*** Tutorial *** Making ADMIN Ship and Wepons
Ok guys this is going to be a long one, this is how to convert the boring old anubis to a hyper admin ship with 2 hit kill wepons.
Ok guys this is a toutorial on how to make ur self a set of admin equipment for your mod
ok first of all we dont want to be making a whole new set of guns, would take quite a bit of time
so
lets use guns and equipment that "normal" players will not be using.
i have chosen the order guns and sheild with the order ship, ive also used the nomad cruse disrupter
ok now
we will start with the ship, we are going to have a torp and a CD we will need a new torp/cd hardpoint. ( dont worry this is not hard at all, very easy if any thing )
ok so go in to *\\Program Files\Microsoft Games\Freelancer\DATA\SHIP
and make the same in ur flmm
so it should be
*\\Program Files\Freelancer Mod Manager\mods\modname\DATA\SHIPS
then go to the freelancer ship folder and copy and paist shiparch.ini
then open it
click EDIT>FIND and type in that or_elite
and click find, it will take u to the section we are working on
if u look through the section of text it links us to
right so
[Ship
ids_name = 237041 <---- dont edit this
ids_info = 66581 <------- or this
ids_info1 = 66582 <------- or this
ids_info2 = 66608 <------- or this
ids_info3 = 66583 <------- or this
ship_class = 1
nickname = or_elite
LODranges = 0, 75, 150, 1000
msg_id_prefix = gcs_refer_shiparch_Ordhf
mission_property = can_use_berths
type = FIGHTER
DA_archetype = ships\order\or_elite\or_elite.cmp
material_library = Ships\order\or_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\or_elite.ini
pilot_mesh = generic_pilot
nanobot_limit = 29 < u might not need thses but set em to 5000 any way
shield_battery_limit = 29 < u might not need thses but set em to 5000 any way
mass = 150.000000
hold_size = 70 <-------------- incase a modder comes on spawning tuns of stuff u want to beable to get rid fast, set this to 50000000
linear_drag = 1.000000
fuse = intermed_damage_smallship01, 0.000000, 1050
fuse = intermed_damage_smallship02, 0.000000, 525
fuse = intermed_damage_smallship03, 0.000000, 350
max_bank_angle = 50
camera_offset = 12, 46
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 17
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 25
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 4200<-------------- change this to 500000000000000000000000
explosion_arch = explosion_li_elite
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 = 43000.000000, 43000.000000, 230000.000000
angular_drag = 41000.000000, 41000.000000, 141000.000000
rotation_inertia = 8400.000000, 8400.000000, 8400.000000
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
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 3
shield_link = or_elite_shield01, HpMount, HpShield01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 <--- add this line
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 <--- add this line
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 <--- add this line
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 <--- add this line
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_elite_shield_special_10, HpShield01 <--- add this line
hp_type = hp_elite_shield_special_9, HpShield01 <--- add this line
hp_type = hp_elite_shield_special_8, HpShield01 <--- add this line
hp_type = hp_elite_shield_special_7, HpShield01 <--- add this line
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_turret_special_10, HpTurret01
hp_type = hp_turret_special_9, HpTurret01
hp_type = hp_turret_special_8, HpTurret01
hp_type = hp_turret_special_7, HpTurret01
hp_type = hp_turret_special_6, HpTurret01
hp_type = hp_turret_special_5, HpTurret01
hp_type = hp_turret_special_4, HpTurret01
hp_type = hp_turret_special_3, HpTurret01
hp_type = hp_turret_special_2, HpTurret01
hp_type = hp_turret_special_1, HpTurret01
hp_type = hp_torpedo_special_1, HpTorpedo03 <--- add this line
hp_type = hp_torpedo_special_2, HpTorpedo03 <--- add this line
hp_type = hp_torpedo_special_1, HpTorpedo02 <--- add this line
hp_type = hp_torpedo_special_2, HpTorpedo02 <--- add this line
hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01
[CollisionGroup
obj = Or_star_wing_lod1
separable = true <---- change to false
parent_impulse = 240.000000
child_impulse = 7.000000
debris_type = debris_small_ship
dmg_hp = DpStarboardwing
dmg_obj = or_elite_dmg_star_wing_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Starboard_Wing
hit_pts = 1050 <---- change to 10000000000000 just incase
root_health_proxy = true
[CollisionGroup
obj = Or_port_wing_lod1
separable = true <---- change to false
parent_impulse = 240.000000
child_impulse = 7.000000
debris_type = debris_small_ship
dmg_hp = DpPortwing
dmg_obj = or_elite_dmg_port_wing_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Port_Wing
hit_pts = 1050 <---- change to 10000000000000 just incase
root_health_proxy = true
ok that should make u a pritty umbr ship
so save the file
ok now for the fun bit
remeber those id's i said not to edit,
ids_name = 237041
ids_info = 66581
ids_info1 = 66582
ids_info2 = 66608
ids_info3 = 66583
we are now going to change them
Ok guys this is a toutorial on how to make ur self a set of admin equipment for your mod
ok first of all we dont want to be making a whole new set of guns, would take quite a bit of time
so
lets use guns and equipment that "normal" players will not be using.
i have chosen the order guns and sheild with the order ship, ive also used the nomad cruse disrupter
ok now
we will start with the ship, we are going to have a torp and a CD we will need a new torp/cd hardpoint. ( dont worry this is not hard at all, very easy if any thing )
ok so go in to *\\Program Files\Microsoft Games\Freelancer\DATA\SHIP
and make the same in ur flmm
so it should be
*\\Program Files\Freelancer Mod Manager\mods\modname\DATA\SHIPS
then go to the freelancer ship folder and copy and paist shiparch.ini
then open it
click EDIT>FIND and type in that or_elite
and click find, it will take u to the section we are working on
if u look through the section of text it links us to
right so
[Ship
ids_name = 237041 <---- dont edit this
ids_info = 66581 <------- or this
ids_info1 = 66582 <------- or this
ids_info2 = 66608 <------- or this
ids_info3 = 66583 <------- or this
ship_class = 1
nickname = or_elite
LODranges = 0, 75, 150, 1000
msg_id_prefix = gcs_refer_shiparch_Ordhf
mission_property = can_use_berths
type = FIGHTER
DA_archetype = ships\order\or_elite\or_elite.cmp
material_library = Ships\order\or_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\or_elite.ini
pilot_mesh = generic_pilot
nanobot_limit = 29 < u might not need thses but set em to 5000 any way
shield_battery_limit = 29 < u might not need thses but set em to 5000 any way
mass = 150.000000
hold_size = 70 <-------------- incase a modder comes on spawning tuns of stuff u want to beable to get rid fast, set this to 50000000
linear_drag = 1.000000
fuse = intermed_damage_smallship01, 0.000000, 1050
fuse = intermed_damage_smallship02, 0.000000, 525
fuse = intermed_damage_smallship03, 0.000000, 350
max_bank_angle = 50
camera_offset = 12, 46
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 17
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 25
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 4200<-------------- change this to 500000000000000000000000
explosion_arch = explosion_li_elite
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 = 43000.000000, 43000.000000, 230000.000000
angular_drag = 41000.000000, 41000.000000, 141000.000000
rotation_inertia = 8400.000000, 8400.000000, 8400.000000
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
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 3
shield_link = or_elite_shield01, HpMount, HpShield01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 <--- add this line
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 <--- add this line
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 <--- add this line
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 <--- add this line
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_elite_shield_special_10, HpShield01 <--- add this line
hp_type = hp_elite_shield_special_9, HpShield01 <--- add this line
hp_type = hp_elite_shield_special_8, HpShield01 <--- add this line
hp_type = hp_elite_shield_special_7, HpShield01 <--- add this line
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_turret_special_10, HpTurret01
hp_type = hp_turret_special_9, HpTurret01
hp_type = hp_turret_special_8, HpTurret01
hp_type = hp_turret_special_7, HpTurret01
hp_type = hp_turret_special_6, HpTurret01
hp_type = hp_turret_special_5, HpTurret01
hp_type = hp_turret_special_4, HpTurret01
hp_type = hp_turret_special_3, HpTurret01
hp_type = hp_turret_special_2, HpTurret01
hp_type = hp_turret_special_1, HpTurret01
hp_type = hp_torpedo_special_1, HpTorpedo03 <--- add this line
hp_type = hp_torpedo_special_2, HpTorpedo03 <--- add this line
hp_type = hp_torpedo_special_1, HpTorpedo02 <--- add this line
hp_type = hp_torpedo_special_2, HpTorpedo02 <--- add this line
hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01
[CollisionGroup
obj = Or_star_wing_lod1
separable = true <---- change to false
parent_impulse = 240.000000
child_impulse = 7.000000
debris_type = debris_small_ship
dmg_hp = DpStarboardwing
dmg_obj = or_elite_dmg_star_wing_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Starboard_Wing
hit_pts = 1050 <---- change to 10000000000000 just incase
root_health_proxy = true
[CollisionGroup
obj = Or_port_wing_lod1
separable = true <---- change to false
parent_impulse = 240.000000
child_impulse = 7.000000
debris_type = debris_small_ship
dmg_hp = DpPortwing
dmg_obj = or_elite_dmg_port_wing_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Port_Wing
hit_pts = 1050 <---- change to 10000000000000 just incase
root_health_proxy = true
ok that should make u a pritty umbr ship
so save the file
ok now for the fun bit
remeber those id's i said not to edit,
ids_name = 237041
ids_info = 66581
ids_info1 = 66582
ids_info2 = 66608
ids_info3 = 66583
we are now going to change them