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**TUTORIAL** LIBERTY CRUISER SETTINGS (Yes, with the killer

Here you find the different tutorials on editing and MODing Freelancer

Post Sun Mar 16, 2003 6:29 am

**TUTORIAL** LIBERTY CRUISER SETTINGS (Yes, with the killer

Ok, I'll post up the coding in just a couple minutes, tell me what needs fixing. The ship movements are fine. Max speed is about 92, and it has one forward fast killing turret, It cannot really hit any fighters, because its a forward gun, and a cruiser isn't the most manuverable.. But the manuverablity is realistic, like in game. The gun is like as seen blowing up the research base. and you have to buy all the guns, also comes with a shield, that cost about 4mil because its a huge ass shield.. Not as strong as the battleships, but this ship is a ideal ship for killing them. Its more of a CAP killer, not a fighter killer, though it can. Becuase of its front forward gun, thats what is the main focus. If its to strong, just tell me... But I seen the Oriris Main Turret to be 15000 damage each per 5 seconds.. Which is killer. This is 1000/1000 damage per second. So it should be good. I hope... Test it, tell me.

By the way, I ain't putting up any INI files yet, either with the Gunship, becuase I'm making a mod, this is just a tuturial. The mod will consist of ALL the cap ships, wont that be cool?

Here are some screenshots... How it looks, how it shoots, bah bah, note: its not the full one, it doesn't have the shield and its zoomed out a bit.. Just to show how the big ass gun works;P

Front View:



Back/Side View:

Post Sun Mar 16, 2003 6:40 am

Okay lets start:

---
1. Add this in shiparch.ini

[Ship
ids_name = 237031
ids_info = 66565
nickname = li_cruiser_ship
LODranges = 0, 200, 400, 600, 1000, 6000
msg_id_prefix = gcs_refer_shiparch_Libc
mission_property = can_use_berths
type = FREIGHTER
DA_archetype = ships\liberty\li_cruiser\li_cruiser.cmp
material_library = ships\liberty\li_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
linear_drag = 1.000000
mass = 5000.000000
hold_size = 100000
hit_pts = 43300
cockpit = cockpits\liberty\li_cruiser.ini
camera_offset = 40, 240
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
explosion_arch = explosion_instant
fuse = li_cruiser_body_fuse, 0.000000, 1
fuse = li_cruiser_burning_fuse01, 0.000000, 10825
fuse = li_cruiser_burning_fuse02, 0.000000, 5413
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 = 20000000.000000, 20000000.000000, 20000000.000000
angular_drag = 132000000.000000, 132000000.000000, 132000000.000000
rotation_inertia = 40000000.000000, 40000000.000000, 40000000.000000
nudge_force = 300000.000000
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 4
hp_type = hp_gun_special_10, HpWeapon01
hp_type = hp_turret_special_8, HpTurret_L5_01
hp_type = hp_turret_special_8, HpTurret_L5_02
hp_type = hp_turret_special_9, HpTurret_L5_03
hp_type = hp_turret_special_9, HpTurret_L5_04
hp_type = hp_turret_special_8, HpTurret_L5_05
hp_type = hp_turret_special_8, HpTurret_L5_06
hp_type = hp_turret_special_8, HpTurret_L5_07
shield_link = l_freighter_shield01, HpMount, HpEngine01, HpEngine02, HpEngine03, HpEngine04
hp_type = hp_freighter_shield_special_10, HpEngine01, HpEngine02, HpEngine03, HpEngine04

---
2. Go to DATA\COCKPITS\LIBERTY\ and create a ini file called li_cruiser.ini ... after that is complete, open it up and put this in:

[Cockpit
mesh = cockpits\liberty\models\li_freighter_cockpit.cmp
int_brightness = 0.500000
head_turn = 30, 10
[CockpitCamera
[TurretCamera
tether = 0.000000, 30, 280
yaw_rotate_speed = 2.000000
pitch_rotate_speed = 1.500000
accel_speed = 5

---
3. Go to Engine_Equip.ini and put this in

[Engine
nickname = cruiser_engine_01
ids_name = 263887
ids_info = 264887
volume = 400.000000
mass = 10
max_force = 300000
linear_drag = 3125
reverse_fraction = 0.100000
flame_effect = gf_li_largeengine01_fire
trail_effect = gf_li_largeengine01_trail
cruise_charge_time = 5
cruise_power_usage = 20
rumble_sound = rumble_cruiser
rumble_atten_range = -5, 0
rumble_pitch_range = -25, 25
cruise_start_sound = engine_li_cruise_start
cruise_loop_sound = engine_li_cruise_loop
cruise_stop_sound = engine_li_cruise_stop
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 90
outside_sound_cone = 270

---
4. Go to goods.ini and put this in

[Good
nickname = li_cruiser
category = shiphull
ship = li_cruiser_ship
price = 8200000
ids_name = 12978
item_icon = Equipment\models\commodities\nn_icons\bw_freighter.3dba
[Good
nickname = li_cruiser_package
category = ship
hull = li_cruiser
addon = cruiser_power
addon = ge_s_scanner_02
addon = ge_s_tractor_01
addon = cruiser_engine_01
addon = sfx_rumble_cruiser
addon = LargeWhiteSpecial, HpHeadLight01
addon = LargeWhiteSpecial, HpHeadLight02
addon = SlowLargeBlue, HpRunningLight03
addon = SlowLargeBlue, HpRunningLight06
addon = SlowLargeBlue, HpRunningLight08
addon = SlowLargeBlue, HpRunningLight09

---
5. Go to market_misc.ini and search for Base = Li_01_01_base , and put the following BELOW it, (but do not remove any other lines)

MarketGood = my_cruiser_missile_turret01, 0, -1, 10, 10, 0, 1
MarketGood = my_cruiser_turret01, 0, -1, 10, 10, 0, 1
MarketGood = my_cruiser_forward_gun01, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark10_cru, 0, -1, 10, 10, 0, 1

---
6. Go to market_ships.ini and search again for Base = Li_01_01_base, delete the lines following it until the space, then put this in:

marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood = gf2_package, 4, -1, 0, 0, 1, 1, 1
marketgood = gf4_package, 13, -1, 0, 0, 1, 1, 1
marketgood = gf5_package, 24, -1, 0, 0, 1, 1, 1
marketgood = gf6_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bwe_package, 20, -1, 0, 0, 1, 1, 1
marketgood = bwe2_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = cof_package, 8, -1, 0, 0, 1, 1, 1
marketgood = coe_package, 28, -1, 0, 0, 1, 1, 1
marketgood = coe2_package, 32, -1, 0, 0, 1, 1, 1
marketgood = li_cruiser_package, 0, -1, 1, 1, 0, 1, 1
marketgood = le_package, 2, -1, 0, 0, 1, 1, 1
marketgood = lfr_package, 1, -1, 0, 0, 1, 1, 1
marketgood = bf_package, 6, -1, 0, 0, 1, 1, 1
marketgood = be_package, 8, -1, 0, 0, 1, 1, 1
marketgood = bfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = kf_package, 10, -1, 0, 0, 1, 1, 1
marketgood = ke_package, 13, -1, 0, 0, 1, 1, 1
marketgood = kfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = rf_package, 20, -1, 0, 0, 1, 1, 1
marketgood = re_package, 22, -1, 0, 0, 1, 1, 1
marketgood = rfr_package, 20, -1, 0, 0, 1, 1, 1
marketgood = pf_package, 2, -1, 0, 0, 1, 1, 1
marketgood = pe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = pfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = bhe2_package, 26, -1, 0, 0, 1, 1, 1
marketgood = oe_package, 16, -1, 0, 0, 1, 1, 1

---
7. Go to misc_equip.ini and put this in

[Power
nickname = cruiser_power
ids_name = 263704
ids_info = 264704
volume = 0.000000
mass = 10
DA_archetype = equipment\models\hardware\li_fusion_reactor.3db
material_library = equipment\models\hardware.mat
capacity = 38000
charge_rate = 1900
thrust_capacity = 1000
thrust_charge_rate = 100
lootable = false

---
8. Go to st_equip.ini and put this in

[ShieldGenerator
nickname = shield01_mark10_cru
ids_name = 263818
ids_info = 264818
DA_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat
HP_child = HpConnect
hit_pts = 6752
explosion_resistance = 0.500000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
regeneration_rate = 1277.77778
max_capacity = 23000
toughness = 350
hp_type = hp_capital_shield_special_10
offline_rebuild_time = 30
offline_threshold = 0.150000
constant_power_draw = 0
rebuild_power_draw = 10
shield_type = S_Graviton01
shield_collapse_sound = shield_offline
shield_rebuilt_sound = shield_rebuilt
shield_hit_effects = 0, gf_pi_shield01
shield_hit_effects = 100, gf_pi_shield02
shield_hit_effects = 500, gf_pi_shield03
separation_explosion = sever_debris
LODranges = 0, 20
lootable = true

---
9. Go to st_goods.ini and put the following in

[Good
nickname = shield01_mark10_cru
equipment = shield01_mark10_cru
category = equipment
price = 4000000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_shieldgen.3db
combinable = false
ids_name = 263817
ids_info = 264817
shop_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat

---
10. Go to weapons_equip.ini and put the following in:

[Munition
nickname = my_cruiser_turret01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 40.799999
energy_damage = 0
one_shot_sound = fire_capship
munition_hit_effect = li_capgun_01_impact
const_effect = li_capgun_01_proj
lifetime = 0.900000
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = my_cruiser_turret01
ids_name = 263376
ids_info = 264376
DA_archetype = equipment\models\turret\li_turret05.cmp
material_library = equipment\models\li_turret.mat
HP_child = HPConnect
hit_pts = 4800
hp_gun_type = hp_turret_special_8
explosion_resistance = 1.000000
debris_type = debris_turret_med
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
power_usage = 0
refire_delay = 0.500000
muzzle_velocity = 1222.199951
toughness = 0.800000
flash_particle_name = li_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = my_cruiser_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false

[LOD
obj = Root
LODranges = 0, 350

[LOD
obj = barrel
LODranges = 0, 400

[Munition
nickname = my_cruiser_forward_gun01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 1800
energy_damage = 1800
one_shot_sound = fire_capship_forward_gun
munition_hit_effect = li_capgun_01_impact
const_effect = li_cruiser_maingun
lifetime = 2
force_gun_ori = true
mass = 1
volume = 0.000100

[Gun
nickname = my_cruiser_forward_gun01
ids_name = 263377
ids_info = 264377
DA_archetype = equipment\models\turret\li_cruiser_gun01.cmp
material_library = equipment\models\li_turret.mat
HP_child = HPConnect
hit_pts = 16860
explosion_resistance = 1.000000
debris_type = debris_turret_small
hp_gun_type = hp_gun_special_10
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
power_usage = 100
refire_delay = 1.000000
muzzle_velocity = 500
toughness = 4.000000
flash_particle_name = li_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = my_cruiser_forward_gun01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = false
LODranges = 0, 10

[Motor
nickname = li_cruiser_missile_turret01_motor
lifetime = 1.875000
accel = 71.111099
delay = 0

[Explosion
nickname = li_cruiser_missile_turret01_explosion
effect = li_missile02_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 40
hull_damage = 925
energy_damage = 410
impulse = 0

[Munition
nickname = my_cruiser_missile_turret01_ammo
explosion_arch = li_cruiser_missile_turret01_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_missile_regular
detonation_dist = 4
lifetime = 9.375000
Motor = li_cruiser_missile_turret01_motor
force_gun_ori = false
const_effect = li_missile02_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 1500
seeker_fov_deg = 35
max_angular_velocity = 2.903330
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass = 1
volume = 0.000100

[Gun
nickname = my_cruiser_missile_turret01
ids_name = 263378
ids_info = 264378
DA_archetype = equipment\models\turret\li_turret05b.cmp
material_library = equipment\models\li_turret.mat
HP_child = HPConnect
hit_pts = 4800
explosion_resistance = 1.000000
debris_type = debris_turret_small
hp_gun_type = hp_turret_special_9
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
power_usage = 100
refire_delay = 1.000000
muzzle_velocity = 66.699997
toughness = 1.600000
light_anim = l_gun01_flash
projectile_archetype = my_cruiser_missile_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false

[LOD
obj = Root
LODranges = 0, 450

[LOD
obj = barrel
LODranges = 0, 500

---
11. Go to weapons_good.ini and put the following in

[Good
nickname = my_cruiser_turret01
equipment = my_cruiser_turret01
category = equipment
price = 800000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263376
ids_info = 264376
shop_archetype = equipment\models\turret\li_turret05.cmp
material_library = equipment\models\li_turret.mat

[Good
nickname = my_cruiser_forward_gun01
equipment = my_cruiser_forward_gun01
category = equipment
price = 2000000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263377
ids_info = 264377
shop_archetype = equipment\models\turret\li_cruiser_gun01.cmp
material_library = equipment\models\li_turret.mat

[Good
nickname = my_cruiser_missile_turret01
equipment = my_cruiser_missile_turret01
category = equipment
price = 1500000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263378
ids_info = 264378
shop_archetype = equipment\models\turret\li_turret05b.cmp
material_library = equipment\models\li_turret.mat

---
12. ALL DONE! Test it out and tell me how the guns strength are.. To strong? To weak? Yeah, its a weak fighter destroyer, but watch out for its missles, and the cap ship front killer gun hurts;P

Post Sun Mar 16, 2003 6:46 am

Yeh, there was coding to this before,

But in this one you can buy the weapons and such. And I dunno if that one is realistic, but shrug Just good learning for me.

Post Sun Mar 16, 2003 7:06 am

Hey ChrisV-
Awesome job man! This is extremely useful information. I like how you put this tutorial all in one post - you kept it nice and clean! Thanks for the info, I plan on implementing this into a mini-mod I will be starting after I am done with the Freelancer SDK. Again, great job!

---------------------
SuPaFrEaK
Editor-In-Chief/Webpage Designer
Freelancer Software Development Kit

Post Sun Mar 16, 2003 7:16 am

Well Supa. I'm doing all sorta CAP ships now, Do you need any ships?
.
I'm doing a heavy transport, train, whatver people want to call it.. It will have weak shields, med/strong hull, and be able to carry 60000 units of ****.

This only took me 2 hours of work. I mean, Any ship requests?

Post Sun Mar 16, 2003 7:26 am

er I mean, I'll help you whenever you need it

Post Sun Mar 16, 2003 7:30 am

Well, all of these tutorials will be going into the SDK that I am helping make. So basically that means that whatever ships you feel like doing, please do them! But for me personally, I would like to see a Liberty Battleship tutorial. I know its similar to the Osiris tutorial that's out there, but I dont have time to go around changing names and stuff in the Osiris one to reflect a regualr Liberty Battleship. Thanks.


---------------------
SuPaFrEaK
Editor-In-Chief/Webpage Designer
Freelancer Software Development Kit

Post Sun Mar 16, 2003 7:34 am

hrm hrm.. it has same guns and stuff I think...

Do you want me just to change the names? I could do that easily

Or make it from scratch?

Post Sun Mar 16, 2003 7:48 am

Whatever is easier for you, lol! But either way, when you post it, please do it nice and neat like you did this one
Thanks!

---------------------
SuPaFrEaK
Editor-In-Chief/Webpage Designer
Freelancer Software Development Kit

Post Sun Mar 16, 2003 8:10 am

Nice Job ChrisV. You've certainly come a long way. One note though. I've tried the liberyt already and leaving the docking rings is a pain. Docking with stations is impossible too. Thats why I settled on the Osiris. The Liberty has the tower which gets in the way and is too long, the Kusari is just too big and the Bretonian and Rhineland Battleships are just too ugly for me to even try.

Post Sun Mar 16, 2003 8:25 am

Wanderer-
The Liberty Cruiser is much different then the Liberty Battleship. The cuiser is not very big and can easily clear docking rings. I dont know if it can dock at a station, but I do know that it can clear rings.

---------------------
SuPaFrEaK
Editor-In-Chief/Webpage Designer
Freelancer Software Development Kit

Post Sun Mar 16, 2003 11:45 am

The cruiser has no problems whatsoever clearing anything and can more or less dock anywhere. But it doesn't quite convey the sense of power as well as a battleship does.

Post Sun Mar 16, 2003 11:50 am

what version of freelancer is this for

Post Sun Mar 16, 2003 1:36 pm

Ver 1.0 and maybe above.

Post Sun Mar 16, 2003 6:29 pm

Hey ChrisV and wanderer i have all of the ships u hav dun (Osiris, Rh gunboat, this one and the Prision ship), and i would like to say thanx, altho it does get kinda screwy puttin them on the same base i just change the bases, usually in the same system, liberty. I no wanderer sed that the bretonian Battleship is kinda ugly for him to do but i want to see a tutorial on that one please because i like the look of the Bretonian battleship and the weapons look sweet. so plz could you attempt this and the Hawaii luxury linetr PLZ

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