This is a MASSIVE bonus, cause then you don't mess with info cards - you can just use the scripting of FLMM okay
So, first things first.
Create your mod folder: Call it "Addon Mod" - actually call it what the heck you want - it really doesn't matter.
Next - you know how to make a script? if not, make a normal text file by going INTO your new fodler, right clicking anywhere, and selecting "new" - then "text document"
now then - once that appears, open it, and put in the following.
<script>
<header name="Sanics Ships Addition Mod">
<scriptversion>
1.2
</scriptversion>
<author>
Sanic
</author>
<description>
Adds some custom ships
</description>
</header>
</script>
Now then, go to file, click on "save as" and then type in the name of script.xml
Now click on next box down, which says "save as file type" and select "all files" - cause otherwise you get a txt file and not a xml file. If you get it right, it will look like a mini world on a piece of paper
That is the basic basic starter for you.....
So - now put your ships folders in the mod by making the following folder structure
data \ ships \ XXXXXXX
Where XXXXXX is the ships folder containing the CMP and MAT files etc.
Okay - now your ready to get to real work.
You need firstly to add ships.......so that needs this putting into the file:
Make sure this appears between the </header> and </script> as the </script> must be the last entry in the file. Anything after that will not appear
<data file="data\ships\shiparch.ini" method="append">
<source>
</source>
</data>
Now then, in the space between source tags you will need to put all the shiparch.ini info stuff from whereever your getting the ships. I suggest that you get a script generator from this site (downloads section) to make the ids stuff - i can give you the lines (see below) but it might be easier to use a script generator (not really sure ).
You can put TONS of ships in here - literally as many as you want
ONce done, save the file by hitting save.
Here is the ids stuff
ids_name = 0 ;GENERATESTRRES("name"
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TEXT> </TEXT><PARA/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Stats</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT> </TEXT><PARA/><TEXT>Gun/Turret Mounts: 0/0</TEXT><PARA/><TEXT>Armor: 0</TEXT><PARA/><TEXT>Cargo Space: 0</TEXT><PARA/><TEXT>Max Batteries/Nanobots: 0/0</TEXT><PARA/><TEXT>Optimal Weapon Class: 0</TEXT><PARA/><TEXT>Max. Weapon Class: 0</TEXT><PARA/><TEXT>Additional Equipment: 0</TEXT><PARA/><PARA/><POP/></RDL>"
ids_info1 = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Liberty Cruiser</TEXT><PARA/><TEXT></TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>Description</TEXT><PARA/><PARA/><POP/></RDL>" ids_info2 = 66608
ids_info3 = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TEXT> </TEXT><PARA/><TEXT> </TEXT><PARA/><TEXT>G/T</TEXT><PARA/><TEXT>hull</TEXT><PARA/><TEXT>hold</TEXT><PARA/><TEXT>nb/sb</TEXT><PARA/><TEXT>WC</TEXT><PARA/><TEXT>MWC</TEXT><PARA/><TEXT>CM, M, CD etc</TEXT><PARA/><POP/></RDL>"
Knew it wouldn't fit well - oh well - parts with MWC means max weapons class (put in number - like and hull = hull value - so 3000 etc, you get teh idea nb/sb means nano bots/shield bats amount (30/30 - whatever etc).
Okay - there we go. Now you need a goods.ini entry - so same again, but this tiem to goods.ini file. Don't forget this will need to go above the </script> line...
<data file="data\equipment\goods.ini" method="append">
<source>
</source>
</data>
Now in between the tags you put whatever it is from the goods.ini file. Beware, if the ships come with custom equipment, then you will have to remove it. If in doubt - give them stuff like other existing entries have (ie, give it borderworld engines and scanners and other stuff) as it will crash otherwise So you should have the hull and the package in here.....
like this:
[Good
nickname = my_li_cruiser_hull
category = shiphull
ship = my_li_cruiser
price = 10
ids_name = 12016
item_icon = Equipment\models\commodities\nn_icons\libcruiser.3db
[Good
nickname = My_li_Cruiser_package
Hull = my_li_cruiser_hull
category = ship
addon = liberty_cruiser_power
addon = ge_s_scanner_02
addon = ge_s_tractor_01
addon = liberty_cruiser_engine
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
Next - yep, you guessed it, ship location selling - so this might be a sectionreplace or just an append again (depends upon which base you choose). Some bases in Evo only have one ship for sale, so stuff like Florida (Li07) has ALOT of bases (11) of which............all 11 sell ships. the planets are very good - cause you can have 12 ships selling on them, and have no distance to travel. So you will need this instead....
<data file="data\equipment\market_ships.ini" method="sectionreplace">
<section>
[BaseGood
base = LI07_04_base
</section>
<dest>
marketgood = rf_package, 8, 0, 1, 1, 0, 1, 1
marketgood = re_package, 14, 0.4, 1, 1, 0, 1, 1
</dest>
<source>
marketgood = your ship package 1 here , 0, -1, 1, 1, 0, 1, 1
marketgood = your ship package 2 here , 0, -1, 1, 1, 0, 1, 1
marketgood = your ship package 3 here , 0, -1, 1, 1, 0, 1, 1
</source>
</data>
<data file="data\equipment\market_ships.ini" method="sectionreplace">
<section>
[BaseGood
base = LI07_05_base
</section>
<dest>
marketgood = bf_package, 2, 0, 1, 1, 0, 1, 1
marketgood = be_package, 4, 0.4, 1, 1, 0, 1, 1
</dest>
<source>
marketgood = your ship package 1 here , 0, -1, 1, 1, 0, 1, 1
marketgood = your ship package 2 here , 0, -1, 1, 1, 0, 1, 1
marketgood = your ship package 3 here , 0, -1, 1, 1, 0, 1, 1
</source>
</data>
<data file="data\equipment\market_ships.ini" method="sectionreplace">
<section>
[BaseGood
base = LI07_06_base
</section>
<dest>
marketgood = lf_package, 4, 0, 1, 1, 0, 1, 1
marketgood = bfr_package, 4, 0, 1, 1, 0, 1, 1
</dest>
<source>
marketgood = your ship package 1 here , 0, -1, 1, 1, 0, 1, 1
marketgood = your ship package 2 here , 0, -1, 1, 1, 0, 1, 1
marketgood = your ship package 3 here , 0, -1, 1, 1, 0, 1, 1
</source>
</data>
<data file="data\equipment\market_ships.ini" method="sectionreplace">
<section>
[BaseGood
base = LI07_06_base
</section>
<dest>
marketgood = kf_package, 6, 0, 1, 1, 0, 1, 1
marketgood = ke_package, 10, 0.4, 1, 1, 0, 1, 1
</dest>
<source>
marketgood = your ship package 1 here , 0, -1, 1, 1, 0, 1, 1
marketgood = your ship package 2 here , 0, -1, 1, 1, 0, 1, 1
marketgood = your ship package 3 here , 0, -1, 1, 1, 0, 1, 1
</source>
</data>
Okay - there we go - you have got 12 ships selling on one planet
make sure that the last thing in teh file is </script> and there is NOT another one of them anywhere, and then you should be okay.
21[%21[%21[%21[%21[%21&forum_title=Freelancer+Editing+Tutorial+Forum&cat_title=Freelancer+Editing&M=False Answers to most questions, and links to utilities