**Tutorial** - Editing Thrusters and Shields
Ok, this is very basic, so all you pros shouldn't need to listen. All you need is a BINI converter, found on this website, and notepad/wordpad.
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Lets look at the file 'Freelancer\DATA\EQUIPMENT\st_equip.ini'. Remember to decompress it.
It should look like this:
[Thruster <== Closed
nickname = ge_s_thruster_01 ; This is the 'nickname', dont change
ids_name = 263737 ; This is an infocard reference, don't change unless your more advanced with DLL editing
ids_info = 264737 ; Ditto
DA_archetype = equipment\models\st\ku_thruster.3db ; The thrusters 3d model, all thrusters use the same one
material_library = equipment\models\ku_equip.mat ; Ditto
HP_child = HpConnect ; What its connection is (not 100% sure)
hit_pts = 1000 ; How many hit points it has until it gets destroyed
explosion_resistance = 0.500000 ; How vulnerable it is to explosions; 1 = very vulnerable, 0 = Invulnerable
debris_type = debris_normal ; its debrie
parent_impulse = 20 ; ?
child_impulse = 80 ; ?
volume = 0.000000 ; How much space (cargo) it takes up
mass = 10 ; Its mass (duh)
max_force = 72000 ; How much faster it makes you go, every 600 is 1 m/s. Add this to your normal speed to get the acual speed.
particles = gf_ge_s_thruster_01 ; Thruster Trail
hp_particles = hpthrust ; Ditto
power_usage = 165 ; How much power it uses per second, everyone has 1000 in stores
lootable = true ; is it lootable (what else)
separation_explosion = sever_debris ; another debrie
LODranges = 0, 20 ; If you get farther away, the 3d quality goes down. Raise the '20' to increase the distance.
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A bit lower down you should see shields
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[ShieldGenerator <== Closed
nickname = shield03_mark05_fr ; This is the 'nickname', once again
ids_name = 263873 ; Same as before
ids_info = 264873 ; Ditto
DA_archetype = equipment\models\st\li_refractor_shield.3db ; Same
material_library = equipment\models\li_equip.mat ; Same
HP_child = HpConnect ; Same
hit_pts = 1405 ; Same
explosion_resistance = 0.500000 ; Same
debris_type = debris_normal ; Same
parent_impulse = 20 ; ?
child_impulse = 80 ; ?
volume = 0.000000 ; Same
mass = 10 ; Same
regeneration_rate = 44.900002 ; The shields regeneration
max_capacity = 2020 ; How many hit points
toughness = 20.200001 ; How tough it is (?)
hp_type = hp_freighter_shield_special_5 ; What ship level it is and what ship type.
offline_rebuild_time = 12 ; How long its offline when dead
offline_threshold = 0.150000 ; Not sure
constant_power_draw = 0 ; How much power it use
rebuild_power_draw = 10 ; How much power it uses when offline
shield_type = S_Positron01 ; What type of shield (Positron, Gravitational or Molecular)
shield_collapse_sound = shield_offline ; Sound Effect ~ Offline
shield_rebuilt_sound = shield_rebuilt ; Sound Effect ~ Rebuilt
shield_hit_effects = 0, gf_ku_shield01 ; Normal Hit effect
shield_hit_effects = 100, gf_ku_shield02 ; 100 hp down Hit effect
shield_hit_effects = 500, gf_ku_shield03 ; 500 hp down Hit effect
separation_explosion = sever_debris ; Same
LODranges = 0, 20 ; Same
lootable = true ; Same
If your wondering what the shields the say 'npc_shield##_mark##' are, they are the shields that the AI use, notice that they dont regenerate much but have bigger capacity than you. Edit this to get shields that regenerate like yours. It makes battles more interesting
Edited by - Chips on 11/27/2004 11:46:03 AM