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Problems with generated ids_names

The general place to discuss MOD''ing Freelancer!

Post Thu Mar 15, 2007 7:39 pm

Problems with generated ids_names

I'm having a problem with a mod that is unstable. When I compare it with an earlier stable version the only differences that I can see that might be causing the server to crash are differing ids_name entries for modded ships.

the ids_names are generated via the generatestrres command

example:

<data file="data\EQUIPMENT\goods.ini" method="append">
<source>
[Good
nickname = oe2_hull
category = shiphull
ship = or_elite_msn01
price = 850000
ids_name = 0 ;GENERATESTRRES("Anubis Type II"
item_icon = Equipment\models\commodities\nn_icons\or_fighter.3db

This is a mod that I've been developing for my server that will ultimately (hopefully) include player capships as well as some additional ships that were not made available in the original game.

I currently have the mod working just fine. It provides the following ships:

Blood Dragon
CSV
Defender Elite (li_elite2)
Armored Transport
Armored Transport MK II (armored_transport_nobay)
Anubis
Anubis Type II (or_elite_msn01)

When I added the capships into the mix the ids_names changed. For example, before I added the capships once the mod was applied the ids_name for the li_elite2 ship was ids_name = 458754

after I added teh capship info to the mod (but didn't apply it), the ids_name for the li_elite2 ship was 458756

Players running the current version of the client mod have the former information but when I apply the updated mod server side but not client side the instability begins. I'm thinking it's because the ids_names are different client vs. server although the player is not getting banned for a ship not sold on base cheat.

As I peruse the mod I'm noticing that I'm using the same ids_name generation for the shiphull category in the goods.ini as I am for the corresponding ship in the shiparch.ini file.

So, as in the above example where ids_name = 0 ;GENERATESTRRES("Anubis Type II", the same line is in the shiparch.ini file for the or_elite_msn01. Is that a problem?

So, the questions I have are these:

1, would differing ids_name entries in the goods.ini and mbases.ini files between the server and client mod cause a server crash?

2, how can I ensure that the generated entries remain the same? Are they generated and numbered sequentially in order of creation?

3, if so, would changing the order of the application of the command have any effect?

Post Fri Mar 16, 2007 4:40 am

I think what you're finding out here is that whenever you activate a portion of a mod that generates an ids number, that number tends to change with additional activations.
If you're running a whole server mod, the trick is to make sure everyone playing the mod has the same files.
I remember someone mentioning a "cheapskate" way of generating new ids numbers.
What I did so far with some success is to activate the ship mods (this creates the new ids numbers). Copy the data folder to a different location.
Go back and deactivate all the mods and restore backups.
Then, exchange the data folder from the different location for the one in the mod you're working on. (there you now have your ships included with their new ids numbers and related files)
Now...reactivate the mod you're working on and the new ships should now be available. (hopefully) At least this should now give you the leeway to move those ships around in your mod. (but don't re-activate the ship mods that you just put in there) . BUT, once you get your ships where you want them, you should be able to go back and start the process all over again and add more new ships.
When the script generates the ids numbers, it looks for the ones that are already there and just "adds" 1 to the mix to generate the new ids number.
When it encounters a number in existance, it moves on till it finds an "unused" number and "fixes" it to the ship it is used for.

Now, I'd like to see a scripter for new planets, stations, factions, etc, etc...but I could be just dreaming on this one.

Post Fri Mar 16, 2007 8:46 am

Bases and such can be scripted much like new ships are. The scripts can and willgenerate the needed data when the mod is loaded. Wrecks can also be done this way as well as weapons and equipment.

Requiem: A Total FL Conversion Mod .
http://mod.pff-clan.us

Post Fri Mar 16, 2007 6:51 pm

So, I guess what I need to do is get the current ids_names and hard code them into the mod and then activate the section that enables the additions to the mod, find out what those numbers are, and then hard code them into the mod as well.

Post Sat Mar 17, 2007 1:31 am

Just script it in an XML file like this. Just change it to your ship.

<data file="DATA\ships\shiparch.ini" method="replace">
<dest>
[Ship
ids_name = 237033
ids_info = 66567
ids_info1 = 66568
ids_info2 = 66608
ids_info3 = 66569
ship_class = 1
nickname = li_elite2
</dest>
<source>
[Ship
ids_name = 0 ;GENERATESTRRES("Intimidator"
ids_info = 0 ;GENERATEXMLRES("<xml><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: 5/1</TEXT><PARA/><TEXT>Armor: 7680</TEXT><PARA/><TEXT>Cargo Space: 70</TEXT><PARA/><TEXT>Max Batteries/Repair Kits: 50/50</TEXT><PARA/><TEXT>Optimal Weapon Class: 7</TEXT><PARA/><TEXT>Max. Weapon Class: 10</TEXT><PARA/><TEXT>Add'l Equipment: CM, M, CD/T</TEXT><PARA/><PARA/><POP/></RDL></xml>"
ids_info1 = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>BDR-357 "Intimidator" Liberty Heavy Fighter</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT></TEXT><PARA/><TEXT>The Intimidator is the "combat-ready" high tech varient of the popular Defender series of Heavy Fighter's. Mounting additional firepower and armor, a Intimidator is a fearsome adversary in combat, and a nice cargo hold for a naval very heavy fighter.</TEXT><PARA/><POP/></RDL></xml>"
ids_info2 = 66608
ids_info3 = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TEXT> </TEXT><PARA/><TEXT> </TEXT><PARA/><TEXT>5/1</TEXT><PARA/><TEXT>7680</TEXT><PARA/><TEXT>70</TEXT><PARA/><TEXT>50/50</TEXT><PARA/><TEXT>7</TEXT><PARA/><TEXT>9</TEXT><PARA/><TEXT>CM, M, CD/T</TEXT><PARA/><POP/></RDL></xml>"
ship_class = 1
nickname = li_elite2
</source>
</data>

"When the government violates the people's rights, insurrection is, for the people and for each portion of the people, the most sacred of rights and the most indispensable of duties."



Edited by - FlyByU on 3/17/2007 1:31:12 AM

Edited by - FlyByU on 3/17/2007 1:31:44 AM

Post Sat Mar 17, 2007 3:29 am

Thanks flybyu but that seems to be part of the problem. What you're posting there is exactly what I've done but the generated ids_name numbers have changed. So, anyone flying the current version of the mod does not have the same generated ids_name numbers as the version on the server.

The server side mod has about 23 options that can be activated/deactivated server side. One of these options is the optional server mod that requires a client mod to be able to take advantage of the features of the mod. This client mod is not required to play on the server and up til now everything has been fine.

When I added the additions to the client mod but didn't activate them the server became unstable and would crash. So, I compared the changed files between the two mod versions and found that the only significant change was to the generated ids_name entries.

At first thought, it seems to me that just taking the ids_name entries that were generated in the first mod and just directly coding them into the script would work but then I wonder to what those numbers will refer to.

For example, the following line in the script ids_name = 0 ;GENERATESTRRES("Anubis Type II" generates the following line in the goods.ini file ids_name = 458753

I'm thinking that number has to refer to something already coded into perhaps a dll file or something because otherwise, how will the game know that this ids_name number refers to an Anubis Type II?

It wouldn't be so bad if it were the client that were crashing because then I could just tell them to upgrade their mod version. The problem is that the server is crashing and I need a way around that that doesn't require a complete server and player wipe.

Post Sat Mar 17, 2007 2:17 pm

That's where the ids info editor comes in handy.
With that program, you can find out what is already assigned so you can set
up a new number that should not reference anything else.
Basically, everything has an ID number assigned to it. You just have to make sure that the new number you "hard-code" in isn't a duplicate of something else.
There is pretty much a simple order of things numberically. So, the new number would always be +1 higher.
Adding a new ID number to an existing .dll seems pretty straight forward and uncomplicated. This is the way I would do it rather than scripting it in, because this makes it "uniform" between server and client.

Post Tue Mar 20, 2007 3:29 am

Let's say I take the Prison Liner and I make a new ID for it so that it shows up to the modded player as a heavy cruiser. What will the unmodded player see? If I put this in the server files but the unmodded player doesn't have that info will they still see the prison liner as a prison liner or will it cause conflicts?

Post Sat Mar 24, 2007 9:54 am

Is there a tool that can be used to edit the dlls? I tried reshacker but I'm not smart enough to know what I'm doing or where to put it.

Which dll(s) do I need to work with?

Post Sat Mar 24, 2007 10:43 am

If other players don't have the same file, you'll probably end up with a crash.
Simply because it has a new ids. If they don't have it...the server will go boom.
If they have the same file, it should show up exactly the same way to them as it does for you.
That's the trick with running a modded server, everyone has to have the same files.
I remember some time back when I first started playing on Top Freelancers (this was before I downloaded the mod) .
One particular ship I recall should have appeared as the NCC-1701 but instead showed up as a Liberty Cruiser. (Scripting causes this oddity) Even though the server didn't crash, all I could see was the original ships. The mod had scripting that "replaced" those ships with the "new ships" cmp's/mats & sur files.
So, simply using scripts to "replace" an object with something else may not cause a crash, but it won't show up the same to everybody else who doesn't have the same file.
For example, On a mod I've been working on, I've replaced the Trade Lanes with a brand new design. If you don't have the same file, you'll only see the original trade lanes. BUT, since some areas of the game have these new trade lanes in place where there were none (or under construction such as near Planet Harris)
chances are the server would crash because of errors between player and server files.
The main thing is, if everyone is going to see the same things...everybody has to have the same files.

Post Sat Mar 24, 2007 11:03 am

I'm not too concerned with the unmodded player seeing the wrong info. We've been doing that for six months now using ships like the or_elite_msn01 to make a level 10 Anubis as well as the level 6 and the li_elite2 (juni's defender). the unmodded players see them as the anubis and as juni's defender but the modded player sees them as the Anubis Type II and the Defender Elite. (not particularly inspired names I know... sorry).

The problem that I'm having is that I'm trying now to add the capships in the same way but when I apply the new server mod the ids_name = ###### entries change for the original ships which I believe is what's causing the server to crash. If it caused the client to crash that would be no big deal as I can just tell them to run the updated client mod. As you can imagine, having the server crash can lead to all kinds of abuse and problems.

So, if the current ids_name for the CSV is 123456 for example, running the mod with the added capships changes the ids_name to 123460 which is what I think is causing the crashes.

Now; How do I convince the script to assign the same ids_name entries to the existing ships and add the new ships without causing all kinds of changes?

I have one other thing too...

The following is the entry in the script that adds the level 10 Anubis to the game.

;Class 10 Anubis Type II

;adds ship for sale at bw01_04
<data file="data\equipment\market_ships.ini" method="append" options="22:1, 22:2">
<source>
[BaseGood
base = Bw01_04_base
marketgood = oe2_package, 24, -1, 1, 1, 0, 1, 1
</source>
</data>

;adds shipdealer at bw01_04
<data file="DATA\Missions\mbases.ini" method="replace" options="22:1, 22:2">
<dest>
[MRoom
nickname = Deck
character_density = 2
fixture = bw0104_fix_trader, Zs/NPC/Trader/01/A/Stand, scripts\vendors\li_commtrader_fidget.thn, trader
fixture = bw0104_fix_weaponsdealer, Zs/NPC/Equipment/01/A/Stand, scripts\vendors\li_equipdealer_fidget.thn, Equipment
</dest>
<source>
[MRoom
nickname = Deck
character_density = 3
fixture = bw0104_fix_trader, Zs/NPC/Trader/01/A/Stand, scripts\vendors\li_commtrader_fidget.thn, trader
fixture = bw0104_fix_weaponsdealer, Zs/NPC/Equipment/01/A/Stand, scripts\vendors\li_equipdealer_fidget.thn, Equipment
fixture = bw0104_fix_ship, Zs/NPC/Shipdealer/01/A/Stand, scripts\vendors\li_shipdealer_fidget.thn, ShipDealer

[GF_NPC
nickname = bw0104_fix_ship
body = pi_pirate6_body
head = pi_pirate2_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 0 ;GENERATESTRRES("AndiusTheGreat, Douglas ShipDealer"
affiliation = br_m_grp
voice = rvp111
</source>
</data>

<data file="DATA\UNIVERSE\SYSTEMS\BW01\BASES\Bw01_04_base.ini" method="replace" options="22:1, 22:2">
<dest>
[Room
nickname = Bar
file = Universe\Systems\Bw01\Bases\Rooms\Bw01_04_Bar.ini

[Room
nickname = Deck
file = Universe\Systems\Bw01\Bases\Rooms\Bw01_04_Deck.ini
</dest>
<source>
[Room
nickname = Bar
file = Universe\Systems\Br02\Bases\Rooms\Br02_03_Bar.ini

[Room
nickname = Deck
file = Universe\Systems\Br02\Bases\Rooms\Br02_03_Deck.ini

[Room
nickname = ShipDealer
file = Universe\Systems\Br02\Bases\Rooms\Br02_03_ShipDealer.ini
</source>
</data>

'adds ship for sale and sets price
<data file="data\EQUIPMENT\goods.ini" method="append" options="22:1, 22:2">
<source>
[Good
nickname = oe2_hull
category = shiphull
ship = or_elite_msn01
price = 850000
ids_name = 0 ;GENERATESTRRES("Anubis Type II" <====================================note this entry, you'll see it later
item_icon = Equipment\models\commodities\nn_icons\or_fighter.3db

[Good
nickname = oe2_package
category = ship
hull = oe2_hull
addon = ge_oe_engine_01, internal, 1
addon = bh_elite2_power01, internal, 1
addon = armor_scale_5, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark08_hf, HpShield01, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallYellow, HpRunningLight01, 1
addon = SlowSmallYellow, HpRunningLight02, 1
addon = SlowSmallYellow, HpRunningLight03, 1
addon = SlowSmallYellow, HpRunningLight04, 1
addon = SlowSmallYellow, HpRunningLight05, 1
addon = SlowSmallYellow, HpRunningLight06, 1
addon = contrail01, HpContrail02, 1
addon = contrail01, HpContrail03, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1
</source>
</data>

;changes ship info and stats
<data file="data\ships\shiparch.ini" method="replace" options="22:1, 22:2">
<dest>
[Ship
ids_name = 237042
ids_info = 66613
nickname = or_elite_msn01
LODranges = 0, 75, 150, 1000
msg_id_prefix = gcs_refer_shiparch_Ordhf
mission_property = can_use_berths
type = FIGHTER
DA_archetype = ships\order\or_elite\or_elite.cmp
material_library = Ships\order\or_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\or_elite.ini
pilot_mesh = generic_pilot
mass = 100.000000
hold_size = 600
linear_drag = 4.500000
fuse = intermed_damage_smallship01, 0.000000, 600
fuse = intermed_damage_smallship02, 0.000000, 400
fuse = intermed_damage_smallship03, 0.000000, 200
max_bank_angle = 30
camera_offset = 12, 46
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 = 4200
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 = 43000.000000, 43000.000000, 183000.000000
angular_drag = 41000.000000, 41000.000000, 141000.000000
rotation_inertia = 8400.000000, 8400.000000, 8400.000000
nudge_force = 10000.000000
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_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 3
shield_link = or_elite_shield01, HpMount, HpShield01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_elite_shield_special_10, HpShield01
hp_type = hp_elite_shield_special_9, HpShield01
hp_type = hp_elite_shield_special_8, HpShield01
hp_type = hp_elite_shield_special_7, HpShield01
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_turret_special_10, HpTurret01
hp_type = hp_turret_special_9, HpTurret01
hp_type = hp_turret_special_8, HpTurret01
hp_type = hp_turret_special_7, HpTurret01
hp_type = hp_turret_special_6, HpTurret01
hp_type = hp_turret_special_5, HpTurret01
hp_type = hp_turret_special_4, HpTurret01
hp_type = hp_turret_special_3, HpTurret01
hp_type = hp_turret_special_2, HpTurret01
hp_type = hp_turret_special_1, HpTurret01
hp_type = hp_torpedo_special_1, HpTorpedo01, HpTorpedo02
hp_type = hp_torpedo_special_2, HpTorpedo01, HpTorpedo02

[CollisionGroup
obj = Or_star_wing_lod1
separable = true
parent_impulse = 240.000000
child_impulse = 7.000000
debris_type = debris_small_ship
dmg_hp = DpStarboardwing
dmg_obj = or_elite_dmg_star_wing_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Starboard_Wing
hit_pts = 525
root_health_proxy = true

[CollisionGroup
obj = Or_port_wing_lod1
separable = true
parent_impulse = 240.000000
child_impulse = 7.000000
debris_type = debris_small_ship
dmg_hp = DpPortwing
dmg_obj = or_elite_dmg_port_wing_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Port_Wing
hit_pts = 525
root_health_proxy = true
</dest>
<source>
[Ship
ids_name = 0 ;GENERATESTRRES("Anubis Type II" <=====================================here it is again, is that a problem?
ids_info = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><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/><PARA/><TEXT>Guns/Turrets: 6/1</TEXT><PARA/><TEXT>Armor: 10,774</TEXT><PARA/><TEXT>Cargo Holds: 70</TEXT><PARA/><TEXT>Max Batteries/NanoBots: 12/12</TEXT><PARA/><TEXT>Optimal Weapon Class: 8</TEXT><PARA/><TEXT>Max. Weapon Class: 10</TEXT><PARA/><TEXT>Additional Equipment: CM, Mine, CD/Torp</TEXT><PARA/><PARA/><POP/></RDL></xml>"
ids_info1 = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Anubis Type II</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT></TEXT><PARA/><TEXT>This fighter truly offers the best of all worlds. Armor, maneuverability, equipment; this ship can stand up to anything you throw at it.</TEXT><PARA/><POP/></RDL></xml>"
ids_info2 = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TRA data='1' mask='1' def='-2'/><TEXT>Stats</TEXT><PARA/><TRA data='0' mask='1' def='-1'/><TEXT/><PARA/><TEXT>Gun/Turret Mounts:</TEXT><PARA/><TEXT>Armor:</TEXT><PARA/><TEXT>Cargo Space:</TEXT><PARA/><TEXT>Max Batteries/NanoBots:</TEXT><PARA/><TEXT>Optimal Weapon Class:</TEXT><PARA/><TEXT>Max. Weapon Class:</TEXT><PARA/><TEXT></TEXT><PARA/><POP/></RDL></xml>"
ids_info3 = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TEXT/><PARA/><TEXT/><PARA/><TEXT>6/1</TEXT><PARA/><TEXT>10774</TEXT><PARA/><TEXT>70</TEXT><PARA/><TEXT>12/12</TEXT><PARA/><TEXT>8</TEXT><PARA/><TEXT>10</TEXT><PARA/><TEXT></TEXT><PARA/><POP/></RDL></xml>"
ship_class = 3
nickname = or_elite_msn01
LODranges = 0, 75, 150, 1000
msg_id_prefix = gcs_refer_shiparch_Ordhf
mission_property = can_use_berths
type = FIGHTER
DA_archetype = ships\order\or_elite\or_elite.cmp
material_library = Ships\order\or_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\or_elite.ini
pilot_mesh = generic_pilot
hold_size = 70
;///////////////// SERVER SIDE ONLY
nanobot_limit = 71
shield_battery_limit = 71
;//////////////////////////////Client Values
;nanobot_limit = 12
;shield_battery_limit = 63
;//////////////////////////////////
mass = 100.000000
linear_drag = 4.500000
fuse = intermed_damage_smallship01, 0.000000, 600
fuse = intermed_damage_smallship02, 0.000000, 400
fuse = intermed_damage_smallship03, 0.000000, 200
max_bank_angle = 30
camera_offset = 12, 46
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 = 4200
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 = 55000.000000, 55000.000000, 48000.000000
angular_drag = 41000.000000, 41000.000000, 35000.000000
rotation_inertia = 8400.000000, 8400.000000, 1000.000000
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_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 3
shield_link = or_elite_shield01, HpMount, HpShield01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_elite_shield_special_10, HpShield01
hp_type = hp_elite_shield_special_9, HpShield01
hp_type = hp_elite_shield_special_8, HpShield01
hp_type = hp_elite_shield_special_7, HpShield01
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_turret_special_10, HpTurret01
hp_type = hp_turret_special_9, HpTurret01
hp_type = hp_turret_special_8, HpTurret01
hp_type = hp_turret_special_7, HpTurret01
hp_type = hp_turret_special_6, HpTurret01
hp_type = hp_turret_special_5, HpTurret01
hp_type = hp_turret_special_4, HpTurret01
hp_type = hp_turret_special_3, HpTurret01
hp_type = hp_turret_special_2, HpTurret01
hp_type = hp_turret_special_1, HpTurret01
hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo02

[CollisionGroup
obj = Or_star_wing_lod1
separable = true
parent_impulse = 240.000000
child_impulse = 7.000000
debris_type = debris_small_ship
dmg_hp = DpStarboardwing
dmg_obj = or_elite_dmg_star_wing_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Starboard_Wing
hit_pts = 4200
root_health_proxy = true

[CollisionGroup
obj = Or_port_wing_lod1
separable = true
parent_impulse = 240.000000
child_impulse = 7.000000
debris_type = debris_small_ship
dmg_hp = DpPortwing
dmg_obj = or_elite_dmg_port_wing_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Port_Wing
hit_pts = 4200
root_health_proxy = true
</source>
</data>

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