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**Tutorial** - Changing starting ship in multiplayer

Here you find the different tutorials on editing and MODing Freelancer

Post Fri Sep 12, 2003 5:57 pm

**Tutorial** - Changing starting ship in multiplayer

I've not yet seen a tutorial for flying something other than that sissy starflier in every MP server I go to, so here's a tutorial for your reference, to change the ship new characters get without them needing to download anything. This type of mod can work with the patch, so long as your ship doesn't have anything "illegal" like a uber shield or hull, or some other infinite item. Best of all, you don't need to modify two or three files like maybe other tutorials have stated. The only file you'll be modding is mpnewcharacter.fl

You'll need to use a ini decompressor/extractor, like BiniQBU or BWS ini editor. I prefer using a command line decompressor with a batch file, but you should use what seems most comfortable to you. You'll also need a reference to decipher those IDs. I recommend using *** IDS_NAMES *** to Friendly Names created by vovin. It deciphers the IDs in the following files:

DATA\SHIPS\loadouts.ini
DATA\SHIPS\ships_arch.ini
DATA\EQUIPMENT\weapon_equip.ini
DATA\EQUIPMENT\engine_equip.ini
DATA\EQUIPMENT\misc_equip.ini <--powerplants
DATA\EQUIPMENT\st_equip.ini <--shields
DATA\EQUIPMENT\select_equip <--commodities

I want to make this clear, you won't be altering these files. extract them to a txt format and have them available as you make your mod.

PART 1:

First, let's take a look at the default ship used. This is pulled directly from the loadout.ini file in the DATA\SHIPS folder:

[Loadout
nickname = msn_playerloadout
archetype = ge_fighter <--ship referenced by nickname in shiparch.ini
equip = ge_gf1_engine_01 <--engine
equip = shield01_mark01_lf, HpShield01 <--shield
equip = ge_fighter_power01 --powerplant
equip = ge_s_scanner_01 <--scanner. comes in two flavors
equip = ge_s_tractor_01 <--tractor beam. usually the same for every ship.
equip = ge_s_thruster_01, HpThruster01 <--thruster
equip = li_gun01_mark01, HpWeapon01 <--justice Ilaser
equip = li_gun01_mark01, HpWeapon02 <--justice I laser
equip = LargeWhiteSpecial, HpHeadlight <--these are the lights for your ship.
equip = SlowSmallOrange, HpRunningLight01
equip = SlowSmallOrange, HpRunningLight02
equip = SlowSmallOrange, HpRunningLight05
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02 --right down to here. -->
cargo = ge_s_battery_01, 3 <--batteries on board
cargo = ge_s_repair_01, 3 <--nanos on board.

from archtype on down, you can copy and paste the above into your mpnewcharacter.fl file, but it still won't work properly. first you need to change

archetype = ge_fighter

to this:

ship_archetype = ge_fighter

then you need to comment out
%%PACKAGE%%
at the bottom. just put a ; in front of it so it'll look like
;%%PACKAGE%%
instead. You can start up a MP server but won't see any noticable change however, since it's the same ship.

___________________________________
There is no knowledge that is not power.


Edited by - Chips on 10/31/2004 7:35:44 AM

Post Fri Sep 12, 2003 6:38 pm

PART 2:

Now we will try to change the default ship to the pirahna, complete with appropriate weapons. After decompressing the above ini files into txt ones, I pasted in the deciphered ID names for easy reference. The pirahna ship will be have this nickname, pulled right from shiparch.ini:

nickname = bh_fighter

now I go to the loadouts.ini file and run a search for bh_fighter, and get this:

archetype = bh_fighter
equip = ge_pf_engine_01
equip = npc_shield02_mark02, HpShield01 <--NPC shield. won't regenerate. patch boots players with this.
equip = infinite_power <--patch will boot players with this
equip = ge_s_scanner_02 <--default scanner for NPCs. can see farther.
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = armor_scale_-1 <--alters armor by percentage. found in select_equip.ini
equip = gd_bh_gun01_mark01, HpWeapon01
equip = gd_bh_gun01_mark01, HpWeapon02
equip = gd_bh_gun01_mark01, HpWeapon03
equip = gd_bh_gun01_mark02, HpWeapon04
equip = gd_bh_turret01_mark01, HpTurret01
equip = ge_s_cm_01, HpCM01 <--countermeasure dropper
cargo = ge_s_cm_01_ammo, 20 <--countemeasures
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallBlue, HpRunningLight01
equip = SlowSmallBlue, HpRunningLight02
equip = SlowSmallBlue, HpRunningLight03
equip = SlowSmallBlue, HpRunningLight04
equip = SlowSmallBlue, HpRunningLight05
equip = SlowSmallBlue, HpRunningLight06
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02

As you can see, there are some noticable differences. We'll have to find the proper powerplant to replace the infinite one. Digging in the misc_equip.ini file, we find this:
nickname = bh_fighter_power01
which is the bountyhunter powerplant for a light fighter. Now we replace:
equip = infinite_power
with this:
equip = bh_fighter_power01

Now for the shield. some of the ship setups in the loadouts.ini file are beyond the class that the ship is cappable of using, so we'll want to dig deeper into the shiparch.ini file again. Here's the shield settings for the pirahna, or bh_fighter:

hp_type = hp_fighter_shield_special_4, HpShield01
hp_type = hp_fighter_shield_special_3, HpShield01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01

This tells us the ship can support up to class 4 (light fighter). We'll need to alter this line.
equip = npc_shield02_mark02
delete npc_ from it, then put _lf on the end, and that'll give us
equip = shield02_mark02_lf
which is fine if you want a class 2 molecular shield. You can also change mark02 to mark04 if you so wish. the shield02 stands for molecular, shield01 gravitron, and shield03 positron. The _lf suffix stands for light fighter, _hf for heavy fighter, and _fr for freighter shield.

You can leave equip = ge_s_scanner_02 as it is, or just change 02 to 01 instead. Gameplay won't really be different using the deep scanner instead of the typical one.

Next, we'll look at the weapons. I looked up gd_bh_gun01_mark01 in the weapon_equip.ini file and found it to be a Gunslinger Mk I, a class 2 laser. Just to be sure, I peek at the pirahna in the shiparch.ini file to see what the class restrictions are for each hardpoint, and I find this:

hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04

All hardpoints are capable of mounting class 2 weapons, so I'm satisfied with the guns, all except for the turret. Pirahna's don't have turrets, at least not the ones we can buy from a base, yet this npc pirahna has a turret. It just goes to show, probably every ship has a hidden turret hardpoint that's not available for us, but the AI can use. would be kind of unfair, if the AI wasn't so bad in one-on-one combat. We delete the turret
equip = gd_bh_turret01_mark01, HpTurret01
since we really can't use it. It's possible to leave the turret on, but you'll never be able to change it, while you upgrade your other guns. To tell if you ship can support turrets or not, look up your ship in the shiparch.ini file. If the ship you're using doesn't have HpTurret01anywhere, then it doesn't have a customizable turret, and should be left out.

You'll also want to delete
equip = armor_scale_-1
since the patch will boot you for having this. if your server isn't patched yet, leaving it there won't cause any problems. You could even change it to
equip = armor_scale_21 to really give yourself an armor boost.

That's about everything I wished to change. Oh yes, it's also possible to switch around the engine and powerplant to anything you want. Give your pirahna the titan engine and powerplant if you so wish. You'll probably have a white exhaust trail very similar to the titan if you do. Now, let's take a look at the modified loadout, being careful to change archetype to ship_archetype:

ship_archetype = bh_fighter
equip = ge_pf_engine_01
equip = shield02_mark02_lf, HpShield01
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = gd_bh_gun01_mark01, HpWeapon01
equip = gd_bh_gun01_mark01, HpWeapon02
equip = gd_bh_gun01_mark01, HpWeapon03
equip = gd_bh_gun01_mark02, HpWeapon04
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallBlue, HpRunningLight01
equip = SlowSmallBlue, HpRunningLight02
equip = SlowSmallBlue, HpRunningLight03
equip = SlowSmallBlue, HpRunningLight04
equip = SlowSmallBlue, HpRunningLight05
equip = SlowSmallBlue, HpRunningLight06
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02

hmm, something seems to be missing. let's add 15 nanos and batteries, the limit for the pirahna to the bottom of this loadout:

ship_archetype = bh_fighter
equip = ge_pf_engine_01
equip = shield02_mark02_lf, HpShield01
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = gd_bh_gun01_mark01, HpWeapon01
equip = gd_bh_gun01_mark01, HpWeapon02
equip = gd_bh_gun01_mark01, HpWeapon03
equip = gd_bh_gun01_mark02, HpWeapon04
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallBlue, HpRunningLight01
equip = SlowSmallBlue, HpRunningLight02
equip = SlowSmallBlue, HpRunningLight03
equip = SlowSmallBlue, HpRunningLight04
equip = SlowSmallBlue, HpRunningLight05
equip = SlowSmallBlue, HpRunningLight06
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02
cargo = ge_s_battery_01, 15 <--batteries added
cargo = ge_s_repair_01, 15 <--nanos added

That's looking much better. Typically, you'll want to leave the lights and contrails alone. We now have a ship setup that can be pasted into the mpnewcharacter.fl file.

Now for some notes:
ge_s_thruster_01 is the default thruster. the 01 can be changed up to 04 to give you the max thruster. There is no limitations for the type of thruster that can be mounted on your ship.
ge_s_cm_01 is your countermeasure dropper. you can change the 01 to 02 for the intermediate one, or 03 for the advanced one. make sure you make a corresponding change to ge_s_cm_01_ammo as well.

That pretty much concluded my tutorial on changing the starting ship for your own server. I'd also like to thank Drepanon for his excellent server side mod that showed me how to alter the mpnewcharacter.fl file to make these changes.

___________________________________
There is no knowledge that is not power.

Edited by - Captain Tylor on 12-09-2003 22:49:26

Post Sun Sep 14, 2003 9:43 pm

Interesting, now, how would you do that server side?

Thanks!



Dire Wolf
http://adrr.com/wing/
[wing commander and privateer
http://adrr.com/story
[stories
http://adrr.com/living/
[more stuff than you wanted to know

"kids these days"

Post Mon Sep 15, 2003 3:31 am

Remember that loadout for the bountyhunter ship?

ship_archetype = bh_fighter
equip = ge_pf_engine_01
equip = shield02_mark02_lf, HpShield01
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = gd_bh_gun01_mark01, HpWeapon01
equip = gd_bh_gun01_mark01, HpWeapon02
equip = gd_bh_gun01_mark01, HpWeapon03
equip = gd_bh_gun01_mark02, HpWeapon04
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallBlue, HpRunningLight01
equip = SlowSmallBlue, HpRunningLight02
equip = SlowSmallBlue, HpRunningLight03
equip = SlowSmallBlue, HpRunningLight04
equip = SlowSmallBlue, HpRunningLight05
equip = SlowSmallBlue, HpRunningLight06
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02
cargo = ge_s_battery_01, 15 <--batteries added
cargo = ge_s_repair_01, 15 <--nanos added

just copy and paste this into your mpnewcharacter.fl file somewhere, and change
%%PACKAGE%%
into
;%%PACKAGE%%
and you're all set.

Post Thu Nov 13, 2003 7:41 am

Alright, onto something more advanced. I'll post one of my server mods that I use, namely the bountyhunter mod already discussed earlier, but the full package deal. Take the following and paste it under [Player in your mpnewcharacter.fl file:

name = %%NAME%%
initial_rep = gd_bh_grp
rank = 0

money = 2000
;voice = %%VOICE%%
;All must be Trent!
voice = trent_voice

costume = %%BASE_COSTUME%%
com_costume = %%COMM_COSTUME%%

system = li01
base = li01_01_base


ship_archetype = bh_fighter
equip = ge_pf_engine_01
equip = shield01_mark02_lf, HpShield01
equip = bh_fighter_power01
equip = ge_s_scanner_01
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = gd_bh_gun01_mark01, HpWeapon03
equip = gd_bh_gun01_mark01, HpWeapon04
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallBlue, HpRunningLight01
equip = SlowSmallBlue, HpRunningLight02
equip = SlowSmallBlue, HpRunningLight03
equip = SlowSmallBlue, HpRunningLight04
equip = SlowSmallBlue, HpRunningLight05
equip = SlowSmallBlue, HpRunningLight06
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02
cargo = ge_s_battery_01, 5
cargo = ge_s_repair_01, 5


;Li02
visit = 2745692751,1
;Li03
visit = 2208818767,1
;Li04
visit = 2745633359,1
;Br01
visit = 2945966082,1
;Br02
visit = 2409077762,1
;Br03
visit = 2945943554,1
;Br04
visit = 2409063426,1
;Br05
visit = 2945937410,1
;Br06
visit = 2409040898,1
;Rh01
visit = 2281145474,1
;Rh02
visit = 2818046082,1
;Rh03
visit = 2281172098,1
;Rh04
visit = 2817982594,1
;Rh05
visit = 2281116802,1
;Ku01
visit = 3013596745,1
;Ku02
visit = 2476714569,1
;Ku03
Visit = 3013590601,1
;Ku04
visit = 2476692041,1
;Ku05
visit = 3013559881,1
;Iw01
visit = 3146760779,1
;Iw02
visit = 2609888843,1
;Iw03
visit = 3146754635,1
;Iw04
visit = 2609858123,1
;Iw05
visit = 3146732107,1
;Iw06
visit = 2609851979,1

;%%PACKAGE%%



This will allow your server to start any new character as a bountyhunter at planet manhattan with the standard 2000 credits and a couple of gunslingers. I'll release more of my mods overtime. Also, if there's a request for a certain faction and ship, post here and I'll walk you through it.

___________________________________
There is no knowledge that is not power.

Post Sun Nov 16, 2003 10:16 am

Is it possible to change the costume for multiplayer on the server's side as well? It seems all you would have to do is change the %%BASE_COSTUME%% to something else, though I don't know any of the IDs for the other costumes.

Also: Is there a listing of all the base, ship, and weapon names? I don't really understand what vovin's list has to do with all this.. I don't know what those numbers are for (though I'm rather new to FL modding).

I take it all the "house =" stuff is your rep... What is the "visit =" stuff... is that what systems are locked and/or unlocked maybe?

Post Sun Nov 16, 2003 10:24 pm

Alright.. I've been tinkering with it a bit now. I found SuBXeRo's Freelancer Misc Database, which has nicknames for just about everything. So I modified the mpnewcharacter.fl to start you off with a Legionnare at Cadiz Base. Here's what I got so far.

[Player
name = %%NAME%%
initial_rep = fc_c_grp
rank = 0

money = %%MONEY%%
;voice = %%VOICE%%
;All must be Trent!
voice = trent_voice

costume = ore_runner_male_2
com_costume = %%COMM_COSTUME%%

system = bw02
base = bw02_01_base

house = -0.5, li_n_grp
house = -0.5, li_lsf_grp
house = -0.5, li_p_grp
house = -0.4, br_n_grp
house = -0.4, br_p_grp
house = -0.4, ku_n_grp
house = -0.4, ku_p_grp
house = -0.4, rh_n_grp
house = -0.4, rh_p_grp
house = 0, co_alg_grp
house = 0, co_be_grp
house = -0.3, br_m_grp
house = 0, co_nws_grp
house = 0, co_hsp_grp
house = -0.65, co_ic_grp
house = 0, co_khc_grp
house = -0.3, co_kt_grp
house = 0, rh_m_grp
house = -0.65, co_me_grp
house = -0.65, co_ni_grp
house = 0.2, co_os_grp
house = -0.3, co_rs_grp
house = -0.3, co_shi_grp
house = -0.4, co_ss_grp
house = -0.1, co_ti_grp
house = -0.65, co_vr_grp
house = -0.1, fc_bd_grp
house = 1, fc_b_grp
house = 0.9, fc_c_grp
house = 0, fc_fa_grp
house = 0, fc_g_grp
house = -0.1, fc_gc_grp
house = -0.4, fc_h_grp
house = 5, fc_j_grp
house = -0.2, fc_lh_grp
house = -0.2, fc_lr_grp
house = -0.1, fc_lwb_grp
house = -0.65, fc_m_grp
house = -0.7, fc_ou_grp
house = -0.7, fc_rh_grp
house = -0.4, fc_or_grp
house = -0.2, fc_u_grp
house = -0.9, fc_x_grp
house = -0.3, gd_gm_grp
house = 0, fc_uk_grp
house = -0.65, fc_n_grp
house = -0.65, fc_ln_grp
house = -0.65, fc_kn_grp
house = -0.65, fc_rn_grp
house = 0, fc_ouk_grp
house = 0, fc_q_grp
house = 0, fc_f_grp
house = 0, gd_im_grp
house = 6, gd_z_grp
house = -0.5, gd_bh_grp

;Li02
visit = 2745692751,1
;Li03
visit = 2208818767,1
;Li04
visit = 2745633359,1
;Br01
visit = 2945966082,1
;Br02
visit = 2409077762,1
;Br03
visit = 2945943554,1
;Br04
visit = 2409063426,1
;Br05
visit = 2945937410,1
;Br06
visit = 2409040898,1
;Rh01
visit = 2281145474,1
;Rh02
visit = 2818046082,1
;Rh03
visit = 2281172098,1
;Rh04
visit = 2817982594,1
;Rh05
visit = 2281116802,1
;Ku01
visit = 3013596745,1
;Ku02
visit = 2476714569,1
;Ku03
Visit = 3013590601,1
;Ku04
visit = 2476692041,1
;Ku05
visit = 3013559881,1
;Iw01
visit = 3146760779,1
;Iw02
visit = 2609888843,1
;Iw03
visit = 3146754635,1
;Iw04
visit = 2609858123,1
;Iw05
visit = 3146732107,1
;Iw06
visit = 2609851979,1

ship_archetype = co_fighter
equip = ge_pf_engine_01
equip = shield03_mark04_lf, HpShield01
equip = co_fighter_power01
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = armor_scale_2
equip = fc_c_gun01_mark01, HpWeapon01
equip = fc_c_gun01_mark01, HpWeapon02
equip = fc_c_gun01_mark02, HpWeapon03
equip = cruise_disruptor01_mark01, HpTorpedo01
cargo = cruise_disruptor01_mark01_ammo, 5
equip = mine01_mark01, HpMine01
cargo = mine01_mark01_ammo, 5
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallPurple, HpRunningLight01
equip = SlowSmallPurple, HpRunningLight02
equip = SlowSmallPurple, HpRunningLight03
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02
cargo = ge_s_battery_01, 5
cargo = ge_s_repair_01, 5

;%%PACKAGE

As you can see I changed the costume too, and it indeed works. The talking animations are a little strange, but it works . The costumes are all defined in DATA\CHARACTERS\costumes.ini.

But I seem to be having a strange problem. I can start the server just fine, connect to it just fine, create a new character just fine, and join the game, even go to the bar and talk around looking like a corsair just fine. But as soon as I try to leave cadiz, the server crashes. I'm pretty sure It's not the costume, because I had it as Quintaine earlier and I was able to leave just fine, but I have changed a few things since then, and now it crashes.

Any ideas as to what might be causing it? mpnewcharacter.fl is the ONLY file I have modified.

Also: Is the %%PACKAGE%% referred to locally or is it on the server? I mean if someone changed their loadouts locally and the server was still set to %%PACKAGE%% rather than defining it manually, would they still have the server defined %%PACKAGE%% or their own custom definition?

I ask because I am also wondering if it would be possible to have a client-side ini with a faction name and costume in it and maybe the server could look at it and start the client off with that costume and with the corresponding ship, base, and alliances for that faction. I don't know if that kind of stuff can be generated on the fly though.

Thanks in advance.

Post Mon Nov 17, 2003 8:02 am

the reason your server is crashing is cause you're defining your player's faction twice. Once when defining the faction at the top of the file, and once more when you define how each faction feels about you. You have to choose one way or the other, not both. If you'd like to just use the faction defaults, just use the faction line at the top. If you prefer to pick and choose how every faction feels about you, comment out the faction line before you set each faction manually.

Costumes can also be changed in the mpnewcharacter.fl file. I don't know the costume names and such though, so I haven't really tried to alter it in any way.

Costumes is read from the newcharacter.ini file in the DATA\CHARACTERS\ folder. Packages also makes a call to that file as well. Think of it as a master one that SP and MP use, except in the mpnewcharacter.fl file you can overwrite what's in the newcharcter.ini file by uncommenting (taking out the ; ) and then altering the line as you see fit. Also, anything with %% %% in it will reference the newcharacter.ini file. Remove the % signs, set what you want, and you'll see it changed in your server.

Contrary to what I've read in the forums, for MP games, just alter the mpnewcharacter.fl file. Costumes, ships, factions, money, even what's seen on the nav map, can all be controlled from there.

___________________________________
There is no knowledge that is not power.

Post Tue Nov 18, 2003 2:31 am

Anyone know a way to change starting ship in singleplayer game? Been trying to figure this out for awhile now.

Post Tue Nov 18, 2003 2:42 am

Basically - create a loadout for the ship in the loadouts.ini, then open up the M01a.ini file in the missions folder (sub folder M01a) and scroll down for the part where it states what ship juni gives you.
Then - change the ship from ge_fighter, msn_playerloadout
to whatever the shiparch name is, whatever your loadout name is.

Now here is what you look for in the missions file:

[Trigger
nickname = mrp_accept
system = Li01
Cnd_MsnResponse = accept
Act_SetShipAndLoadout = ge_fighter, msn_playerloadout
Act_SetOffer = 21805
Act_SetTitle = 21800
Act_DeactTrig = mrp_reject
Act_RemoveRTC = missions\\m01a\\M001a_s005a_Li01_01_offer.ini
Act_RemoveRTC = missions\\m01a\\M001a_s005d_Li01_01_reoffer.ini
Act_RemoveAmbient = scripts\\story\\Li_01_Equipment_ambi_s005_ship_01.thn
Act_RemoveAmbient = Scripts\\Bases\\Li_01_Cityscape_gamestart_01.thn
Act_RemoveAmbient = scripts\\Bases\\Li_01_Equipment_ambi_s005_music.thn
Act_ActTrig = spe_initialize_end
Act_GCSClamp = true
Act_NagOff = greet
Act_ActTrig = bsx_newnnobj
Act_NNIds = 30020, HISTORY
Act_ActTrig = lce_setfirstobj

The line in bold is what you change to your ship, your loadout. You can use any loadout in the loadouts.ini file for this, however, the loadout MUST be supported by the shiparch entry. By this i mean if you give the starflier the sabres loadout - you will crashola to desktop. So, for many ships you can easily put what you like in. However, you'll figure it out soon enough. Right now i am modding my arse off to get some decent SP mods out for people, before everyone tries to take over again - LOL!!!


Edited by - Chips on 18-11-2003 02:42:17

Post Thu Nov 20, 2003 5:35 am

As before, I thought I'd throw out another server side ship mod for MP games. This one will allow players to start with an anubis on character creation. Just paste the following below [player in your mpnewcharacter.fl file.




name = %%NAME%%
;initial_rep = %%FACTION%%
rank = 0

money = 0
;voice = %%VOICE%%
;All must be Trent!
voice = trent_voice

costume = %%BASE_COSTUME%%
com_costume = %%COMM_COSTUME%%

system = %%HOME_SYSTEM%%
base = %%HOME_BASE%%

house = 0.91, li_n_grp
house = 0.91, li_lsf_grp
house = 0.65, li_p_grp
house = 0, br_n_grp
house = 0, br_p_grp
house = 0, ku_n_grp
house = 0, ku_p_grp
house = 0, rh_n_grp
house = 0, rh_p_grp
house = 0, co_alg_grp
house = 0, co_be_grp
house = 0, br_m_grp
house = 0, co_nws_grp
house = 0, co_hsp_grp
house = 0.65, co_ic_grp
house = -0.3, co_khc_grp
house = -0.3, co_kt_grp
house = 0, rh_m_grp
house = 0.65, co_me_grp
house = 0.65, co_ni_grp
house = 0, co_os_grp
house = -0.3, co_rs_grp
house = -0.3, co_shi_grp
house = 0.65, co_ss_grp
house = 0, co_ti_grp
house = 0.65, co_vr_grp
house = -0.3, fc_bd_grp
house = -0.3, fc_b_grp
house = -0.65, fc_c_grp
house = -0.3, fc_fa_grp
house = -0.3, fc_g_grp
house = -0.3, fc_gc_grp
house = -0.3, fc_h_grp
house = -0.3, fc_j_grp
house = -0.65, fc_lh_grp
house = -0.65, fc_lr_grp
house = -0.3, fc_lwb_grp
house = -0.65, fc_m_grp
house = -0.65, fc_ou_grp
house = -0.65, fc_rh_grp
house = 0, fc_or_grp
house = -0.65, fc_u_grp
house = -0.65, fc_x_grp
house = 0, gd_gm_grp
house = 0, fc_uk_grp
house = -0.65, fc_n_grp
house = -0.65, fc_ln_grp
house = -0.65, fc_kn_grp
house = -0.65, fc_rn_grp
house = 0, fc_ouk_grp
house = 0, fc_q_grp
house = 0, fc_f_grp
house = 0, gd_im_grp
house = 0, gd_z_grp
house = -0.3, gd_bh_grp


ship_archetype = or_elite
equip = ge_oe_engine_01
equip = order_shield, HpShield01
;equip = shield01_mark02_hf, HpShield01
equip = or_elite_power01
equip = ge_s_scanner_01
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = fc_or_gun01_mark01_m1, HpWeapon01
equip = fc_or_gun01_mark01_m1, HpWeapon02
equip = fc_or_gun01_mark01, HpWeapon03
equip = fc_or_gun01_mark01, HpWeapon04
equip = fc_or_gun01_mark02, HpWeapon05
equip = fc_or_gun01_mark02, HpWeapon06
equip = fc_or_turret01_mark01, HpTurret01
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallYellow, HpRunningLight01
equip = SlowSmallYellow, HpRunningLight02
equip = SlowSmallYellow, HpRunningLight03
equip = SlowSmallYellow, HpRunningLight04
equip = SlowSmallYellow, HpRunningLight05
equip = SlowSmallYellow, HpRunningLight06
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = contrail01, HpContrail03
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02
cargo = ge_s_battery_01, 20
cargo = ge_s_repair_01, 20


;Li02
visit = 2745692751,1
;Li03
visit = 2208818767,1
;Li04
visit = 2745633359,1
;Br01
visit = 2945966082,1
;Br02
visit = 2409077762,1
;Br03
visit = 2945943554,1
;Br04
visit = 2409063426,1
;Br05
visit = 2945937410,1
;Br06
visit = 2409040898,1
;Rh01
visit = 2281145474,1
;Rh02
visit = 2818046082,1
;Rh03
visit = 2281172098,1
;Rh04
visit = 2817982594,1
;Rh05
visit = 2281116802,1
;Ku01
visit = 3013596745,1
;Ku02
visit = 2476714569,1
;Ku03
Visit = 3013590601,1
;Ku04
visit = 2476692041,1
;Ku05
visit = 3013559881,1
;Iw01
visit = 3146760779,1
;Iw02
visit = 2609888843,1
;Iw03
visit = 3146754635,1
;Iw04
visit = 2609858123,1
;Iw05
visit = 3146732107,1
;Iw06
visit = 2609851979,1

;%%PACKAGE%%



I left the default faction settings that you always start out in, since you also start at planet manhattan. Of course the important part is the ship. This one gives you some order deathhand lasers and the order shield. All items sell for only pennies, but their quality is still decent.

___________________________________
There is no knowledge that is not power.

Post Wed Nov 26, 2003 10:52 pm

i hope you guys are still here...

i made a ship model "Hydra6" and put the li_Hydra6.cmp and li_hydra6.mat files in the SHIPS\LIBERTY\LI_FIGHTER directory...

i want to make this ship the starting ship in mp... however i havent started my server yet...

first question... do i have to start the server first to edit the starting ship?
second question... how do i make this the starting ship?

also... the two files up there are the only files ive made... i dont know how to make the loadouts or anything like that... those two where the only ones that were shown to me in the tutorials i had... any help is appreciated....

Post Fri Nov 28, 2003 12:40 am

I've put in a link at the top of this topic that goes to some good references on weapon, thruster,and ship codes. If you're using a custom ship,then my tutorial won't cover that. Please see one of the other tutorials on making ships. If you'd like, post the info on your ship. If you already have a template in the loadouts.ini file found in the DATA\SHIPS\ folder, let me see that info and I'll try to turn it into something that you can copy into your mpnewcharacter.fl file. You'll also want to reference your ships_arch.ini file where you've put in your new ship design. It's got the details on nano, battery and cargo limits, weapon hardpoints and the class limit for each. Remember that thrusters, engines, and shields also require hardpoints as well, so make sure that you know what that info is. Also, if you have contrails or light hardpoints, you'll want to include those too.

If you've pulled this ship from another creator, ask him for a general loadout of it. post that here and I'll try to write a starting ship template for you.

___________________________________
There is no knowledge that is not power.

Post Sat Nov 29, 2003 6:41 am

there is a thing called MP_ge_fighter in loadouts.ini which might correspond to MP starting ships.

All I do for LOVE

Post Wed Dec 31, 2003 12:36 am

ships when starting in MP is called from the mpnewcharacter.fl file, unless you don't specify anything there, then it's called from newcharacter.ini located in the Freelancer\DATA\CHARACTERS folder. This line at the bottom of your mpnewcharacter.fl file, %%PACKAGE%% makes a call to newcharacter.ini to pick the ship and it's loadout. If you comment out %%PACKAGE%% by putting a ; in front of it, you can place whatever ship loadout you want in the mpnewcharacter.fl file.

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