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A little assistance needed.

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Post Thu Apr 05, 2007 3:28 pm

A little assistance needed.

I recently tried to create just 1 specific "lifepod" for a special purpose.
Sort of similar to Ashcroft (but that one is INV so I couldn't use it anyway)
What I'm trying to do is create a single "Benitez" lifepod to be equipped on a "mystery wreck" tucked away in one of the sigma systems.
So far, it's shot me in the foot and it isn't cooperating. I get an "invalid item" error in the scan report that points that bugger out. So, I removed it for the time being.
(I've gone as far as making an IDS name for it but haven't tried that angle yet..but I'm not sure it's going to work)

Can someone give me a little guidance on how to create a custom escape pod for
a mystery wreck? Is it possible to use the existing escapepod entries and manipulate it to create this one pod?
It's only one item and sellable on only one base...but it's worth 6 million credits.

Post Fri Apr 06, 2007 1:11 pm

pods are not different from all other objects in FL... a simple model that you can place where you want it


or do you want it to do something special?

Post Fri Apr 06, 2007 3:22 pm

Two options I am thinking of here.
1. the wreck would just simply eject an escape pod labled with the name "Benitez" (and related information on the info card) .
The pod would be sellable only on Malta for 6 million credits. Anywhere else it would sell for 500,000 credits.
good sale price = 12
bad sale price = 12
bad sale price = 1
good sale price = 1

Option 2. (possible? )
Shooting the wreck would trigger the spawn of a lifeboat with the escape pod in it. The lifeboat would attempt to flee toward home (or the nearest jumphole) The player would have to destroy the life boat to get the life pod and take it to Malta. So, shooting the lifeboat would trigger a rep change with the Outcasts to Neutral whether they are hostile or friendly. This would in turn cause them to scan you for the "commodity" and try to take it. The same with militaries, police and bounty hunters...they would scan for that commodity like it was contraband.

Edited by - Rankor on 4/6/2007 4:39:43 PM

Post Sat Apr 07, 2007 1:34 am

1. you will need to set it up as a commodity

goods.ini
[Good
nickname = yourpod
equipment = yourpod
msg_id_prefix = gcs_gen_commodity_boron
category = commodity
price = 120
combinable = false <--- i would make it false here due to the fact that its a special item an no real commodity
good_sell_price = 4.100000
bad_buy_price = 4.100000
bad_sell_price = 1.500000
good_buy_price = 1.500000
shop_archetype = Equipment\models\commodities\nn_icons\pod.3db
item_icon = Equipment\models\commodities\nn_icons\COMMOD_pod.3db
jump_dist = 5

Select_equip.ini:
[Commodity
nickname = yourpod
ids_name = 261608 <- name of the pod
ids_info = 65887 <- info of the pod
units_per_container = 1
pod_appearance = cargopod_pod <- the appearance of the pod
loot_appearance = lootcrate_pod <- the appearance of the pod (if more than one is lootet)
decay_per_second = 0
volume = 1
hit_pts = 250

[CargoPod
nickname = cargopod_pod
DA_archetype = Equipment\models\commodities\crates\pod.3db
material_library = Equipment\models\pod.mat
LODranges = 0, 1500
HP_child = HpConnect
hit_pts = 4000
mass = 2000
explosion_arch = explosion_pod_drab
debris_type = debris_pod_drab

[LootCrate
nickname = lootcrate_pod
DA_archetype = Equipment\models\commodities\crates\pod.3db
LODranges = 0, 150
hit_pts = 250
mass = 10
explosion_arch = debris_normal


and then finally you put it in your wreck



2. not possible yet sorry

Post Sat Apr 07, 2007 6:59 am

Thank you OP-R8R. I'll give that the good ol' college try.

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