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*** Tutorial *** Creating a flyable Asteroid miner

Here you find the different tutorials on editing and MODing Freelancer

Post Sat Jun 14, 2003 10:15 am

*** Tutorial *** Creating a flyable Asteroid miner

This tutorial is for creating an asteroid miner that can be piloted. Some sections are adapted from Wanderers battleship tutroial - its not all my work, just mostly

Post Sat Jun 14, 2003 10:16 am

Dont forget to add closing brackets to anylines with opening brackets.

Use the ini extractor available from this site to extract any ini files you need to edit. Also dont forget to rename any extracted files from *.ini.txt to just *.ini

1. Open up DATA/SHIPS/shiparch.ini and paste the following text:

[Ship
ids_name = 261159
ids_info = 66140
ids_info1 = 66140
ids_info2 = 66140
ids_info3 = 66140
nickname = my_miner_ship
LODranges = 0, 600, 800, 1000, 1500, 2000, 3000, 20000
msg_id_prefix = gcs_refer_shiparch_Libb
mission_property = can_use_med_moors
type = FREIGHTER
DA_archetype = ships\utility\mining\mining.cmp
material_library = ships\utility\utility_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
mass = 100000.000000
linear_drag = 1.000000
hold_size = 1000000
hit_pts = 70000
explosion_arch = explosion_asteroid_miner
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 = 140000000, 140000000, 140000000
angular_drag = 1400000000, 1400000000, 1400000000
rotation_inertia = 1600000000, 1600000000, 1600000000
nudge_force = 3000000.000000
strafe_force = 3000000
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = hanger_doors_opening
bay_doors_close_snd = hanger_doors_closing
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2
cockpit = cockpits\liberty\l_dreadnaught.ini
camera_offset = 100, 270
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
fuse = miner_death_fuse, 0.000000, 1
hp_type = hp_turret_special_1, HpTurret_U1_01
hp_type = hp_turret_special_1, HpTurret_U1_02
hp_type = hp_turret_special_1, HpTurret_U2_01
hp_type = hp_turret_special_1, HpTurret_U2_02

2. Paste the folowing text into DATA/EQUIPMENT/goods.ini:

[Good
nickname = my_miner_ship
category = shiphull
ship = my_miner_ship
price = 2500
ids_name = 261159
item_icon = Equipment\models\commodities\nn_icons\co_freighter.3db

[Good
nickname = my_miner_package
category = ship
hull = my_miner_ship
addon = ge_s_scanner_02
addon = infinite_power
addon = ge_s_tractor_01
addon = rob_miner_engine
equip = sfx_rumble_ut_miner
addon = miner_turret, HpTurret_U1_01
addon = miner_turret, HpTurret_U1_02
addon = miner_turret, HpTurret_U2_01
addon = miner_turret, HpTurret_U2_02
addon = SlowLargeWhite, HpRunningLight01
addon = SlowLargeWhite, HpRunningLight02
addon = SlowLargeWhite, HpRunningLight07
addon = SlowLargeWhite, HpRunningLight08
addon = LargeWhiteSpecial, HpRunningLight09
addon = LargeWhiteSpecial, HpRunningLight10
addon = DockingLightRed, HpDockLight01
addon = DockingLightRed, HpDockLight02
addon = mining_ship_engine_sound

3. Now open DATA/EQUIPMENT/engine_equip.ini and add the following text:

[Engine
nickname = rob_miner_engine
ids_name = 263889
ids_info = 264889
volume = 400.000000
mass = 10
max_force = 3000000
linear_drag = 100000
reverse_fraction = 0.500000
flame_effect = gf_li_largeengine03
trail_effect = gf_br_transport_engine01_trail
cruise_charge_time = 5
cruise_power_usage = 20
rumble_sound = rumble_battleship
character_start_sound = engine_bw_freighter_start
character_loop_sound = engine_bw_freighter_loop
character_pitch_range = -50, 25
rumble_atten_range = -5, 0
rumble_pitch_range = -25, 25
engine_kill_sound = engine_bw_freighter_kill
cruise_start_sound = engine_bw_cruise_start
cruise_loop_sound = engine_bw_cruise_loop
cruise_stop_sound = engine_bw_cruise_stop
cruise_disrupt_sound = cruise_disrupt
cruise_backfire_sound = cruise_backfire
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 90
outside_sound_cone = 270

4. Open DATA/EQUIPMENT/weapon_equip.ini and paste this text:

[Munition
nickname = miner_turret_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 10
energy_damage = 0
one_shot_sound = fire_laser5
munition_hit_effect = pi_laser_04_impact
const_effect = pi_laser_04_proj
lifetime = 0.928000
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = miner_turret
ids_name = 263275
ids_info = 264275
DA_archetype = equipment\models\turret\sp_turret02.cmp
material_library = equipment\models\sp_turret.mat
HP_child = HPConnect
hit_pts = 6752
explosion_resistance = 1.000000
debris_type = debris_turret_large
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_turret_special_1
damage_per_fire = 0
power_usage = 268.950012
refire_delay = 0.120000
muzzle_velocity = 600.299988
use_animation = Sc_fire
toughness = 19.600000
flash_particle_name = sp_doomsday_03_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = miner_turret_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

5. Paste the following text into DATA/EQUIPMENT/weapon_good.ini:

[Good
nickname = miner_turret
equipment = miner_turret
category = equipment
price = 14300
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_turret.3db
combinable = false
ids_name = 197224
ids_info = 65537
shop_archetype = equipment\models\weapons\li_smlturret.cmp
material_library = equipment\models\li_equip.mat

6. Browse to DATA/COCKPITS/LIBERTY and create a new .ini file called "l_miner.ini". In this file place the following text:

[Cockpit
mesh = cockpits\liberty\models\li_freighter_cockpit.cmp
int_brightness = 0.500000
head_turn = 30, 10

[CockpitCamera

[TurretCamera
tether = 0.000000, 50, 400
yaw_rotate_speed = 2.000000
pitch_rotate_speed = 1.500000
accel_speed = 5

7. Next open DATA/EQUIPMENT/market_misc.ini and add this line under the base of your choice, e.g. base = Li01_01_base for Planet Manhattan:

MarketGood = miner_turret, 6, 0.300000, 10, 10, 0, 1

8. Go to DATA/EQUIPMENT/market_ships.ini and replace the entire section of text for your base with this:

[BaseGood
base = Li01_01_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, 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, 1, 1, 0, 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, 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
marketgood = my_miner_package, 22, -1, 1, 1, 0, 1, 1

You re good to go! If you want to be able to moor at bases then do the following:

*** This section of text was copied from Wanderers Battleship Tutorial ***

16: Open up your solararch.ini and search for the word STATION. A basic sample looks like this:
[Solar
nickname = largestation1
ids_name = 60219
ids_info = 60220
type = STATION
DA_archetype = solar\dockable\station_large_b_lod.cmp
material_library = solar\Solar_mat_dockable02.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 2000, 3000, 4000, 7000, 40000
mass = 10000.000000
loadout = space_station
docking_sphere = berth, HpDockMountA, 5.000000, Sc_open dock1
docking_sphere = berth, HpDockMountB, 5.000000, Sc_open dock2
docking_sphere = berth, HpDockMountC, 5.000000, Sc_open dock3
docking_sphere = berth, HpDockMountD, 5.000000, Sc_open dock4
docking_sphere = moor_large, HpDockMountE, 10.000000
docking_sphere = moor_large, HpDockMountF, 10.000000
docking_sphere = moor_medium, HpDockMountG, 5.000000
docking_sphere = moor_medium, HpDockMountH, 5.000000
docking_sphere = moor_medium, HpDockMountI, 5.000000
docking_sphere = moor_medium, HpDockMountJ, 5.000000
docking_sphere = moor_medium, HpDockMountK, 5.000000
docking_sphere = moor_medium, HpDockMountL, 5.000000
docking_sphere = moor_medium, HpDockMountM, 5.000000
docking_sphere = moor_medium, HpDockMountN, 5.000000
docking_sphere = moor_medium, HpDockMountO, 5.000000
docking_sphere = moor_medium, HpDockMountP, 5.000000
docking_sphere = moor_medium, HpDockMountQ, 5.000000
docking_sphere = moor_medium, HpDockMountR, 5.000000
docking_camera = 0
solar_radius = 800
shape_name = NAV_largestation
hit_pts = 999999961690316250000000000000000000.000000

Replace all of the moor_medium numbers with ones ranging from 10 to 20
docking_sphere = moor_medium, HpDockMountJ, 5.000000
to
docking_sphere = moor_medium, HpDockMountJ, 10.000000

The only exception is the docking ring in which this is to replace this:
docking_sphere = ring, HpDockMountA, 40, Sc_open dock a
docking_sphere = ring, HpDockMountB, 40, Sc_open dock b
to this:
docking_sphere = jump, HpDockMountA, 40, Sc_open dock a
docking_sphere = jump, HpDockMountB, 40, Sc_open dock b

Look in the DATA/SOLAR/DOCKABLE folder for a file called docking_ringx2_lod.sur and rename it to something different, for example NOTdocking_ringx2_lod.sur . This stops you colliding with the docking rings.

The Asteroid miner has almost unlimited cargo capacity and four rapid-fire asteroid sweeper turrets. The IDS for everything works fine except for the turrets, you may have to create a new IDS for them. The miner has very tough armour but is slow and has no shield for protection: watch out.
If you are tired of trawling through those tiny dynamic asteroids for loot try my other tutorial here for creating fields of large mineable asteroids.

Edited by - Accushot on 14-06-2003 11:18:17

Post Sat Jun 14, 2003 2:04 pm

trying it out now...

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