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ship ini check

Do you want to start editing Freelancer, but have no clue where to begin? This is the place for you to find things and talk about getting started on Freelancer Modding

Post Tue Aug 07, 2007 7:03 pm

ship ini check

This is my first time ini'ing for a custom ship, and would like a experienced eye to check and make sure that what I have done so far is correct.
Using the Dritz 4.0 tutorial and the Defender as a guide, I have created the proper files for FL, but would like to have some1 confirm that everything looks alright. Everything is copied from the inis refered by the tut, then modified by me as needed or desired.

From Goods.ini:
[Good
nickname = bhelitelite_hull
category = shiphull
ship = bhelitelight
price = 10400
ids_name = 463756
item_icon = Equipment\models\commodities\nn_icons\li_elite.3db


[Good
nickname = bhelitelite_package
category = ship
hull = bhelitelite
addon = bhelitelite_engine_01, internal, 1
addon = bhelitelite_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark02_hf, HpShield01, 1
addon = shield01_mark02_hf, HpShield02, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallBlue, HpRunningLight01, 1
addon = SlowSmallBlue, HpRunningLight02, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1

From engine_equip:
[Engine
nickname = bhelitelite_engine_01
ids_name = 263688
ids_info = 264688
volume = 0.000000
mass = 10
max_force = 96000
linear_drag = 599
power_usage = 0
reverse_fraction = 1.000000
flame_effect = gf_li_smallengine02_fire
trail_effect = gf_li_smallengine02_trail
cruise_disrupt_effect = gf_li_cruisedisruption
trail_effect_player = gf_li_smallengine02_playtrail
cruise_charge_time = 5
cruise_power_usage = 20
character_start_sound = engine_li_fighter_start
character_loop_sound = engine_li_fighter_loop
character_pitch_range = -50, 25
rumble_sound = rumble_h_fighter
rumble_atten_range = -5, 0
rumble_pitch_range = -25, 25
engine_kill_sound = engine_li_fighter_kill
cruise_start_sound = engine_li_cruise_start
cruise_loop_sound = engine_li_cruise_loop
cruise_stop_sound = engine_li_cruise_stop
cruise_disrupt_sound = cruise_disrupt
cruise_backfire_sound = cruise_backfire
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 60
outside_sound_cone = 180

misc_equip:
[Power
nickname = bhelitelite_power01
ids_name = 263721
ids_info = 264721
volume = 0.000000
mass = 10
DA_archetype = equipment\models\hardware\li_fusion_reactor.3db
material_library = equipment\models\hardware.mat
capacity = 3000
charge_rate = 90
thrust_capacity = 1000
thrust_charge_rate = 100
lootable = false

market_ships:
[BaseGood
base = VZ01_01_Base
marketgood = bhelitelite_package, 1, -1, 1, 1, 0, 1, 1

the ship_arch I haven't adjusted to my needs yet, so it is still the default code for the Defender. A question tho, Concerning the guns in the ship_arch file...
There is a line of code referring to a "hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02" Does the hp_gun_special_4 mean that is the class of the weapon, AKA, a Class 4 gun?

TPP

Interested in the Power Rangers?
Come visit G’dath @ Lightning Strikes Graphics
www.geocities.com/ls_graphics and "Let the Power protect you!"
Proud Friend of Team NuB www.teamnub.com
Proud Member of Team RIP www.ripteam.com

Ogu

Post Thu Aug 09, 2007 8:09 am

>There is a line of code referring to a "hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02" Does the hp_gun_special_4 mean that is the class of the weapon, AKA, a Class 4 gun?

Yes, hp_gun_special_4 is a Class 4 gun. So it means that a Class 4 gun can be mounted on HpWeapon01 and HpWeapon02.

And everything else looks alright. But you'd have to activate it and try it out to be sure. If it crashes, post the last bit of your FLSpew log here, or use FLScan or some other mod error checker to look for your problem.

Post Fri Aug 10, 2007 6:39 am

Thx for replying, Here is my ship_arch code:


[Ship
ids_name = 463756
ids_info = 463904
ids_info1 = 463905
ids_info2 = 463906
ids_info3 = 463907
ship_class = 1
nickname = bhelitelight
msg_id_prefix = gcs_refer_shiparch_Libhf
mission_property = can_use_berths
LODranges = 0, 75, 150, 1300
type = FIGHTER
DA_archetype = ships\uv\jsnbhelitelight\jsnbhelitelight.cmp
material_library = ships\uv\jsnbhelitelight.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\l_elite.ini
pilot_mesh = generic_pilot
nanobot_limit = 40
shield_battery_limit = 40
mass = 150.000000
hold_size = 50
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 = 30
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 = 1600
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_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2
shield_link = l_elite_shield01, HpMount, HpShield01, HpShield02
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_elite_shield_special_4, HpShield01, HpShield02
hp_type = hp_elite_shield_special_3, HpShield01, HpShield02
hp_type = hp_elite_shield_special_2, HpShield01, HpShield02
hp_type = hp_elite_shield_special_1, HpShield01, HpShield02
hp_type = hp_thruster, HpThruster01, HpThruster02
hp_type = hp_turret_special_4, HpTurret01, HpTurret02
hp_type = hp_turret_special_3, HpTurret01, HpTurret02
hp_type = hp_turret_special_2, HpTurret01, HpTurret02
hp_type = hp_turret_special_1, HpTurret01, HpTurret02

TPP

Interested in the Power Rangers?
Come visit G’dath @ Lightning Strikes Graphics
www.geocities.com/ls_graphics and "Let the Power protect you!"
Proud Friend of Team NuB www.teamnub.com
Proud Member of Team RIP www.ripteam.com

Post Sun Aug 12, 2007 8:23 pm

Well, after some typo errors, I still have a FLSpew error coming up:
WARNING:General:invalid light detected: atten all zero

I wish I could post some screenies here...for some reason as of my last test, durring the in space docking animation, all you could see is the engine glow. Any suggestions?

TPP

Interested in the Power Rangers?
Come visit G’dath @ Lightning Strikes Graphics
www.geocities.com/ls_graphics and "Let the Power protect you!"
Proud Friend of Team NuB www.teamnub.com
Proud Member of Team RIP www.ripteam.com

Post Wed Aug 22, 2007 5:46 am

in the
<pre><font size=1 face=Courier>
[Good
nickname = bhelitelite_package
category = ship
hull = bhelitelite
</font></pre>
section, it should read "hull = bhelitelite_hull"

Other than that, looks good to me :p . For the lights, I'm not sure if you've modified them but from your post it would seem so. Should run through the light_equip.ini and verify that the lights you are including in the package have valid entries (compare to other similar lights; SlowSmallBlue with SlowSmallRed)

Post Wed Aug 22, 2007 6:46 am

That "Light" error you're referring to looks like a system light problem..not related to a ship.

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