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The general place to discuss MOD''ing Freelancer!
Hey,
Ive forgotten how to mine, Someone tell me the page tellin you how, like changing the item to something else, from metal to gold or somethin,
This bit i need help wie:
[LootableZone
asteroid_loot_container = lootcrate_
asteroid_loot_commodity = commodity_
dynamic_loot_container = lootcrate_
dynamic_loot_commodity = commodity_
asteroid_loot_count = 0, 0
dynamic_loot_count = 1, 1
asteroid_loot_difficulty = 50
dynamic_loot_difficulty = 3
Thanks
Ive forgotten how to mine, Someone tell me the page tellin you how, like changing the item to something else, from metal to gold or somethin,
This bit i need help wie:
[LootableZone
asteroid_loot_container = lootcrate_
asteroid_loot_commodity = commodity_
dynamic_loot_container = lootcrate_
dynamic_loot_commodity = commodity_
asteroid_loot_count = 0, 0
dynamic_loot_count = 1, 1
asteroid_loot_difficulty = 50
dynamic_loot_difficulty = 3
Thanks
As far as I know you can't loot the large asteroids, so the only lines you need to modify are:
dynamic_loot_container = lootcrate_ ;<-- Doesn't really matter, just the appearance of the object you pick up in space
dynamic_loot_commodity = commodity_ ;<-- Simply specify a commodity from goods.ini, e.g. commodity_gold
dynamic_loot_count = 1, 1 ;<--- First is number of items dropped, second is number in each item. So 2, 4 would give two bundles of gold, each containing 4 items.
dynamic_loot_difficulty = 3 ;<--- Probability of loot being dropped. 1 = always dropped, increase to lower probability.
dynamic_loot_container = lootcrate_ ;<-- Doesn't really matter, just the appearance of the object you pick up in space
dynamic_loot_commodity = commodity_ ;<-- Simply specify a commodity from goods.ini, e.g. commodity_gold
dynamic_loot_count = 1, 1 ;<--- First is number of items dropped, second is number in each item. So 2, 4 would give two bundles of gold, each containing 4 items.
dynamic_loot_difficulty = 3 ;<--- Probability of loot being dropped. 1 = always dropped, increase to lower probability.
@ pSYCHO
Yes you wher right battleship incounters are server side and i now have them cruisin round all over the place.
Q: I would like to change the ship that the police use in NY (patiot) to an eagle, server side but dont want to get rid of the patriot alltogether as explaned in another thread.
Any ideas would be reeally helpfull
Edited by - ModBug on 10/13/2004 12:43:27 PM
Yes you wher right battleship incounters are server side and i now have them cruisin round all over the place.
Q: I would like to change the ship that the police use in NY (patiot) to an eagle, server side but dont want to get rid of the patriot alltogether as explaned in another thread.
Any ideas would be reeally helpfull
Edited by - ModBug on 10/13/2004 12:43:27 PM
if you open the faction_props.ini file in the mission folder and look for the liberty police entry:
[FactionProps
affiliation = li_p_grp
legality = lawful
nickname_plurality = singular
msg_id_prefix = gcs_refer_faction_li_p
jump_preference = jumpgate
npc_ship = li_p_li_fighter_d1-2 <--
npc_ship = li_p_li_fighter_d3 <--These are the entries that tell them which ship to use
npc_ship = li_p_li_fighter_d4-19 <--
npc_ship = li_p_ge_armored_d2
npc_ship = li_p_ge_armored_d3
npc_ship = li_p_ge_armored_d4
voice = pilot_f_mil_m01
voice = pilot_f_mil_m02
voice = pilot_f_leg_f01
voice = pilot_f_leg_f01a
mc_costume = mc_li
space_costume = li_captain_head, li_male_guard_body, comm_ge_generic2
space_costume = li_rockford_head, li_male_guard_body, comm_li_hatcher
space_costume = li_sales_head_hat, li_male_guard_body, comm_ge_generic2
space_costume = ge_male1_head, li_male_guard_body, comm_li_hatcher
space_costume = pl_male6_head, li_male_guard_body, comm_ge_generic2
space_costume = sc_scientist1_head_hat, li_male_guard_body, comm_li_hatcher
space_costume = li_newscaster_head_gen_hat, li_female_guard_body, comm_ge_generic2_female
space_costume = li_newscaster_head_gen_hat, li_female_guard_body, comm_li_hatcher_female
space_costume = br_newscaster_head_gen_hat, li_female_guard_body, comm_ge_generic2_female
space_costume = br_newscaster_head_gen_hat, li_female_guard_body, comm_li_hatcher_female
space_costume = pl_female2_head, li_female_guard_body, comm_ge_generic2_female
space_costume = pl_female2_head, li_female_guard_body, comm_li_hatcher_female
firstname_male = 226608, 226741
firstname_female = 226808, 226952
lastname = 227008, 227307
rank_desig = 197008, 197009, 197010, 3, 4
formation_desig = 197808, 197820
large_ship_desig = 196977
large_ship_names = 202608, 202647
scan_for_cargo = commodity_alien_artifacts, 2
scan_for_cargo = commodity_cardamine, 2
scan_announce = true
scan_chance = 0.300000
formation = fighters, fighter_li_p
formation = gunboats, armored_li_p
Those entries refer to entries in the npc_ship.ini file:
[NPCShipArch
nickname = li_p_li_fighter_d1-2
loadout = li_p_li_fighter_loadout01
level = d2
ship_archetype = li_fighter
pilot = pilot_police_med
state_graph = FIGHTER
npc_class = lawful, class_fighter, d1, d2
Here, you can change the ship, but you will have to adjust the loadout (look in the loadouts.ini file in the ships folder) to suit the ship you choose.
e.g. To change it to a starflier:
[NPCShipArch
nickname = li_p_li_fighter_d1-2
loadout = li_p_li_fighter_loadout01 <--- look for this in the loadouts file
level = d2
ship_archetype = ge_fighter2 <--- change this
pilot = pilot_police_med
state_graph = FIGHTER
npc_class = lawful, class_fighter, d1, d2
In loadouts.ini:
[Loadout
nickname = li_p_li_fighter_loadout01
archetype = li_fighter
equip = ge_lf_engine_01
equip = npc_shield01_mark02, HpShield01
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = li_gun01_mark02, HpWeapon01
equip = li_gun01_mark02, HpWeapon02
equip = li_gun01_mark02, HpWeapon03
equip = missile01_mark02, HpWeapon04
cargo = missile01_mark02_ammo, 20
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallBlue, HpRunningLight01
equip = SlowSmallBlue, HpRunningLight02
equip = SlowSmallBlue, HpRunningLight03
equip = SlowSmallBlue, HpRunningLight04
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02
In here you will have to change the kind of ship again, as well as the weapons to suit the ship you have chosen
Hope this helps
[FactionProps
affiliation = li_p_grp
legality = lawful
nickname_plurality = singular
msg_id_prefix = gcs_refer_faction_li_p
jump_preference = jumpgate
npc_ship = li_p_li_fighter_d1-2 <--
npc_ship = li_p_li_fighter_d3 <--These are the entries that tell them which ship to use
npc_ship = li_p_li_fighter_d4-19 <--
npc_ship = li_p_ge_armored_d2
npc_ship = li_p_ge_armored_d3
npc_ship = li_p_ge_armored_d4
voice = pilot_f_mil_m01
voice = pilot_f_mil_m02
voice = pilot_f_leg_f01
voice = pilot_f_leg_f01a
mc_costume = mc_li
space_costume = li_captain_head, li_male_guard_body, comm_ge_generic2
space_costume = li_rockford_head, li_male_guard_body, comm_li_hatcher
space_costume = li_sales_head_hat, li_male_guard_body, comm_ge_generic2
space_costume = ge_male1_head, li_male_guard_body, comm_li_hatcher
space_costume = pl_male6_head, li_male_guard_body, comm_ge_generic2
space_costume = sc_scientist1_head_hat, li_male_guard_body, comm_li_hatcher
space_costume = li_newscaster_head_gen_hat, li_female_guard_body, comm_ge_generic2_female
space_costume = li_newscaster_head_gen_hat, li_female_guard_body, comm_li_hatcher_female
space_costume = br_newscaster_head_gen_hat, li_female_guard_body, comm_ge_generic2_female
space_costume = br_newscaster_head_gen_hat, li_female_guard_body, comm_li_hatcher_female
space_costume = pl_female2_head, li_female_guard_body, comm_ge_generic2_female
space_costume = pl_female2_head, li_female_guard_body, comm_li_hatcher_female
firstname_male = 226608, 226741
firstname_female = 226808, 226952
lastname = 227008, 227307
rank_desig = 197008, 197009, 197010, 3, 4
formation_desig = 197808, 197820
large_ship_desig = 196977
large_ship_names = 202608, 202647
scan_for_cargo = commodity_alien_artifacts, 2
scan_for_cargo = commodity_cardamine, 2
scan_announce = true
scan_chance = 0.300000
formation = fighters, fighter_li_p
formation = gunboats, armored_li_p
Those entries refer to entries in the npc_ship.ini file:
[NPCShipArch
nickname = li_p_li_fighter_d1-2
loadout = li_p_li_fighter_loadout01
level = d2
ship_archetype = li_fighter
pilot = pilot_police_med
state_graph = FIGHTER
npc_class = lawful, class_fighter, d1, d2
Here, you can change the ship, but you will have to adjust the loadout (look in the loadouts.ini file in the ships folder) to suit the ship you choose.
e.g. To change it to a starflier:
[NPCShipArch
nickname = li_p_li_fighter_d1-2
loadout = li_p_li_fighter_loadout01 <--- look for this in the loadouts file
level = d2
ship_archetype = ge_fighter2 <--- change this
pilot = pilot_police_med
state_graph = FIGHTER
npc_class = lawful, class_fighter, d1, d2
In loadouts.ini:
[Loadout
nickname = li_p_li_fighter_loadout01
archetype = li_fighter
equip = ge_lf_engine_01
equip = npc_shield01_mark02, HpShield01
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = li_gun01_mark02, HpWeapon01
equip = li_gun01_mark02, HpWeapon02
equip = li_gun01_mark02, HpWeapon03
equip = missile01_mark02, HpWeapon04
cargo = missile01_mark02_ammo, 20
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallBlue, HpRunningLight01
equip = SlowSmallBlue, HpRunningLight02
equip = SlowSmallBlue, HpRunningLight03
equip = SlowSmallBlue, HpRunningLight04
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02
In here you will have to change the kind of ship again, as well as the weapons to suit the ship you have chosen
Hope this helps
Thanks heaps ill give that a go tonight.
Was having a play with the patriot today in the shiparch.ini and the loadouts.ini
I now have pariots with nomad cannons and adv champ class 10 shelds that regen at a finominal rate and they have bot/bats that they use. tiz quite hard to kill one. Its real funny when your in an eagle and getting blown to bits from a patriot outside manhatten, But as i said was just playing and im not going to leave them like that, bit to hard.
Ill get back to you on the above idea when i impliment it.(crossing fingers)
Tip heres something i found out today
While running a server, You cant put a drop cargo fuse on a computor player that uses sheld batterys and nanobots without getting a cant find on client request error.
UPDATE
Thanks heaps got it working now, the police are now hooning round in fully maxed out eagles....I also put the navy into hawks and made the capital ships a lot stronger.
LOL starting to run out of ideas to try.
Edited by - ModBug on 10/14/2004 11:12:00 AM
Was having a play with the patriot today in the shiparch.ini and the loadouts.ini
I now have pariots with nomad cannons and adv champ class 10 shelds that regen at a finominal rate and they have bot/bats that they use. tiz quite hard to kill one. Its real funny when your in an eagle and getting blown to bits from a patriot outside manhatten, But as i said was just playing and im not going to leave them like that, bit to hard.
Ill get back to you on the above idea when i impliment it.(crossing fingers)
Tip heres something i found out today
While running a server, You cant put a drop cargo fuse on a computor player that uses sheld batterys and nanobots without getting a cant find on client request error.
UPDATE
Thanks heaps got it working now, the police are now hooning round in fully maxed out eagles....I also put the navy into hawks and made the capital ships a lot stronger.
LOL starting to run out of ideas to try.
Edited by - ModBug on 10/14/2004 11:12:00 AM
Hi All,
I try to create my own mod with harder NPC's. I found a lot of stuff in this thread ( NPC's shield regeneration, use nano, change the loadout and pilot_population, ...) but I don't find :
1. How NPC's can use countermeasure ?
2. How NPC's can use Wasp/Hornet during the fight, not only when you activate you're cruise engine. That's should be interesting 'cause a lot of guys use the "kill-engine" action during the dogfight
cya
I try to create my own mod with harder NPC's. I found a lot of stuff in this thread ( NPC's shield regeneration, use nano, change the loadout and pilot_population, ...) but I don't find :
1. How NPC's can use countermeasure ?
2. How NPC's can use Wasp/Hornet during the fight, not only when you activate you're cruise engine. That's should be interesting 'cause a lot of guys use the "kill-engine" action during the dogfight
cya
Ok heres another one thats been baffleing me for 2 days now
excuse my terrible spelling
example:
War between liberty and britonia
Have set them to hate each other Initialworld.ini ect.... Is all good till i shoot one of them, then they are all my enimies.
Question is how can i shoot an enemy of liberty without liberty becomming my enemy.
I have set them to become my friends when i kill britonian ships, empathy.ini ect..... but if i shoot a bretonian ship in front of liberty forces they go red and kill me.
Edited by - ModBug on 10/18/2004 8:49:52 PM
excuse my terrible spelling
example:
War between liberty and britonia
Have set them to hate each other Initialworld.ini ect.... Is all good till i shoot one of them, then they are all my enimies.
Question is how can i shoot an enemy of liberty without liberty becomming my enemy.
I have set them to become my friends when i kill britonian ships, empathy.ini ect..... but if i shoot a bretonian ship in front of liberty forces they go red and kill me.
Edited by - ModBug on 10/18/2004 8:49:52 PM
Corwallis
I know npc uses Cruise Disruptors as you engage your cruise engines and try to escape...
I know npc uses Cruise Disruptors as you engage your cruise engines and try to escape...
FIREBASE Technologies
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