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**Tutorial** - Changing the Cinematic Ships

Here you find the different tutorials on editing and MODing Freelancer

Post Sun Nov 30, 2003 6:59 am

**Tutorial** - Changing the Cinematic Ships

It took me a while to find it, but this has been included in my "The Equalizer" mod.

To change the ship that Juni gives you in the Equipement room:
Open the:
RTC_SHIPARCH.INI file.
You will find a section with:
Ship
nickname = rtcprop_civ_fighter
That will be followed by ship information.
Except for the two lines above, change all the rest of the ship info with the ship you want.
But be sure it's EXACTLY the info in this file on the ship you want.
Here's what it looks like for the Patriot:
Ship
nickname = rtcprop_civ_fighter
LODranges = 0, 40, 60, 140, 300, 1000
DA_archetype = ships\liberty\li_fighter\li_fighter.cmp
material_library = ships\liberty\li_playerships.mat
type = FIGHTER


To change the ship in the Launching with King, Donau attack sequence:
Open the:
SHIPARCH.INI file.
You will find a section with:
Ship
idsname = 237015
nickname = msn_playership
That will be followed by ship information.
Except for the three lines above, change all the rest of the ship info with the ship you want.
But be sure it's EXACTLY the info in this file on the ship you want.
And be sure to replace/include the Collision & Simple sections for your ship, too.

Edit:
It should be similar to the 237034 in the following post.
The system wouldn't allow me to put the corrected version here.

Of course, those only change the ships in the cinematics.
To change which ship you actually start out with:
Open the:
M01A.INI file.
You will find a section with:
nickname = mrp_accept
Act_SetShipAndLoadout = ge_fighter, msn_playerloadout
Simple change the "ge_fighter" to the code for your new ship.
Here's how it looks for the Patriot:
Trigger
nickname = mrp_accept
system = Li01
Cnd_MsnResponse = accept
Act_SetShipAndLoadout = li_fighter, msn_playerloadout

Unfortunately, we're not done!
You now have a new ship in the cinematics, and a new ship to launch in, but it's basically unarmed!
(Or at the very least, armed as the original Starflier was.)

To rearm it:
Open the:
loadouts.ini file.
You will find 2 sections:
Loadout
nickname = msn_playerloadout
and
Loadout
nickname = msn_playerloadout_faux
You need to add your weapons to BOTH sections, or the game crashes!
You also need to change any ship specific information as well, or that can cause a crash, too.
Last, but not least, you can add ANY weapon or peace of equipement in the game.
BUT!!!
And this is a very important BUT!!!
Be ABSOLUTELY sure to place everything in the correct hardpoints!
Here's the Patriot loadout from my MOD:
Loadout
nickname = msn_playerloadout
archetype = li_fighter
equip = ge_lf_engine_01
equip = shield01_mark06_lf, HpShield01
equip = li_fighter_power01
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_04, HpThruster01
equip = fc_j_gun01_mark03, HpWeapon01
equip = fc_j_gun01_mark03, HpWeapon02
equip = fc_j_gun01_mark03, HpWeapon03
equip = fc_j_gun01_mark03, HpWeapon04
equip = cruise_disruptor01_mark01, HpTorpedo01
cargo = cruise_disruptor01_mark01_ammo, 50
equip = mine02_mark01, HpMine01
cargo = mine02_mark01_ammo, 50
equip = ge_s_cm_03, HpCM01
cargo = ge_s_cm_03_ammo, 50
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallOrange, HpRunningLight01
equip = SlowSmallOrange, HpRunningLight02
equip = SlowSmallOrange, HpRunningLight03
equip = SlowSmallOrange, HpRunningLight04
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02
cargo = ge_s_battery_01, 33
cargo = ge_s_repair_01, 33

Simply add "_faux" for the second one.
Also, where you see the:
equip = SlowSmallOrange,
You can change the word "Orange" to:
White
Blue
Yellow
Green
(5 colors in total.)
And YES, you can make each a different color.
And check how many running lights your ship has!
Some only 3, some over 8!

I hope this helps!


Edited by - warzog on 01-12-2003 16:41:35

Edited by - Stinger on 2/14/2004 7:59:12 AM

Edited by - Chips on 11/2/2004 1:06:34 PM

Post Sun Nov 30, 2003 7:48 am

I almost forgot:
To upgrade the Patriot, change the SHIPARCH.INI file on ids_name = 237034 to:

Ship
ids_name = 237034
ids_info = 66601
ids_info1 = 66571
ids_info2 = 66608
ids_info3 = 66572
ship_class = 0
nickname = li_fighter
LODranges = 0, 80, 120, 1000
msg_id_prefix = gcs_refer_shiparch_Liblf
mission_property = can_use_berths
type = FIGHTER
mass = 100.000000
hold_size = 45
linear_drag = 1.000000
fuse = li_fighter_gas01, 0.000000, -1
fuse = li_fighter_smoke01, 0.000000, -1
fuse = intermed_damage_smallship02, 0.000000, 400
fuse = intermed_damage_smallship03, 0.000000, 200
max_bank_angle = 35
camera_offset = 6, 22
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
nanobot_limit = 33
shield_battery_limit = 33
hit_pts = 5000
DA_archetype = ships\liberty\li_fighter\li_fighter.cmp
material_library = ships\liberty\li_playerships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\l_fighter.ini
pilot_mesh = generic_pilot
explosion_arch = explosion_li_fighter
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 = 24000.000000, 24000.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
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
num_exhaust_nozzles = 1
HP_tractor_source = HpTractor_Source
shield_link = l_fighter_shield01, HpMount, HpShield01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
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
hp_type = hp_fighter_shield_special_10, HpShield01
hp_type = hp_fighter_shield_special_9, HpShield01
hp_type = hp_fighter_shield_special_8, HpShield01
hp_type = hp_fighter_shield_special_7, HpShield01
hp_type = hp_fighter_shield_special_6, HpShield01
hp_type = hp_fighter_shield_special_5, HpShield01
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
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_torpedo_special_2, HpTorpedo01

[CollisionGroup
obj = port fin_lod1
separable = true
parent_impulse = 240.000000
child_impulse = 7.000000
dmg_hp = DpPortfin
dmg_obj = li_fighter_dmg_portfin_cap
mass = 5.000000
debris_type = debris_small_ship
separation_explosion = explosion_small_ship_breakoff
type = Port_Fin
hit_pts = 750
root_health_proxy = true

[CollisionGroup
obj = star fin_lod1
separable = true
parent_impulse = 240.000000
child_impulse = 7.000000
debris_type = debris_small_ship
dmg_hp = DpStarboardfin
dmg_obj = li_fighter_dmg_starboardfin_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Starboard_Fin
hit_pts = 750
root_health_proxy = true

[Simple
nickname = li_fighter_dmg_portfin_cap
DA_archetype = ships\liberty\li_fighter\li_fighter_dmg_portfin.3db
material_library = ships\liberty\li_playerships.mat
mass = 5.000000
LODranges = 0, 100, 1000

[Simple
nickname = li_fighter_dmg_starboardfin_cap
DA_archetype = ships\liberty\li_fighter\li_fighter_dmg_starboardfin.3db
material_library = ships\liberty\li_playerships.mat
mass = 5.000000
LODranges = 0, 100, 1000

[Simple
nickname = li_fighter_dmg_engine_cap
DA_archetype = ships\liberty\li_fighter\li_fighter_dmg_engine.3db
material_library = ships\liberty\li_playerships.mat
mass = 5.000000
LODranges = 0, 100, 1000

Of course, similar changes will also upgrade other ships, this is the Patriot from my mod.

Post Sun Nov 30, 2003 1:59 pm

Might have taken a while to find it, but its been in my thread for a while, by FIREBASE. However, his method is one heck of alot simpler, and very different.

Edited by - Chips on 30-11-2003 14:21:14

Post Sun Nov 30, 2003 5:27 pm

Wish it was labeled so it could be found.
Or that there was a search engine here.
I've spent days looking through threads, and not found stuff.
Oh, well...
I tried.

Post Sun Nov 30, 2003 5:52 pm

lol - its good, search was taken down - not sure why. It is simpler - doesn't mean its better, but just simpler is all - lol.

Post Mon Dec 01, 2003 5:07 am

warzog yours is a little thorough than mine, explaining everything if you want i can give you a scripted version of what you are talking about.

If you are interested, email me at [email protected]

All I do for LOVE

Post Mon Dec 01, 2003 5:10 am

i have created far before you new it, and was not releasing it cuz i'm just using it for my personal mod. Now Chips Method is very good, cuz you can select the ships you want to fly in the start of the story. You can download it in his web site it's a little as 1.37MB i think.

All I do for LOVE

Post Mon Dec 01, 2003 5:12 am

also if you want i can also give you on how to change juni's ship included those pesky cinematics, except for the final one. still looking for that anubis file info in there.

All I do for LOVE

Post Mon Dec 01, 2003 4:39 pm

Firebase:
Thanx for the info.
My problem is that I don't have the software, or knowledge, to do a scripted version.
I made this tutorial to help others, who, like me, have enough knowledge to be dangerous!
LOL!
When I tried to do a scripted version of my "The Equalizer" MOD, nothing worked.
So, I ended up doing this, instead.

BTW-I've tried Chip's MOD, and it's quite good, but I don't recall seeing the cinematics changed in it.
I tried using the info in that MOD to do a scripted version , but I couldn't get it to work, probably due to my P3 Win98SE notebook.
So I had to come up with a way that would work for me, and my skills/software/equipment.

Again, thanx for the info...
Perhaps, this'll be helpful to others?


Edited by - warzog on 01-12-2003 16:57:08

Post Tue Dec 02, 2003 4:35 am

Actually you just need a text editor and FLMM help files for its commands. Don't worry, i myself have problems scripting then. When i tried to script my weapons with the dreaded ids_info = 0,GENERATEXMLRES<blah blah>, this is the first time my scripted mod works. You just try and try until all those bugs are sorted out.

All I do for LOVE

Post Sat Dec 20, 2003 3:51 am


The Link to the Scripted version of this tut. Just Click Here


All I do for LOVE

Edited by - firebase on 20-12-2003 04:00:44

Edited by - firebase on 20-12-2003 04:03:54

Edited by - firebase on 20-12-2003 04:04:36

Post Sun Dec 28, 2003 6:47 am

firebase:
THANKS!

I wish I had an xml editor, or knew how to use one.

Watch your 6!

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