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a few questions on custom ships

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Post Sat Sep 10, 2005 3:00 am

a few questions on custom ships

I just made a custom ship, but I'm having 2 problems with it. First, it has no engine. It can strafe and thrust, but can't move any other way. I did include the engine in the ship package, so did I miss something? Second, there's no collision detection and most shots fly through it when the shields go down. I don't recall seeing collision groups for just the hull on other ships, so what do I have to add?

Edit: Also, is it possible to make docking rings send you to another system?

Do a barrel roll!

Edited by - Starman Omega on 9/10/2005 4:46:37 AM

Post Sat Sep 10, 2005 3:04 am

Here are the ship's entries in the .ini files if they help.

Shiparch.ini:

[Ship
ids_name = 458752
ids_info = 458753
ids_info1 = 458754
ids_info2 = 458755
ids_info3 = 458756
ship_class = 3
nickname = terminator
msg_id_prefix = gcs_refer_shiparch_Libhf
mission_property = can_use_berths
LODranges = 0, 2000
type = FIGHTER
DA_archetype = ships\terminator\terminator.cmp
material_library = ships\terminator\terminator.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\civilian\civilian.ini
pilot_mesh = generic_pilot
nanobot_limit = 59
shield_battery_limit = 59
mass = 150.000000
hold_size = 70
linear_drag = 1.000000
fuse = intermed_damage_smallship01, 0.000000, 400
fuse = intermed_damage_smallship02, 0.000000, 200
fuse = intermed_damage_smallship03, 0.000000, 133
max_bank_angle = 50
camera_offset = 8, 34
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 17
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 25
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 8800
explosion_arch = explosion_li_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 = 50000.000000, 50000.000000, 230000.000000
angular_drag = 40000.000000, 40000.000000, 141000.000000
rotation_inertia = 8400.000000, 8400.000000, 8400.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 4
shield_link = l_elite_shield01, HpMount, HpShield01
hp_type = hp_gun_special_10, HpWeapon05, HpWeapon06, HpWeapon07
hp_type = hp_gun_special_9, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07
hp_type = hp_elite_shield_special_9, HpShield01
hp_type = hp_elite_shield_special_8, HpShield01
hp_type = hp_elite_shield_special_7, HpShield01
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01

Goods.ini (hull):

[Good
nickname = te_hull
category = shiphull
ship = terminator
price = 628000
ids_name = 12003
item_icon = Equipment\models\commodities\nn_icons\li_elite.3db

Goods.ini (package):

[Good
nickname = te_package
category = ship
hull = te_hull
addon = terminator_engine, internal, 1
addon = terminator_power, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark07_hf, HpShield01, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallBlue, HpRunningLight01, 1
addon = SlowSmallBlue, HpRunningLight02, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = contrail01, HpContrail03, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1

Do a barrel roll!

Post Sat Sep 10, 2005 7:16 am

Have you tried using a standard engine instead of a custom one?

Chris Bates
Lead scripter,
Stargate BFM: Freelancer

Post Sat Sep 10, 2005 12:13 pm

Yes, I tried it with a defender engine, and the same thing happened.

Do a barrel roll!

Post Sat Sep 10, 2005 12:43 pm

This could be a really stupid question but did you add an engine hardpoint to the cmp file.

Rebalance 3.5 Dev. Team
rebalance.blue-ion.net

Post Sun Sep 11, 2005 1:42 am

Well, I made a new model for the ship, and now the engines work. However, weapons still go through it when the shields are down. (I believe you have to create a .sur file, but how do you do it?)

Do a barrel roll!

Edited by - Starman Omega on 9/11/2005 5:43:15 AM

Post Mon Sep 12, 2005 2:37 am

I know dis mite b off topic a bit, but is it possible to make the star trek models of the enterprises and the voyager and even mancers cargo ships dockable?
I notice that theyre actually quite small in comparison to the FL battleships, so you could set it up that your ship docks "with" it instead of into it. I suck at modelling, couldnt even make a big sphere with HP's to use as a deathstar. These models are from legendary ships(enterprise, voyager, mancers cargo, etc.)
but would be really awesome if you could dock with them, just like a base, then you wouldnt have to use FL's bases all the time when adding new ones.
I've added dockmounts and the respective dockpoints but no luck, when i select dock with, the npc gives me clearence but my ship flies away to 1000m turns around for like 10m and repeats this over + over again.
How did rimshot do this to the hispania?

Hope tis not wrong forum.

Edited by - adenx on 9/12/2005 3:41:10 AM

Post Mon Sep 12, 2005 2:45 am

Starman- for now, just find a ship with the same basic shape as your new model and use FL Model Tool to scale it to your ship. Argh, Harrier, Colin, and (I think) Anton are working on a sur exporter, but it's not ready for prime-time, as it were. There's a thread here somewhere about the progress.

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