Tue May 13, 2003 6:09 am by stealth37
<data file="data\ships\shiparch.ini" method="sectionappend">
<section>
[Ship
ids_name = 237039
</section>
<source>
camera_offset = 10, 25
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
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
nanobot_limit = 99
shield_battery_limit = 99
mission_property = can_use_berths
shield_link = fighter_shield_special_3, HpMount, HpEngine01
hp_type = hp_fighter_shield_special_10, HpEngine01
hp_type = hp_fighter_shield_special_9, HpEngine01
hp_type = hp_fighter_shield_special_8, HpEngine01
hp_type = hp_fighter_shield_special_7, HpEngine01
hp_type = hp_fighter_shield_special_6, HpEngine01
hp_type = hp_fighter_shield_special_5, HpEngine01
hp_type = hp_fighter_shield_special_4, HpEngine01
hp_type = hp_fighter_shield_special_3, HpEngine01
hp_type = hp_fighter_shield_special_2, HpEngine01
hp_type = hp_fighter_shield_special_1, HpEngine01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpCloak01
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpCloak01
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpCloak01
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpCloak01
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpCloak01
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpCloak01
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpCloak01
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpCloak01
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpCloak01
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpCloak01
hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01
hp_type = hp_thruster, HpThruster01
</source>
</data>
<data file="DATA\EQUIPMENT\goods.ini" method="append">
<source>
[Good
nickname = nf_hull
category = shiphull
ship = no_fighter
price = 100
ids_name = 12009
item_icon = Equipment\models\commodities\nn_icons\br_elite.3db
[Good
nickname = nf_package
category = ship
hull = nf_hull
addon = ge_nf_engine_01, internal, 1
addon = br_elite_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = nomad_gun01_mark03, HpWeapon01, 1
addon = nomad_gun01_mark03, HpWeapon02, 1
addon = nomad_gun01_mark03, HpWeapon03, 1
addon = nomad_gun01_mark03, HpCloak01, 1
addon = nomad_torpedo01_rtc, HpTorpedo01, 1
</source>
</data>
I tried to connect the shield also to other hardpoints, but they wouldn´t work either. Probably it would be an easier and more realistic approach to add some kind off "hull regeneration rate"? But understand me right: I´d still love to have running shields!