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adding the order
The general place to discuss MOD''ing Freelancer!
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Its actually really easy to get them working, shouldn't take too long to get them all sorted. Heres some entries from FS:
[FactionProps
affiliation = fc_or_grp<--Actually mine was modified, but this is ok for you
legality = lawful<--i've made it lawful to get "patrol" instead of "raiders"
nickname_plurality = singular
msg_id_prefix = gcs_refer_faction_fc_or
jump_preference = jumphole
npc_ship = order_anubis2_d1-11<--All of these npcship entries are nicknames
npc_ship = order_anubis_d12-13<--and they refer to entries in npcships.ini
npc_ship = order_anubis3_d14-15<--you can call them anything, but they need to be unique
npc_ship = order_anubis4_d16-19a<--they can be used for several factions though
npc_ship = order_anubis4_d16-19b<--and can overlap to get a variation
npc_ship = order_anubis4_d16-19c<--These a-d entries have code weaps and are
npc_ship = order_anubis4_d16-19d<--the max level
..
formation_desig = 197808, 197820
formation = fighters, fighter_li_n<--If you add freighters, transports or capitals you need to add entries here
Ok, so we'll pick one:
npc_ship = order_anubis2_d1-11
open up npcships and add:
[NPCShipArch
nickname = order_anubis2_d1-11<--from faction_prop
loadout = order_anubis_loadout01<--in ships/loadout.ini for fighters/freighters
level = d11<--The number shown as level, maybe for generating random missions too
ship_archetype = or_elite<--Ship archetype from shiparch.ini
pilot = pilot_military_ace<--Millitary pilots are the most accurate
state_graph = FIGHTER
npc_class = lawful, class_fighter, d1, d2, d3, d4, d5, d6, d7, d8, d9, d10, d11
lawful is for vignette parameters
class_fighter is mentioned in ship_classes pointing to encounters
d1-d11 is the difficulty range in which the encounter will show.
In shiparch:
[Loadout
nickname = order_anubis_loadout01
archetype = or_elite
equip = ge_oe_engine_01
equip = npc_shield01_mark06, HpShield01
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = armor_scale_5
equip = ge_s_thruster_02, HpThruster01
equip = fc_or_gun01_mark01, HpWeapon01
..
equip = fc_or_gun01_mark02, HpWeapon06
equip = fc_or_turret01_mark02, HpTurret01
equip = cruise_disruptor01_mark01, HpTorpedo01
cargo = cruise_disruptor01_mark01_ammo, 5
equip = mine02_mark02, HpMine01
cargo = mine02_mark02_ammo, 20
equip = ge_s_cm_02, HpCM01
cargo = ge_s_cm_02_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallYellow, HpRunningLight01
..
equip = DockingLightRedSmall, HpDockLight02
cargo = ge_s_battery_01, 12<--They only use these if you modify pilots_population (check the tutorial forum for that one)
cargo = ge_s_repair_01, 12
Well, thats about it for the faction side of things. Have you edited zones to get factions spawning before?
[FactionProps
affiliation = fc_or_grp<--Actually mine was modified, but this is ok for you
legality = lawful<--i've made it lawful to get "patrol" instead of "raiders"
nickname_plurality = singular
msg_id_prefix = gcs_refer_faction_fc_or
jump_preference = jumphole
npc_ship = order_anubis2_d1-11<--All of these npcship entries are nicknames
npc_ship = order_anubis_d12-13<--and they refer to entries in npcships.ini
npc_ship = order_anubis3_d14-15<--you can call them anything, but they need to be unique
npc_ship = order_anubis4_d16-19a<--they can be used for several factions though
npc_ship = order_anubis4_d16-19b<--and can overlap to get a variation
npc_ship = order_anubis4_d16-19c<--These a-d entries have code weaps and are
npc_ship = order_anubis4_d16-19d<--the max level
..
formation_desig = 197808, 197820
formation = fighters, fighter_li_n<--If you add freighters, transports or capitals you need to add entries here
Ok, so we'll pick one:
npc_ship = order_anubis2_d1-11
open up npcships and add:
[NPCShipArch
nickname = order_anubis2_d1-11<--from faction_prop
loadout = order_anubis_loadout01<--in ships/loadout.ini for fighters/freighters
level = d11<--The number shown as level, maybe for generating random missions too
ship_archetype = or_elite<--Ship archetype from shiparch.ini
pilot = pilot_military_ace<--Millitary pilots are the most accurate
state_graph = FIGHTER
npc_class = lawful, class_fighter, d1, d2, d3, d4, d5, d6, d7, d8, d9, d10, d11
lawful is for vignette parameters
class_fighter is mentioned in ship_classes pointing to encounters
d1-d11 is the difficulty range in which the encounter will show.
In shiparch:
[Loadout
nickname = order_anubis_loadout01
archetype = or_elite
equip = ge_oe_engine_01
equip = npc_shield01_mark06, HpShield01
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = armor_scale_5
equip = ge_s_thruster_02, HpThruster01
equip = fc_or_gun01_mark01, HpWeapon01
..
equip = fc_or_gun01_mark02, HpWeapon06
equip = fc_or_turret01_mark02, HpTurret01
equip = cruise_disruptor01_mark01, HpTorpedo01
cargo = cruise_disruptor01_mark01_ammo, 5
equip = mine02_mark02, HpMine01
cargo = mine02_mark02_ammo, 20
equip = ge_s_cm_02, HpCM01
cargo = ge_s_cm_02_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallYellow, HpRunningLight01
..
equip = DockingLightRedSmall, HpDockLight02
cargo = ge_s_battery_01, 12<--They only use these if you modify pilots_population (check the tutorial forum for that one)
cargo = ge_s_repair_01, 12
Well, thats about it for the faction side of things. Have you edited zones to get factions spawning before?
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