i want a transport that has lots of space, and is BIG and LONG!
Alright, this is a fairly long-winded process but it should be easy to follow - heres how you create a large train...
IMPORTANT NOTE: In any text you have to copy from this post make sure that you add a closing square bracket to any headers that start with a "[", because the html cant display them. E.g. Add a closing square bracket onto "[Ship"
Youll need BINI, available
here. To extract a file using BINI simply drag the .ini file onto the BINI icon, and a new file called file .ini.txt will be created. This file is readable and you can now use it for editing, and FL will still recongise it. Delete the original .ini file and rename the .ini.txt file to just file .ini . Youll need to extract and rename the following files before you start:
DATA/SHIPS/shiparch.ini
DATA/EQUIPMENT/goods.ini
DATA/EQUIPMENT/weapon_good.ini
DATA/EQUIPMENT/market_ships.ini
DATA/SOLAR/solararch.ini
1. Open shiparch.ini and add the following block of text at the bottom:
[Ship
ids_name = 237056
ids_info = 66610
nickname = my_ltrain_ship
LODranges = 0, 300, 450, 750, 950, 4500
msg_id_prefix = gcs_refer_shiparch_ctransport
mission_property = can_use_med_moors
type = FREIGHTER
DA_archetype = ships\utility\freight_train\freight_trainx3.3db
material_library = ships\utility\utility_misc.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
linear_drag = 1.000000
mass = 1000.000000
hold_size = 1000000 ;<----- This is where you can change the cargo capacity
cockpit = cockpits\liberty\my_ltrain.ini
explosion_arch = explosion_cap_ship1
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
hp_type = hp_turret, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06
hp_type = hp_cargo_pod, HpCargo01, HpCargo02, HpCargo03, HpCargo04, HpCargo05, HpCargo06
steering_torque = 190000.000000, 190000.000000, 90000.000000
angular_drag = 900000.000000, 900000.000000, 900000.000000
rotation_inertia = 600000.000000, 600000.000000, 600000.000000
nudge_force = 150000.000000
bay_door_anim = Sc_rh_freighter
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpCargo01
HP_bay_external = HpCargo02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2
nanobots_limit = 100
shield_limit = 100
fuse = train_transport_death_fuse, 0.000000, 1
fuse = intermed_damage_train01, 0.000000, 2625
fuse = intermed_damage_train02, 0.000000, 1313
hit_pts = 10500
max_bank_angle = 15
camera_offset = 35, 150
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
shield_link = l_freighter_shield01, HpMount, HpEngine01
hp_type = hp_freighter_shield_special_10, HpEngine01
hp_type = hp_freighter_shield_special_9, HpEngine01
hp_type = hp_freighter_shield_special_8, HpEngine01
hp_type = hp_freighter_shield_special_7, HpEngine01
hp_type = hp_freighter_shield_special_6, HpEngine01
hp_type = hp_freighter_shield_special_5, HpEngine01
hp_type = hp_freighter_shield_special_4, HpEngine01
hp_type = hp_freighter_shield_special_3, HpEngine01
hp_type = hp_freighter_shield_special_2, HpEngine01
hp_type = hp_freighter_shield_special_1, HpEngine01
This defines your ship and tells FL the basic data about it, for example where weapons can be placed, HP and cargo capacity (see <--- line)
2. Next open goods.ini and add these two blocks of text at the bottom:
[Good
nickname = my_ltrain
category = shiphull
ship = my_ltrain_ship
price = 20000
ids_name = 237056
item_icon = Equipment\models\commodities\nn_icons\bw_freighter.3db
[Good
nickname = my_ltrain_package
category = ship
hull = my_ltrain
addon = ge_s_scanner_02
addon = infinite_power
addon = ge_s_tractor_01
addon = ge_t_engine_01
addon = sfx_rumble_ut_large
addon = SlowMediumWhite, HpRunningLight01
addon = SlowMediumWhite, HpRunningLight02
addon = SlowMediumWhite, HpRunningLight03
addon = SlowMediumWhite, HpRunningLight04
addon = SlowMediumWhite, HpRunningLight05
addon = SlowMediumWhite, HpRunningLight06
addon = SlowMediumWhite, HpRunningLight07
addon = SlowMediumWhite, HpRunningLight08
addon = SlowMediumWhite, HpRunningLight09
addon = SlowMediumWhite, HpRunningLight10
addon = SlowMediumWhite, HpRunningLight11
addon = SlowMediumWhite, HpRunningLight12
addon = SlowMediumWhite, HpRunningLight13
addon = SlowMediumWhite, HpRunningLight14
addon = SlowMediumWhite, HpRunningLight15
addon = SlowMediumWhite, HpRunningLight16
addon = SlowMediumWhite, HpRunningLight17
addon = SlowMediumWhite, HpRunningLight18
addon = SlowMediumWhite, HpRunningLight19
addon = DockingLightRed, HpDockLight01
addon = DockingLightRed, HpDockLight02
addon = DockingLightRed, HpDockLight03
addon = co_train_turret01_mark03, HpTurret01
addon = co_train_turret01_mark03, HpTurret02
addon = co_train_turret01_mark02, HpTurret03
addon = co_train_turret01_mark02, HpTurret04
addon = co_train_turret01_mark01, HpTurret05
addon = co_train_turret01_mark01, HpTurret06
addon = cargopod_yellow, hpcargo01
addon = cargopod_yellow, hpcargo02
addon = cargopod_yellow, hpcargo03 ;<-- Type of pod can be changed
addon = cargopod_yellow, hpcargo04 ;<-- Look in goods.ini
addon = cargopod_yellow, hpcargo05
addon = cargopod_yellow, hpcargo06
The first block of text is the ship that you buy and the next is the weapons/lights/engine etc. that come with it. You can change the price in the first block of text if you want the ship to be cheaper/more expensive.
3. Now go to DATA/COCKPITS/LIBERTY and create a new file called "my_ltrain.ini". Inside it place this text:
[Cockpit
mesh = cockpits\liberty\models\li_elite_cockpit.cmp
int_brightness = 0.500000
head_turn = 30, 10
[CockpitCamera
[TurretCamera
tether = 0.000000, 40, 350
yaw_rotate_speed = 2.000000
pitch_rotate_speed = 1.500000
accel_speed = 5
4. You dont have to do this, but if you open goods.ini and search for the names of the guns you can adjust the price if you cant afford them. The guns on the large train are called:
co_train_turret01_mark01
co_train_turret01_mark02
co_train_turret01_mark03
5. Now open market_ships.ini
This file defines which ships will be sold where. For this example I will make the large train available at Planet Manhattan, so search for the text "Li01_01_base". You can make the ship available somewhere else, for example Norfolk Shipyard (Li01_07_base), if you want. Find the block of text under Li01_01_base and change this line:
marketgood = gf2_package, 4, -1, 1, 1, 0, 1, 1
to this:
marketgood = my_ltrain_package, 4, -1, 1, 1, 0, 1, 1
You have now created the large train and it is pilotable, but there are a couple of extra things to do to allow you to use it properly, for example allowing you to dock.
6. Open solararch.ini and search the file for "type = STATION". Every time that you find it change the last number in every line in the same block of text that begins "docking_sphere = moor_medium" from 5 to 15, for example:
docking_sphere = moor_medium, HpDockMountJ, 5.000000
to this
docking_sphere = moor_medium, HpDockMountJ, 15.000000
This allows you to moor at stations because youre too big to dock.
7. In the same file, solararch.ini, do another search for "docking_sphere = ring" and change every occurance to "docking_sphere = jump", for example:
docking_sphere = ring, HpDockMountA, 40, Sc_open dock a
docking_sphere = ring, HpDockMountB, 40, Sc_open dock b
becomes:
docking_sphere = jump, HpDockMountA, 40, Sc_open dock a
docking_sphere = jump, HpDockMountB, 40, Sc_open dock b
Finally, browse to DATA/SOLAR/DOCKABLE and look for a file called "docking_ringx2_lod.sur" and rename it to something else, for example "NOTdocking_ringx2_lod.sur". This will stop you colliding with the docking rings.
Thats it! Hope this works, let me know if it doesnt though.
Edited by - Accushot on 28-06-2003 15:02:23