_vanish
fuse = li_cruiser_body_fuse, 0.500000, 1
dmg_obj = l_cruiser_tower_cap
dmg_hp = DpCntrltwr
mass = 100.000000
parent_impulse = 10.000000
child_impulse = 10.000000
hit_pts = 43300
root_health_proxy = true

[CollisionGroup
obj = Li_cruiser_nose_lod1
separable = true
debris_type = cap_ship_piece
fuse = li_cruiser_body_fuse, 0.000000, 1
parent_impulse = 10.000000
child_impulse = 60.000000
group_dmg_hp = DpFront
group_dmg_obj = l_cruiser_front_cap
mass = 10.000000
hit_pts = 43300
root_health_proxy = true

[CollisionGroup
obj = Li_cruiser_engine01_lod1
separable = true
debris_type = cap_ship_piece
fuse = li_cruiser_engine1_fuse, 0.000000, 1
dmg_obj = l_cruiser_engine01_cap
dmg_hp = DpEngine01
group_dmg_hp = DpEng01
group_dmg_obj = l_cruiser_engine01_cap
mass = 100.000000
parent_impulse = 10.000000
child_impulse = 1000.000000
hit_pts = 43300
root_health_proxy = true

[CollisionGroup
obj = Li_cruiser_engine02_lod1
separable = true
debris_type = cap_ship_piece
fuse = li_cruiser_engine2_fuse, 0.000000, 1
dmg_obj = l_cruiser_engine02_cap
dmg_hp = DpEngine02
group_dmg_hp = DpEng02
group_dmg_obj = l_cruiser_engine02_cap
mass = 100.000000
parent_impulse = 10.000000
child_impulse = 3000.000000
hit_pts = 43300
root_health_proxy = true

[CollisionGroup
obj = Li_cruiser_engine03_lod1
separable = true
debris_type = cap_ship_piece
fuse = li_cruiser_engine3_fuse, 0.000000, 1
dmg_obj = l_cruiser_engine03_cap
dmg_hp = DpEngine03
group_dmg_hp = DpEng03
group_dmg_obj = l_cruiser_engine03_cap
mass = 100.000000
parent_impulse = 10.000000
child_impulse = 9000.000000
hit_pts = 43300
root_health_proxy = true

[CollisionGroup
obj = Li_cruiser_engine04_lod1
separable = true
debris_type = cap_ship_piece
fuse = li_cruiser_engine4_fuse, 0.000000, 1
dmg_obj = l_cruiser_engine04_cap
dmg_hp = DpEngine04
group_dmg_hp = DpEng04
group_dmg_obj = l_cruiser_engine04_cap
mass = 100.000000
parent_impulse = 10.000000
child_impulse = 5000.000000
hit_pts = 43300
root_health_proxy = true


note that i copied the collisions boxes but NOT the simple boxes. This is because it can have its own collision boxes, but the simple are shared (from original entry). I will tell you why later on

Okay - we are now dealing with the main part:

[Ship
ids_name = 237031
ids_info = 66565
nickname = my_li_cruiser
LODranges = 0, 200, 400, 600, 1000, 6000
msg_id_prefix = gcs_refer_shiparch_Libc
mission_property = can_use_large_moors
type = CRUISER

DA_archetype = ships\liberty\li_cruiser\li_cruiser.cmp
material_library = ships\liberty\li_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
linear_drag = 1.000000
mass = 5000.000000
hold_size = 1000000
hit_pts = 43300
explosion_arch = explosion_instant
fuse = li_cruiser_body_fuse, 0.000000, 1
fuse = li_cruiser_burning_fuse01, 0.000000, 10825
fuse = li_cruiser_burning_fuse02, 0.000000, 5413
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 = 20000000.000000, 20000000.000000, 20000000.000000
angular_drag = 132000000.000000, 132000000.000000, 132000000.000000
rotation_inertia = 40000000.000000, 40000000.000000, 40000000.000000
nudge_force = 300000.000000
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 4

The bits in bold are parts needing changing. We want this to be more realistic - and using moors just isn't going to "cut it" for us (you have to press escape during docking sequence ).

Change them to be:
mission_property = can_use_jumps
type = FREIGHTER

and then add this:

ship_class = 2
(that means in shipdealer it will say its a freighter)

Change the hold_size to about 2000 or so (lets face it, that is too darned high right now )
And then add these parts to give it nano bot and sheidl bat limits:

nanobot_limit = 200
shield_battery_limit = 200

Its hull is weak at the moment - so you might want to increase that a little bit:
hit_pts = 100000

And now add the strafe_force to complete its handling

strafe_force = 2000000
strafe_power_usage = 2

Okay - next is that it needs a cockpit, and a flight cam.

cockpit = cockpits\liberty\my_li_cruiser.ini
camera_offset = 80, 280
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
max_bank_angle = 15
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close

Now for a shield :
shield_link = l_freighter_shield01, HpMount, HpMount
hp_type = hp_freighter_shield_special_10, HpMount
hp_type = hp_freighter_shield_special_9, HpMount
hp_type = hp_freighter_shield_special_8, HpMount
hp_type = hp_freighter_shield_special_7, HpMount
hp_type = hp_freighter_shield_special_6, HpMount
hp_type = hp_freighter_shield_special_5, HpMount
hp_type = hp_freighter_shield_special_4, HpMount
hp_type = hp_freighter_shield_special_3, HpMount
hp_type = hp_freighter_shield_special_2, HpMount
hp_type = hp_freighter_shield_special_1, HpMount


And now for the guns:
hp_type = hp_gun_special_10, HpWeapon01
hp_type = hp_gun_special_9, HpWeapon01
hp_type = hp_gun_special_8, HpWeapon01
hp_type = hp_gun_special_7, HpWeapon01
hp_type = hp_gun_special_6, HpWeapon01
hp_type = hp_gun_special_5, HpWeapon01
hp_type = hp_gun_special_4, HpWeapon01
hp_type = hp_gun_special_3, HpWeapon01
hp_type = hp_gun_special_2, HpWeapon01
hp_type = hp_gun_special_1, HpWeapon01
hp_type = hp_turret_special_10, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_9, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_8, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_7, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_6, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_5, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_4, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_3, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_2, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_1, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07

(this means it can mount class 1 - 10 easily for TURRET MOUNTS!). Okay - the mounts - where did i get em? From the CMP file for the ship. However, you can find what mounts a ship has BY LOOKING IN LOADOUTS files. For capships its loadouts_special.ini and for trains/transports its loadouts_utility.ini
Find a ship matching your type (its an NPC loadout) and it will say what guns on what mounts!

For thruster:
hp_type = hp_thruster, HpEngine01, HpEngine02, HpEngine03, HpEngine04

Okay - now you have got a ship looking like this:

[Ship
ids_name = 237031
ids_info = 66565
nickname = my_li_cruiser
LODranges = 0, 200, 400, 600, 1000, 6000
msg_id_prefix = gcs_refer_shiparch_Libc
mission_property = can_use_jumps
type = FREIGHTER
ship_class = 2
DA_archetype = ships\liberty\li_cruiser\li_cruiser.cmp
material_library = ships\liberty\li_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
linear_drag = 1.000000
mass = 5000.000000
hold_size = 2000
hit_pts = 100000
explosion_arch = explosion_instant
fuse = li_cruiser_body_fuse, 0.000000, 1
fuse = li_cruiser_burning_fuse01, 0.000000, 10825
fuse = li_cruiser_burning_fuse02, 0.000000, 5413
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 = 20000000.000000, 20000000.000000, 20000000.000000
angular_drag = 132000000.000000, 132000000.000000, 132000000.000000
rotation_inertia = 40000000.000000, 40000000.000000, 40000000.000000
nudge_force = 300000.000000
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 4
nanobot_limit = 200
shield_battery_limit = 200
strafe_force = 2000000
strafe_power_usage = 2
cockpit = cockpits\liberty\my_li_cruiser.ini
camera_offset = 80, 280
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
max_bank_angle = 15
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
shield_link = l_freighter_shield01, HpMount, HpMount
hp_type = hp_freighter_shield_special_10, HpMount
hp_type = hp_freighter_shield_special_9, HpMount
hp_type = hp_freighter_shield_special_8, HpMount
hp_type = hp_freighter_shield_special_7, HpMount
hp_type = hp_freighter_shield_special_6, HpMount
hp_type = hp_freighter_shield_special_5, HpMount
hp_type = hp_freighter_shield_special_4, HpMount
hp_type = hp_freighter_shield_special_3, HpMount
hp_type = hp_freighter_shield_special_2, HpMount
hp_type = hp_freighter_shield_special_1, HpMount
hp_type = hp_gun_special_10, HpWeapon01
hp_type = hp_gun_special_9, HpWeapon01
hp_type = hp_gun_special_8, HpWeapon01
hp_type = hp_gun_special_7, HpWeapon01
hp_type = hp_gun_special_6, HpWeapon01
hp_type = hp_gun_special_5, HpWeapon01
hp_type = hp_gun_special_4, HpWeapon01
hp_type = hp_gun_special_3, HpWeapon01
hp_type = hp_gun_special_2, HpWeapon01
hp_type = hp_gun_special_1, HpWeapon01
hp_type = hp_turret_special_10, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_9, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_8, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_7, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_6, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_5, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_4, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_3, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_2, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_1, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_thruster, HpEngine01, HpEngine02, HpEngine03, HpEngine04

okay - now you have a shiparch.ini entry....or nearly. You changed the hitpoints for the ship....but you can still die with 1/5 hull left, This is because of the "components". If someone shot you too much in one spot - a component could fail, and when that happens - your ship dies


So remember these:
[CollisionGroup
obj = Li_cruiser_cntrltwr_lod1
separable = true
debris_type = debris_vanish
fuse = li_cruiser_body_fuse, 0.500000, 1
dmg_obj = l_cruiser_tower_cap
dmg_hp = DpCntrltwr
mass = 100.000000
parent_impulse = 10.000000
child_impulse = 10.000000
hit_pts = 43300
root_health_proxy = true

Change the hitpoints to match your hull!

okay - save your shiparch.ini file.

now you need to make it have a nice entry in goods.ini file to be able to sell the thing

Goods.ini file:

First you need a "hull" entry - which is basically referrring to your shiparch.ini ship!

[Good
nickname = my_li_cruiser_hull
category = shiphull
ship = my_li_cruiser ;This refers to shiparch.ini nickname exactly!
price = 1
ids_name = 12016
item_icon = Equipment\models\commodities\nn_icons\bw_freighter.3db ;the icon when in shipdealers - this is the drom.

okay - now you need a loadout for it so that you can buy and fly it!
So - go to loadouts_special.ini file and find a cruiser!

[Loadout
nickname = MSN11_Nomad_Liberty_Cruiser
archetype = li_cruiser
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_lc_engine_01
equip = sfx_rumble_cruiser
equip = li_cruiser_forward_gun01, HpWeapon01
equip = li_cruiser_turret01, HpTurret_L5_01
equip = li_cruiser_turret01, HpTurret_L5_02
equip = li_cruiser_missile_turret01, HpTurret_L5_03
equip = li_cruiser_missile_turret01, HpTurret_L5_04
equip = li_cruiser_turret01, HpTurret_L5_05
equip = li_cruiser_turret01, HpTurret_L5_06
equip = li_cruiser_turret01, HpTurret_L5_07
equip = LargeWhiteSpecial, HpHeadLight01
equip = LargeWhiteSpecial, HpHeadLight02
equip = SlowLargeBlue, HpRunningLight03
equip = SlowLargeBlue, HpRunningLight06
equip = SlowLargeBlue, HpRunningLight08
equip = SlowLargeBlue, HpRunningLight09

Now change the equip = for addon =
Change the [Loadout for [Good
Change nickname = my_li_cruiser_package
add category = ship
and change archetype for hull = my_li_Cruiser_hull

[Good
nickname = My_li_Cruiser_package
Hull = my_li_cruiser_hull
category = ship
addon = infinite_power
addon = ge_s_scanner_02
addon = ge_s_tractor_01
addon = ge_lc_engine_01
addon = sfx_rumble_cruiser
addon = li_cruiser_forward_gun01, HpWeapon01
addon = li_cruiser_turret01, HpTurret_L5_01
addon = li_cruiser_turret01, HpTurret_L5_02
addon = li_cruiser_missile_turret01, HpTurret_L5_03
addon = li_cruiser_missile_turret01, HpTurret_L5_04
addon = li_cruiser_turret01, HpTurret_L5_05
addon = li_cruiser_turret01, HpTurret_L5_06
addon = li_cruiser_turret01, HpTurret_L5_07
addon = LargeWhiteSpecial, HpHeadLight01
addon = LargeWhiteSpecial, HpHeadLight02
addon = SlowLargeBlue, HpRunningLight03
addon = SlowLargeBlue, HpRunningLight06
addon = SlowLargeBlue, HpRunningLight08
addon = SlowLargeBlue, HpRunningLight09

Now then - you should have a ship that is ready. Now you need to add it to market_ships.ini file as well.
marketgood = my_li_cruiser_package, 1, -1, 1, 1, 0, 1, 1
Follow the proceedure for the anubis on this part okay.

Now we are not done yet!! lol. You still need to change a few things, and make a few as well.
First up - how about the turret camera? lets get one working.
From your shiparch.ini entry - you have this line:
cockpit = cockpits\liberty\my_li_cruiser.ini

So - in the cockpits\liberty\ folder - find a file:
li_freighter.ini is okay.

Copy and rename it to:
my_li_cruiser.ini


Now open it up:
[Cockpit
mesh = cockpits\liberty\models\li_freighter_cockpit.cmp
int_brightness = 0.500000
head_turn = 30, 10

[CockpitCamera

[TurretCamera
tether = 0.000000, 11, 39
yaw_rotate_speed = 2.000000
pitch_rotate_speed = 1.500000
accel_speed = 5


Piffle paffle -that is terrible. Make it look more like this:
[Cockpit
mesh = cockpits\corsair\models\co_elite_cockpit.cmp
int_brightness = 0.500000
head_turn = 50, 50

[CockpitCamera

[TurretCamera
tether = 0.000000, 70, 250
yaw_rotate_speed = 2.000000
pitch_rotate_speed = 1.500000
accel_speed = 5

As you can see - the difference is the tether line.
The 0 is unknown (well - i haven't bothered to find out). The 70 is the distance in vertical plane, with 250 being the distance in other cirumference of ship.
So - you are at 70 above, 250 away in all directions when looking from the "turret view" - that should be okay methinks

Save it off...

Are we done yet?

Nope - remember the docking lines?

mission_property = can_use_jumps

We need to make it so that it can use some of these "jumps" so to speak. So open up your solararch.ini file and look for this:
[Solar
nickname = docking_fixture
ids_name = 261158
ids_info = 66141
type = STATION
DA_archetype = solar\dockable\space_docking_fixture.3db
material_library = solar\Solar_mat_tink.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 6000
mass = 10000.000000
loadout = docking_fixture
docking_sphere = moor_medium, HpDockMountA, 5.000000
docking_sphere = moor_medium, HpDockMountB, 5.000000

docking_sphere = moor_medium, HpDockMountC, 5.000000
docking_sphere = moor_large, HpDockMountD, 5.000000
solar_radius = 300
hit_pts = 999999961690316250000000000000000000.000000

Change the lines in bold to this:
docking_sphere = jump, HpDockMountA, 250.000000
docking_sphere = jump, HpDockMountB, 250.000000


This means that you can now dock through the docking rings. The number change is the "cut" point view - so at 5 you can NEVER get close enough to "dock" properly - so 250 means at 250m from the mooring point, you will suddenly end your docking sequence, and be landing on the planet

Now - you can do the same for stations if you wish: I only do it for big stations really

[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 = jump, HpDockMountG, 250.000000
docking_sphere = jump, HpDockMountH, 250.000000

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

Note bold line there? that is the change i put in. Okay - now then - that was Victors docking fix there that you used, and it has advantages over duriels docking fix, as this one can give you a message of "cannot dock ships of that size" when you try to dock with stations that haven't been changed at all

Anyway - there we go - you should be up and running. I haven't tested this out yet, it should work, but i haven't actually made it myself (using this) to check that it does

Have fun..........and hope that helps.
By the way - follow the same rules above for ANY npc ship you want to fly, so apply to dreadnought/rheinland battleship, rheinland cruiser etc etc.



Edited by - Chips on 3/4/2004 7:29:34 AM

Post Thu Mar 04, 2004 10:13 am

Thank you so much for showing me how to do this, Chips. And I thank Accushot, too, though I apologize for any confusion it may have caused.

I tested the game out, and it crashed on me the first time. I was trying to figure out why the damn thing wouldn't load up, then I saw my solararch.ini file sitting on my desktop and thought I'd better move it back to its proper place. After that, it worked fine. The Liberty Cruiser is on Manhattan, and I have a large train and an Anubis on Pittsburgh.

I do have one more question for though. The cruiser is slow as hell[/h. I found this once before, but can't remember where I saw it at. Which file is it that deals with the ship speeds. I just want to increase the cruisers engine speed to maybe 60 or 75 as opposed to its current speed of 29.

Post Thu Mar 04, 2004 10:33 am

Its this one - engine_equip.ini

Time to start learning more

Look back up to the goods.ini and you will see that there (in the cruiser package) you have the engine listed
addon = ge_lc_engine_01


This means you now know WHICH one. Personally - i copy the name and then search the right file for it. You are wanting the engine_equip.ini file:
[Engine
nickname = ge_lc_engine_01
ids_name = 263887
ids_info = 264887
volume = 400.000000
mass = 10
max_force = 300000
linear_drag = 10000
reverse_fraction = 0.100000
flame_effect = gf_li_largeengine01_fire
trail_effect = gf_li_largeengine01_trail
cruise_charge_time = 5
cruise_power_usage = 20
rumble_sound = rumble_cruiser
rumble_atten_range = -5, 0
rumble_pitch_range = -25, 25
cruise_start_sound = engine_li_cruise_start
cruise_loop_sound = engine_li_cruise_loop
cruise_stop_sound = engine_li_cruise_stop
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 90
outside_sound_cone = 270

The part you want is in bold

however, may i suggest some things as well. There is a volume part here. it says volume = 400. Make that volume = 0.00
Then do the same with the power plant - otherwise you will have half your hold taken up

There we go - you linked the goods.ini loadout to the engine_equip.ini file. You know power is in misc_equip.ini and the weapons are in weapons_equip.ini - so now you can choose to customise your loadout. The lights are from lights_equip.ini file - shields are in st_equip.ini.

That is how ya can find stuff to equip the ship with - so now you can add your own shield to it if you wish - as well as changing engines

Post Sat Nov 27, 2004 11:46 am

Guy's can you help me here because when i followed this it didnt work, it doesnt show up for some reason i did everything you just wrote so im not sure what could be wrong, i checked all the files but i still cant find it.

My squadron is down!, im taking flak!, prepare for landing ARRRGGHHHH!!!

Post Sat Nov 27, 2004 6:53 pm

There isnt much we can help with if we can't see the code. Are you inputting this code on a fresh install of Freelancer? It may be incompatible with modded versions.

Post Wed Mar 30, 2005 1:28 am

it aint showin up in the seller

-Trail-

SquareOwnz.com
[imghttp://squareownz.com/soa.png[/img

Post Wed Mar 30, 2005 2:41 am

Trail - put the file up on squareownz and I'll take a look
Or send it to me over MSN later...

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