Okay - to add the anubis (which is already flyable remember - cause you fly it in storyline!!!
*edit* - cannot beleive i forgot to add this, saw it in accushots answer - the warning about brackets.......so I just copied his
- thanks dude
IMPORTANT - In blocks of text that have a header beginning with a [ , you will have to add the closing bracket yourself because they are not displayed in html. E.g. add a closing square bracket on "[Ship "
To flog that old horse the anubis on manhatten
Here goes:
[BaseGood
base = Li01_01_base
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood = gf2_package, 4, -1, 1, 1, 0, 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, 0, 0, 1, 1, 1
marketgood = lf_package, 1, -1, 1, 1, 0, 1, 1
marketgood = le_package, 2, -1, 0, 0, 1, 1, 1
marketgood = lfr_package, 1, -1, 1, 1, 0, 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
The bold part is the anubis. Its not set to sell at the base (this being manhatten). What you need to do is set it to sell firstly. So you need to change this:
marketgood = oe_package, 16, -1, 0, 0, 1, 1, 1
Into this:
marketgood = oe_package, 16, -1, 1, 1, 0, 1, 1
Okay - note number change (changes from sell to not sell......actually - only one number really does this - but it would confuse everyone to go into that now
).
okay, next, bases can only sell a max of 3 ships at any time. Since manhatten ALREADY sells 3 ships - you need to remove one from sale....
So - lets see what is sold there: Look again at entry for manhatten above:
marketgood = gf2_package, 4, -1, 1, 1, 0, 1, 1
marketgood = lf_package, 1, -1, 1, 1, 0, 1, 1
marketgood = lfr_package, 1, -1, 1, 1, 0, 1, 1
Note that these have the "sell" numbers? Good stuff. You need to get rid of one of them. now - you could delete one.....you could change ones numbers so that it doesn't sell..........or you could just "deactivate" one of them.
To deactivate, use the ; (semi-colon) button infront of the entry. This means the game doesn't read it, and effectively "removes" it from the games view. To the game you have "deleted" the whole line........of course - to us its still there. Makes this very useful, cause you can "delete" things wihtout deleting them
So - change it around a bit:
;marketgood = gf2_package, 4, -1, 1, 1, 0, 1, 1
That would meant that the startracker is not on sale any longer.
Now it should look like this:
[BaseGood
base = Li01_01_base
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
;marketgood = gf2_package, 4, -1, 1, 1, 0, 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, 0, 0, 1, 1, 1
marketgood = lf_package, 1, -1, 1, 1, 0, 1, 1
marketgood = le_package, 2, -1, 0, 0, 1, 1, 1
marketgood = lfr_package, 1, -1, 1, 1, 0, 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, 1, 1, 0, 1, 1
That is the anubis for sale at manhatten.
Next up -
flying a cruiser.
Okay - a first things first. You can mod the original cruiser, or make a "new" one.
to make a new one, copy the original ones entries and paste to hte bottom of the file. Then, give it a new nickname
example of new entry
[Ship
ids_name = 237031
ids_info = 66565
nickname = my_li_cruiser
LODranges = 0, 200, 400, 600, 1000, 6000
msg_id_prefix = gcs_refer_shiparch_Libc
mission_property = can_use_large_moors
type = CRUISER
DA_archetype = ships\liberty\li_cruiser\li_cruiser.cmp
material_library = ships\liberty\li_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
linear_drag = 1.000000
mass = 5000.000000
hold_size = 1000000
hit_pts = 43300
explosion_arch = explosion_instant
fuse = li_cruiser_body_fuse, 0.000000, 1
fuse = li_cruiser_burning_fuse01, 0.000000, 10825
fuse = li_cruiser_burning_fuse02, 0.000000, 5413
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 = 20000000.000000, 20000000.000000, 20000000.000000
angular_drag = 132000000.000000, 132000000.000000, 132000000.000000
rotation_inertia = 40000000.000000, 40000000.000000, 40000000.000000
nudge_force = 300000.000000
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 4
[CollisionGroup
obj = Li_cruiser_cntrltwr_lod1
separable = true
debris_type = debris_vanish
fuse = li_cruiser_body_fuse, 0.500000, 1
dmg_obj = l_cruiser_tower_cap
dmg_hp = DpCntrltwr
mass = 100.000000
parent_impulse = 10.000000
child_impulse = 10.000000
hit_pts = 43300
root_health_proxy = true
[CollisionGroup
obj = Li_cruiser_nose_lod1
separable = true
debris_type = cap_ship_piece
fuse = li_cruiser_body_fuse, 0.000000, 1
parent_impulse = 10.000000
child_impulse = 60.000000
group_dmg_hp = DpFront
group_dmg_obj = l_cruiser_front_cap
mass = 10.000000
hit_pts = 43300
root_health_proxy = true
[CollisionGroup
obj = Li_cruiser_engine01_lod1
separable = true
debris_type = cap_ship_piece
fuse = li_cruiser_engine1_fuse, 0.000000, 1
dmg_obj = l_cruiser_engine01_cap
dmg_hp = DpEngine01
group_dmg_hp = DpEng01
group_dmg_obj = l_cruiser_engine01_cap
mass = 100.000000
parent_impulse = 10.000000
child_impulse = 1000.000000
hit_pts = 43300
root_health_proxy = true
[CollisionGroup
obj = Li_cruiser_engine02_lod1
separable = true
debris_type = cap_ship_piece
fuse = li_cruiser_engine2_fuse, 0.000000, 1
dmg_obj = l_cruiser_engine02_cap
dmg_hp = DpEngine02
group_dmg_hp = DpEng02
group_dmg_obj = l_cruiser_engine02_cap
mass = 100.000000
parent_impulse = 10.000000
child_impulse = 3000.000000
hit_pts = 43300
root_health_proxy = true
[CollisionGroup
obj = Li_cruiser_engine03_lod1
separable = true
debris_type = cap_ship_piece
fuse = li_cruiser_engine3_fuse, 0.000000, 1
dmg_obj = l_cruiser_engine03_cap
dmg_hp = DpEngine03
group_dmg_hp = DpEng03
group_dmg_obj = l_cruiser_engine03_cap
mass = 100.000000
parent_impulse = 10.000000
child_impulse = 9000.000000
hit_pts = 43300
root_health_proxy = true
[CollisionGroup
obj = Li_cruiser_engine04_lod1
separable = true
debris_type = cap_ship_piece
fuse = li_cruiser_engine4_fuse, 0.000000, 1
dmg_obj = l_cruiser_engine04_cap
dmg_hp = DpEngine04
group_dmg_hp = DpEng04
group_dmg_obj = l_cruiser_engine04_cap
mass = 100.000000
parent_impulse = 10.000000
child_impulse = 5000.000000
hit_pts = 43300
root_health_proxy = true
note that i copied the collisions boxes but NOT the simple boxes. This is because it can have its own collision boxes, but the simple are shared (from original entry). I will tell you why later on
Okay - we are now dealing with the main part:
[Ship
ids_name = 237031
ids_info = 66565
nickname = my_li_cruiser
LODranges = 0, 200, 400, 600, 1000, 6000
msg_id_prefix = gcs_refer_shiparch_Libc
mission_property = can_use_large_moors
type = CRUISER
DA_archetype = ships\liberty\li_cruiser\li_cruiser.cmp
material_library = ships\liberty\li_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
linear_drag = 1.000000
mass = 5000.000000
hold_size = 1000000
hit_pts = 43300
explosion_arch = explosion_instant
fuse = li_cruiser_body_fuse, 0.000000, 1
fuse = li_cruiser_burning_fuse01, 0.000000, 10825
fuse = li_cruiser_burning_fuse02, 0.000000, 5413
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 = 20000000.000000, 20000000.000000, 20000000.000000
angular_drag = 132000000.000000, 132000000.000000, 132000000.000000
rotation_inertia = 40000000.000000, 40000000.000000, 40000000.000000
nudge_force = 300000.000000
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 4
The bits in bold are parts needing changing. We want this to be more realistic - and using moors just isn't going to "cut it" for us (you have to press escape during docking sequence
).
Change them to be:
mission_property = can_use_jumps
type = FREIGHTER
and then add this:
ship_class = 2
(that means in shipdealer it will say its a freighter)
Change the hold_size to about 2000 or so (lets face it, that is too darned high right now
)
And then add these parts to give it nano bot and sheidl bat limits:
nanobot_limit = 200
shield_battery_limit = 200
Its hull is weak at the moment - so you might want to increase that a little bit:
hit_pts = 100000
And now add the strafe_force to complete its handling
strafe_force = 2000000
strafe_power_usage = 2
Okay - next is that it needs a cockpit, and a flight cam.
cockpit = cockpits\liberty\my_li_cruiser.ini
camera_offset = 80, 280
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
max_bank_angle = 15
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
Now for a shield :
shield_link = l_freighter_shield01, HpMount, HpMount
hp_type = hp_freighter_shield_special_10, HpMount
hp_type = hp_freighter_shield_special_9, HpMount
hp_type = hp_freighter_shield_special_8, HpMount
hp_type = hp_freighter_shield_special_7, HpMount
hp_type = hp_freighter_shield_special_6, HpMount
hp_type = hp_freighter_shield_special_5, HpMount
hp_type = hp_freighter_shield_special_4, HpMount
hp_type = hp_freighter_shield_special_3, HpMount
hp_type = hp_freighter_shield_special_2, HpMount
hp_type = hp_freighter_shield_special_1, HpMount
And now for the guns:
hp_type = hp_gun_special_10, HpWeapon01
hp_type = hp_gun_special_9, HpWeapon01
hp_type = hp_gun_special_8, HpWeapon01
hp_type = hp_gun_special_7, HpWeapon01
hp_type = hp_gun_special_6, HpWeapon01
hp_type = hp_gun_special_5, HpWeapon01
hp_type = hp_gun_special_4, HpWeapon01
hp_type = hp_gun_special_3, HpWeapon01
hp_type = hp_gun_special_2, HpWeapon01
hp_type = hp_gun_special_1, HpWeapon01
hp_type = hp_turret_special_10, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_9, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_8, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_7, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_6, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_5, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_4, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_3, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_2, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_1, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
(this means it can mount class 1 - 10 easily for TURRET MOUNTS!). Okay - the mounts - where did i get em? From the CMP file for the ship. However, you can find what mounts a ship has BY LOOKING IN LOADOUTS files. For capships its loadouts_special.ini and for trains/transports its loadouts_utility.ini
Find a ship matching your type (its an NPC loadout) and it will say what guns on what mounts!
For thruster:
hp_type = hp_thruster, HpEngine01, HpEngine02, HpEngine03, HpEngine04
Okay - now you have got a ship looking like this:
[Ship
ids_name = 237031
ids_info = 66565
nickname = my_li_cruiser
LODranges = 0, 200, 400, 600, 1000, 6000
msg_id_prefix = gcs_refer_shiparch_Libc
mission_property = can_use_jumps
type = FREIGHTER
ship_class = 2
DA_archetype = ships\liberty\li_cruiser\li_cruiser.cmp
material_library = ships\liberty\li_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
linear_drag = 1.000000
mass = 5000.000000
hold_size = 2000
hit_pts = 100000
explosion_arch = explosion_instant
fuse = li_cruiser_body_fuse, 0.000000, 1
fuse = li_cruiser_burning_fuse01, 0.000000, 10825
fuse = li_cruiser_burning_fuse02, 0.000000, 5413
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 = 20000000.000000, 20000000.000000, 20000000.000000
angular_drag = 132000000.000000, 132000000.000000, 132000000.000000
rotation_inertia = 40000000.000000, 40000000.000000, 40000000.000000
nudge_force = 300000.000000
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 4
nanobot_limit = 200
shield_battery_limit = 200
strafe_force = 2000000
strafe_power_usage = 2
cockpit = cockpits\liberty\my_li_cruiser.ini
camera_offset = 80, 280
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
max_bank_angle = 15
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
shield_link = l_freighter_shield01, HpMount, HpMount
hp_type = hp_freighter_shield_special_10, HpMount
hp_type = hp_freighter_shield_special_9, HpMount
hp_type = hp_freighter_shield_special_8, HpMount
hp_type = hp_freighter_shield_special_7, HpMount
hp_type = hp_freighter_shield_special_6, HpMount
hp_type = hp_freighter_shield_special_5, HpMount
hp_type = hp_freighter_shield_special_4, HpMount
hp_type = hp_freighter_shield_special_3, HpMount
hp_type = hp_freighter_shield_special_2, HpMount
hp_type = hp_freighter_shield_special_1, HpMount
hp_type = hp_gun_special_10, HpWeapon01
hp_type = hp_gun_special_9, HpWeapon01
hp_type = hp_gun_special_8, HpWeapon01
hp_type = hp_gun_special_7, HpWeapon01
hp_type = hp_gun_special_6, HpWeapon01
hp_type = hp_gun_special_5, HpWeapon01
hp_type = hp_gun_special_4, HpWeapon01
hp_type = hp_gun_special_3, HpWeapon01
hp_type = hp_gun_special_2, HpWeapon01
hp_type = hp_gun_special_1, HpWeapon01
hp_type = hp_turret_special_10, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_9, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_8, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_7, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_6, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_5, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_4, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_3, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_2, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_turret_special_1, HpTurret_L5_01, HpTurret_L5_01, HpTurret_L5_02, HpTurret_L5_03, HpTurret_L5_04, HpTurret_L5_05, HpTurret_L5_06, HpTurret_L5_07
hp_type = hp_thruster, HpEngine01, HpEngine02, HpEngine03, HpEngine04
okay - now you have a shiparch.ini entry....or nearly. You changed the hitpoints for the ship....but you can still die with 1/5 hull left, This is because of the "components". If someone shot you too much in one spot - a component could fail, and when that happens - your ship dies
So remember these:
[CollisionGroup
obj = Li_cruiser_cntrltwr_lod1
separable = true
debris_type = debris_vanish
fuse = li_cruiser_body_fuse, 0.500000, 1
dmg_obj = l_cruiser_tower_cap
dmg_hp = DpCntrltwr
mass = 100.000000
parent_impulse = 10.000000
child_impulse = 10.000000
hit_pts = 43300
root_health_proxy = true
Change the hitpoints to match your hull!
okay - save your shiparch.ini file.
now you need to make it have a nice entry in goods.ini file to be able to sell the thing
Goods.ini file:
First you need a "hull" entry - which is basically referrring to your shiparch.ini ship!
[Good
nickname = my_li_cruiser_hull
category = shiphull
ship = my_li_cruiser ;This refers to shiparch.ini nickname exactly!
price = 1
ids_name = 12016
item_icon = Equipment\models\commodities\nn_icons\bw_freighter.3db ;the icon when in shipdealers - this is the drom.
okay - now you need a loadout for it so that you can buy and fly it!
So - go to loadouts_special.ini file and find a cruiser!
[Loadout
nickname = MSN11_Nomad_Liberty_Cruiser
archetype = li_cruiser
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_lc_engine_01
equip = sfx_rumble_cruiser
equip = li_cruiser_forward_gun01, HpWeapon01
equip = li_cruiser_turret01, HpTurret_L5_01
equip = li_cruiser_turret01, HpTurret_L5_02
equip = li_cruiser_missile_turret01, HpTurret_L5_03
equip = li_cruiser_missile_turret01, HpTurret_L5_04
equip = li_cruiser_turret01, HpTurret_L5_05
equip = li_cruiser_turret01, HpTurret_L5_06
equip = li_cruiser_turret01, HpTurret_L5_07
equip = LargeWhiteSpecial, HpHeadLight01
equip = LargeWhiteSpecial, HpHeadLight02
equip = SlowLargeBlue, HpRunningLight03
equip = SlowLargeBlue, HpRunningLight06
equip = SlowLargeBlue, HpRunningLight08
equip = SlowLargeBlue, HpRunningLight09
Now change the equip = for addon =
Change the [Loadout for [Good
Change nickname = my_li_cruiser_package
add category = ship
and change archetype for hull = my_li_Cruiser_hull
[Good
nickname = My_li_Cruiser_package
Hull = my_li_cruiser_hull
category = ship
addon = infinite_power
addon = ge_s_scanner_02
addon = ge_s_tractor_01
addon = ge_lc_engine_01
addon = sfx_rumble_cruiser
addon = li_cruiser_forward_gun01, HpWeapon01
addon = li_cruiser_turret01, HpTurret_L5_01
addon = li_cruiser_turret01, HpTurret_L5_02
addon = li_cruiser_missile_turret01, HpTurret_L5_03
addon = li_cruiser_missile_turret01, HpTurret_L5_04
addon = li_cruiser_turret01, HpTurret_L5_05
addon = li_cruiser_turret01, HpTurret_L5_06
addon = li_cruiser_turret01, HpTurret_L5_07
addon = LargeWhiteSpecial, HpHeadLight01
addon = LargeWhiteSpecial, HpHeadLight02
addon = SlowLargeBlue, HpRunningLight03
addon = SlowLargeBlue, HpRunningLight06
addon = SlowLargeBlue, HpRunningLight08
addon = SlowLargeBlue, HpRunningLight09
Now then - you should have a ship that is ready. Now you need to add it to market_ships.ini file as well.
marketgood = my_li_cruiser_package, 1, -1, 1, 1, 0, 1, 1
Follow the proceedure for the anubis on this part okay.
Now we are not done yet!! lol. You still need to change a few things, and make a few as well.
First up - how about the turret camera? lets get one working.
From your shiparch.ini entry - you have this line:
cockpit = cockpits\liberty\my_li_cruiser.ini
So - in the cockpits\liberty\ folder - find a file:
li_freighter.ini is okay.
Copy and rename it to:
my_li_cruiser.ini
Now open it up:
[Cockpit
mesh = cockpits\liberty\models\li_freighter_cockpit.cmp
int_brightness = 0.500000
head_turn = 30, 10
[CockpitCamera
[TurretCamera
tether = 0.000000, 11, 39
yaw_rotate_speed = 2.000000
pitch_rotate_speed = 1.500000
accel_speed = 5
Piffle paffle -that is terrible. Make it look more like this:
[Cockpit
mesh = cockpits\corsair\models\co_elite_cockpit.cmp
int_brightness = 0.500000
head_turn = 50, 50
[CockpitCamera
[TurretCamera
tether = 0.000000, 70, 250
yaw_rotate_speed = 2.000000
pitch_rotate_speed = 1.500000
accel_speed = 5
As you can see - the difference is the tether line.
The 0 is unknown (well - i haven't bothered to find out). The 70 is the distance in vertical plane, with 250 being the distance in other cirumference of ship.
So - you are at 70 above, 250 away in all directions when looking from the "turret view" - that should be okay methinks
Save it off...
Are we done yet?
Nope - remember the docking lines?
mission_property = can_use_jumps
We need to make it so that it can use some of these "jumps" so to speak. So open up your solararch.ini file and look for this:
[Solar
nickname = docking_fixture
ids_name = 261158
ids_info = 66141
type = STATION
DA_archetype = solar\dockable\space_docking_fixture.3db
material_library = solar\Solar_mat_tink.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 6000
mass = 10000.000000
loadout = docking_fixture
docking_sphere = moor_medium, HpDockMountA, 5.000000
docking_sphere = moor_medium, HpDockMountB, 5.000000
docking_sphere = moor_medium, HpDockMountC, 5.000000
docking_sphere = moor_large, HpDockMountD, 5.000000
solar_radius = 300
hit_pts = 999999961690316250000000000000000000.000000
Change the lines in bold to this:
docking_sphere = jump, HpDockMountA, 250.000000
docking_sphere = jump, HpDockMountB, 250.000000
This means that you can now dock through the docking rings. The number change is the "cut" point view - so at 5 you can NEVER get close enough to "dock" properly - so 250 means at 250m from the mooring point, you will suddenly end your docking sequence, and be landing on the planet
Now - you can do the same for stations if you wish: I only do it for big stations really
[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 = jump, HpDockMountG, 250.000000
docking_sphere = jump, HpDockMountH, 250.000000
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
Note bold line there? that is the change i put in. Okay - now then - that was Victors docking fix there that you used, and it has advantages over duriels docking fix, as this one can give you a message of "cannot dock ships of that size" when you try to dock with stations that haven't been changed at all
Anyway - there we go - you should be up and running. I haven't tested this out yet, it should work, but i haven't actually made it myself (using this) to check that it does
Have fun..........and hope that helps.
By the way - follow the same rules above for ANY npc ship you want to fly, so apply to dreadnought/rheinland battleship, rheinland cruiser etc etc.
Edited by - Chips on 3/4/2004 7:29:34 AM