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**Tutorial** - Make bases sell ENGINES

Here you find the different tutorials on editing and MODing Freelancer

Post Thu Apr 17, 2003 12:48 am

**Tutorial** - Make bases sell ENGINES

Yes, your base can sell engines. In fact, it can probably sell tractors, power supplies, and the other goodies we just haven't been able to get our hands on.

Here's how it works:

Archetypes: declarations of objects used in freelancer.
--Volume = Cargo space. This is how much room an item takes up in your cargo hold. Set it to 0.000000 for an engine or other internal piece of equipment.

Packages: marketable objects, sold by nickname reference in the market_??? ini files.

It seems like any base can sell any "Package" item. There aren't any packages for engines, so I decided to whip one up with an osiris engine. Here's what i added to misc_good.ini

[Good
nickname = uber_engine_01
equipment = uber_engine_01
category = equipment
price = 1
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_nanobots.3db
combinable = false
ids_name = 263746
ids_info = 264746
shop_archetype = equipment\models\commodities\crates\crate_grey.3db

As you noticed, the item appears in the same vendor menu as the Nanobots and Shield Batteries. It also uses the icon for the bots, but you can always change this.

The uber_engine was just a osiris archetype that i cloned in the engine_equip.ini.

Create a package, add that pack to the base you want it to appear in under market_misc.ini.

You can't sell your engine. And i haven't yet tested this to see if u can buy other engines.

The EQUIP button appears on the object in your inventory. Since this is a breaking development, I'm adding support for engine-package creation into FSS next.

Enjoy.

Edited by - Stinger on 2/14/2004 7:45:19 AM

Ut

Post Thu Apr 17, 2003 3:09 am

This has been covered before, by prplx I believe, but since it's come up in a tasy tutorial form...

Engines have their own icon, too (but their infocards are dataless templates). Here's the Starflier's engine, for an example:

[Good
nickname = ge_gf1_engine_01
equipment = ge_gf1_engine_01
category = equipment
price = 200
item_icon = equipment\models\commodities\nn_icons\equipicon_engine.3db ;<== Engine Icon!
combinable = false
ids_name = 263671
ids_info = 264671
shop_archetype = equipment\models\commodities\crates\crate_grey.3db

Power plants work the same way:

[Good
nickname = ge_fighter_power01 ;<==Also Starflier
equipment = ge_fighter_power01
category = equipment
price = 200
item_icon = equipment\models\commodities\nn_icons\equipicon_powerplant.3db
combinable = false
ids_name = 263705
ids_info = 264705
shop_archetype = equipment\models\commodities\crates\crate_grey.3db

As do scanners:

[Good
nickname = ge_s_scanner_02 ;<== Advanced Scanner, used in NPC Ships
equipment = ge_s_scanner_02
category = equipment
price = 32000
item_icon = equipment\models\commodities\nn_icons\equipicon_radarjammer.3db ;<== Scanners do not have their own icon.
combinable = false
ids_name = 263751
ids_info = 264751
shop_archetype = equipment\models\commodities\crates\crate_grey.3db

And don't forget tractor beams:

[Good
nickname = mod_s_tractor_01
equipment = ge_s_tractor_01
category = equipment
price = 10
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_powerplant.3db ;<== Also iconless
combinable = False
ids_name = 263744
ids_info = 264744
shop_archetype = equipment\models\commodities\crates\crate_grey.3db

Upgradable armour can also be created, but it requires custom IDS Names, and has no infocard (covered by Cpt.Kazo):

[Armor ;<== Goes in misc_equip.ini
nickname = armor_upgrade1
ids_name = 458753 ;<== Custom
hit_pts_scale = 1.0500000
volume = 5.000000

[Good
nickname = armor_upgrade1
equipment = armor_upgrade1
category = equipment
price = 1
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_armor.3db
combinable = false
ids_name = 458753 ;<== Custom
shop_archetype = equipment\models\hardware\br_protective_armor.3db
material_library = equipment\models\hardware.mat

Apparently you can buy and sell the cloaking device, but you can't turn it on or off. For anyone interested in all the gritty details, they can check out prplx's post here:

http://www.lancersreactor.com/t/forum/t ... er&M=False

and Cpt.Kazo's here:

http://www.lancersreactor.com/t/forum/t ... er&M=False

Post Thu Apr 17, 2003 5:09 am

Sweet...

I'm currently adding support for those internal items in FSS so I'll force it to ensure there are packages for everything.

I sure wish someone had dropped the info over the FLSDK site before I went in and posted this. I thought i figgered out somethin new

Anyhow, if u guys know how to do something more than whats on these sticky threads then drop us an email.

Post Thu Apr 17, 2003 10:51 am

You should use the right archetype for your equipment...it's all there.
Why? Because then you can see an engine lying on the desk at the equipment dealer....so just an idea:

[Good
nickname = liberty_engine_01
equipment = liberty_engine_01
shop_archetype = equipment\models\hardware\li_free_flow_ion_drive.3db
material_library = equipment\models\hardware.mat
category = equipment
price = 1000
item_icon = equipment\models\commodities\nn_icons\equipicon_engine.3db
combinable = false

...check line shop_archetype! There are types for engines and powerplants.

Post Thu Apr 17, 2003 4:09 pm

And how do we make this cloaking device buyable?

Post Sun Apr 20, 2003 10:28 pm

where do you find the engines?
like the data and stuff.

I love the nomad fighter, its so fun to fly.

Post Fri Apr 25, 2003 9:16 pm

i got a question bout the 1st post, is that the exact typing u used or is it minus the _____=?

do u determine what engine is used determined by the ids_name and ids_info ? If so, then whats the ids' for the kusari elite engine/ cruise engine

Shigetah shigatah shwa[!

Edited by - djscratchman on 25-04-2003 22:36:28

Edited by - djscratchman on 25-04-2003 22:45:58

Edited by - djscratchman on 25-04-2003 22:46:54

Post Wed May 14, 2003 3:49 pm

When you make an engine buyable, is there any way to limit a certain engine to a ship class? So there are no freighters zipping around Sirius with their brand new Light Fighter Engines?

Craith

--------------------------
Cheating is for losers
Modding is for fun

Post Sun Aug 03, 2003 12:30 pm

I did the above stuff and the engine is buyable all right, and it seems to equip, but it dosen't really. I made a new engine with twice the power and bought it, then equipped it, but it dosen't really affect the ship, or seem to affect it in any way, accept you can't sell it after that either, or remove it (giving rise to the thought... What happens to the original engine or engines) and if a ship has two engines to start with, it will only seemingly equip one new one. Therefore I suggest we are missing something because the new engines will not work on the ship and only one will equip anyway.

It looks cool and all that, but if it is inneffective, then what's the use?

Does someone have an answer???

JustSomeGuy

Post Tue May 04, 2004 12:30 pm

how can one have 2 pieces of equipment (power plants) mounted at the same time?

Post Fri Jun 18, 2004 10:12 am

Is it possible to make engines sellable?

Edit: I mean by the player. Is it possible for a player to sell an engine?

Edited by - /Avatar/ on 6/18/2004 11:12:51 AM

Post Sun Jun 20, 2004 2:35 pm

lmao you guys have rebirthed a 9 month old topic...

you cant equip multiple powerplants

there is no point in making engines for sale as freelancer does not allow you to sell or unequip your engine

Post Thu Dec 16, 2004 6:47 pm

Not entierly true.
If you overwrite all of the decompressed orignial files with the ones from the sdk, version 1.3 i, you can get the ShipComponentModv 1.0 to work.
this allows you to buy new powersupplies, scanners, tractor beams and even some special accessories that appear to be brand new.

It took me about 4 hours to get it working without crashing, but since I replaced the files with the sdk I have yet to have a problem with it. I'm looking into making more powerful cruise engines, no such luck yet though.

Just make sure to back up first. It worked for me, but i'm not sure that was all i did.
Edit:
Did anyone try editing the equipresources.dll before? The aformentioned Mod did, I just checked it against the original. I'm starting to understand how it works... but i'm not sure why it always seemed to crash before i replaced the majority of the files with the sdk 1.3 versions

Edited by - distind on 12/16/2004 7:30:48 PM

Post Tue Mar 15, 2005 9:41 pm

In the code theres the line
combinable=false
maybe if you changed that to true it would work

Post Wed Mar 16, 2005 9:43 am

In my opinion some mods have the feature of buying new engines, which can be equipped and work quite well.

For example Evolutions Mod by Chips.

So, if there are still problems, just look there how they solved it!

Edited by - Black Eagle on 3/16/2005 9:45:23 AM

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