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Tutorial---Adding shipdealers to shipless bases

Here you find the different tutorials on editing and MODing Freelancer

Post Sat Jun 07, 2003 5:13 pm

Tutorial---Adding shipdealers to shipless bases

First thing first, I know you can simply change the market_ships.ini file to add whatever ship you want to any base that already sells ships, but I wanted to add shipdealers to currently existing bases that don't normally sell ships. For those of us out there that don't enjoy being able to become UberLancers at the beginning of the game, but do enjoy experiencing at least the stuff that should have been in the game at the beginning...i.e. Capability to get to level 4 ships before you beat the sp storyline and having them sold at bases other than Manhattan this can add some richness to the game.I will be using Newark station(Li01_08_Base) as a template, but it will be very easy to port this to any other station. So here it is.

Requirements:
All you need is an ini uncompression utility. I used BiniQDU v1.1.

First thing to do is open up Freelancer/DATA/UNIVERSE/SYSTEMS/LI01/BASES/li01_08_base.ini and add the following code block at the end of file.

[Room
nickname = ShipDealer
file = Universe\Systems\Li01\Bases\Rooms\Li01_08_shipdealer.ini




Next create the file Freelancer/DATA/UNIVERSE/SYSTEMS/LIO1/BASES/ROOMS/Li01_08_shipdealer.ini and add the following code into the file.

[Room_Info
set_script = Scripts\Bases\li_06_Deck_hardpoint_SDlr.thn
scene = all, ambient, Scripts\Bases\Li_06_Deck_ambi_int_01.thn

[Spiels
ShipDealer = manhattan_ship_spiel

[Camera
name = Camera_0

[Room_Sound
ambient = ambience_shipbuy

[ForSaleShipPlacement
name = X/Shipcentre/01

[Hotspot
name = IDS_HOTSPOT_DECK ;this hotspot creates the link back to the launch deck
behavior = ExitDoor
room_switch = Deck

[Hotspot
name = IDS_HOTSPOT_BAR ; this hotspot creates the link back to the bar
behavior = ExitDoor
room_switch = Bar

[Hotspot
name = IDS_HOTSPOT_COMMODITYTRADER_ROOM ;this hotspot creates the link back to the comodity trader
behavior = ExitDoor
room_switch = Deck
set_virtual_room = Trader

[Hotspot
name = IDS_HOTSPOT_EQUIPMENTDEALER_ROOM ;this hotspot creates the link back to the equipment dealer
behavior = ExitDoor
room_switch = Deck
set_virtual_room = Equipment

[Hotspot
name = IDS_HOTSPOT_SHIPDEALER_ROOM ;kinda redundant but every other base has it
behavior = ExitDoor
room_switch = ShipDealer

[Hotspot
name = IDS_NN_REPAIR_YOUR_SHIP ;this creates the ship repair icon in the shipdealer if you land a
behavior = Repair ;damaged ship on the base

[Hotspot
name = IDS_DEALER_FRONT_DESK ;this creates the Go back to dealer icon after you have
behavior = FrontDesk ;clicked on the ship buy icon
state_read = 1
state_send = 2

[Hotspot
name = IDS_HOTSPOT_SHIPDEALER ;this creates the ship buy icon
behavior = StartShipDealer
state_read = 2
state_send = 1



Next we will need to create a link to the ship dealer room in the other rooms on the base. Open the file Freelancer\DATA\UNIVERSE\SYSTEMS\LI01\BASES\ROOMS\Li01_08_Deck.ini and search for the string "room_switch = Equipment" skip a line and add the following code block:

[Hotspot
name = IDS_HOTSPOT_SHIPDEALER_ROOM
behavior = ExitDoor
room_switch = ShipDealer

Open the file Freelancer\DATA\UNIVERSE\SYSTEMS\LI01\BASES\ROOMS\Li01_08_Bar.ini and search for the following string "set_virtual_room = Equipment" skip a line and add the following code block:

[Hotspot
name = IDS_HOTSPOT_SHIPDEALER_ROOM
behavior = ExitDoor
room_switch = ShipDealer



Finally open the file Freelancer\DATA\EQUIPMENT\market_ships.ini and add the following code block to the end of the file:

[BaseGood
base = Li01_08_base
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, 1, 1, 0, 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 = lf_package, 1, -1, 0, 0, 1, 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, 1, 1, 0, 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, 1, 1, 0, 1, 1

This entry will allow you to buy the Anubis(lvl 16), the Pirhana and the Dagger(lvl 4). Make available whatever ship you want or fits with your idea of how Interspace Commerce deals in ships. Don't forget to append all the right brackets.



Edited by - ScrapIron on 07-06-2003 18:20:44

Edited by - ScrapIron on 07-06-2003 18:28:35

Post Sat Jun 07, 2003 6:43 pm

Scrap that is the exact purpose of my mod that will be released later today. I added dealers to bases not so frequently visited. Also to make them more integrated, you can add the [HotSpot for the shipdealer into the other room ini's as well. I only added them to the bar in mine to make it unique.

Post Sun Jun 08, 2003 5:43 am

Not trying to step on your toes Kurgan, just getting the info out there. I don't ever demand or expect to ever be recognized, and I'm totally not saying you should, for this information which is why I didn't put the demand in the tutorial. If there's ever going to be world peace, people have to stop worrying about their own vanity when it gets in the way of freely-come-by information being passed along freely.
<gets down off soapbox>
At any rate, I hope your mod is a lot of fun, I know mine is.

Post Sun Jun 08, 2003 8:49 pm

Somebody allways post the tutorial after I struggle though figuring it out

Anyway, there is also an alternate way to do this, by using "virtual rooms"

Take any base's *_deck.ini file that doesn't have a ship dealer and find the following block: (you can also do this in the *_bar.ini if desired)

[Hotspot
name = IDS_HOTSPOT_EQUIPMENTDEALER_ROOM
behavior = VirtualRoom
room_switch = Equipment

below that, insert this:

[Hotspot
name = IDS_HOTSPOT_SHIPDEALER_ROOM
behavior = VirtualRoom
room_switch = ShipDealer

Move down the file a bit and find this block:

[Hotspot
name = IDS_EQUIPMENT_ROOM_RIGHT
behavior = MoveRight
state_read = 2
state_send = 1
virtual_room = Equipment

And add this below it:

[Hotspot
name = IDS_HOTSPOT_SHIPDEALER
behavior = StartShipDealer
state_read = 2
state_send = 1
virtual_room = ShipDealer

All done

This way is a lot easier, but in the game there is not actually a ship dealer person. You can click on the Ship Dealer icon and then on the small dealer icon below it and it works fine, just not as nice looking as it is in the bases that were designed for it. The current "room" you're in won't change, so if you were talking to the equipment dealer, for example, he'll be standing there while you buy your new ship.

Post Sun Jun 08, 2003 9:08 pm

No toe stepping here Scrap. Just wanted to let you know that I was doing the same thing in my mod that's all. I was just finishing up my mod before I posted a tutorial on this, but you beat me to it. The more information we all have the better off all the mods will be.

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