Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

**Tutorial** - Editing Ship Data/Values/Stats

Here you find the different tutorials on editing and MODing Freelancer

Post Mon Mar 31, 2003 8:08 am

First post... having some problems with some ship editing. I felt like making the Dromedary an uber freighter since there is currently none, with level 10 shields, weapons, more batteries, armour, etc. However, whenever I try to use my modified shiparch.ini (which saves as a .txt) the game plays the opening credits, gets to the big "freelancer" loading screen, then crashes to desktop (no error message). Not sure what I did wrong... here is what I edited:


[Ship
ids_name = 237014
ids_info = 66524
ids_info1 = 66525
ids_info2 = 66608
ids_info3 = 66526
ship_class = 2
nickname = bw_freighter
LODranges = 0, 75, 150, 300, 1200
msg_id_prefix = gcs_refer_shiparch_borf
mission_property = can_use_berths
type = FREIGHTER
DA_archetype = Ships\border_world\bw_freighter\bw_freighter.cmp
material_library = ships\border_world\bw_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\corsair\bw_freighter.ini
pilot_mesh = generic_pilot
nanobot_limit = 81 <<<<--- changed to 81 to accomodate big armour
shield_battery_limit = 81 <<<<----- same, just for big shields
mass = 300.000000
linear_drag = 1.000000
hold_size = 275
fuse = intermed_damage_smallship01, 0.000000, 900
fuse = intermed_damage_smallship02, 0.000000, 450
fuse = intermed_damage_smallship03, 0.000000, 300
max_bank_angle = 15
camera_offset = 10, 49
camera_angular_acceleration = 0.035000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 20
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 14200 <<<<---- seems suitable for an uber freighter...
explosion_arch = explosion_li_freighter
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
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 = bw_freighter_shield01, HpMount, HpShield01

Here is where I started to mess with the guns. It previously had 2 level 6 gun slots and one level 5, I think; I am attempting to change it to 2 level 10 and one level 9 here.

hp_type = hp_gun_special_10, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03

Attempting to activate level 1 through 10 shields here...

hp_type = hp_freighter_shield_special_10, HpShield01
hp_type = hp_freighter_shield_special_9, HpShield01
hp_type = hp_freighter_shield_special_8, HpShield01
hp_type = hp_freighter_shield_special_7, HpShield01
hp_type = hp_freighter_shield_special_6, HpShield01
hp_type = hp_freighter_shield_special_5, HpShield01
hp_type = hp_freighter_shield_special_4, HpShield01
hp_type = hp_freighter_shield_special_3, HpShield01
hp_type = hp_freighter_shield_special_2, HpShield01
hp_type = hp_freighter_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01

...and attempting to make use of turrets up to level 10 (which I also planned to make, eventually)

hp_type = hp_turret_special_10, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_9, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_8, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_7, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_6, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_5, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_4, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_3, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_2, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
steering_torque = 54000.000000, 54000.000000, 54000.000000
angular_drag = 60000.000000, 60000.000000, 60000.000000
rotation_inertia = 16800.000000, 16800.000000, 16800.000000


Everything else I left alone. Followed the guide that was posted earlier in the topic. Not sure what i'm doing wrong... any help would be great. A super freighter would breath some new life into this game for me.

Post Mon Mar 31, 2003 9:58 am

Hmmm,

Something interesting.... I changed the Missile Gun to

hp_gun_type = hp_missile_special_1

Then, on the Anubis, which has those lovely unused Torpedo Slots, added the following lines to the Shiparch.ini

hp_type = hp_missile_special_1, HpTorpedo01, HpTorpedo02, HpTorpedo03
hp_type = hp_missile_special_3, HpTorpedo01, HpTorpedo02, HpTorpedo03
hp_type = hp_missile_special_4, HpTorpedo01, HpTorpedo02, HpTorpedo03
hp_type = hp_missile_special_5, HpTorpedo01, HpTorpedo02, HpTorpedo03
hp_type = hp_missile_special_7, HpTorpedo01, HpTorpedo02, HpTorpedo03
hp_type = hp_missile_special_9, HpTorpedo01, HpTorpedo02, HpTorpedo03

Now, it seems this allows me to fit either cruise disrupters, torpedoes, or missiles to the torpedo slots. However, it still allows me to fit the missiles to the gun slots as well, even tho they are now id'd differently. Dunno how, bu t COOL! The missiles are fired by the torpedo button as well.

Lurker Out....

LURK, Lurk, lurk.......

Post Sun Apr 06, 2003 4:45 am

Guys, so far there's been general talk of modding existing models and their hard points. what i want to know is how to CREATE hardpoints on a new external model that didnt come with freelancer.

Ive got a ship and its waiting to be thrashed around. the only thing is i dont know how to give it hard points and also how to insert textures into freelancer that link to the new ship.

heeeelllllppppp me!

Post Sun Apr 06, 2003 5:42 am

Try searching for a hardpoint tutorial on this site, I know there is a good one. I've added two additional hardpoints to the outside of a sabre and a dagger, and as far as I understand it it works the same way with new ships as well... just use the UTF editor

Post Sun Apr 06, 2003 6:42 am

okay, posting this in hopes it gets noticed.....im trying to find out which file i need to modify, in order to use my tractor beam to fill my cargo hold. my dromedary Mk II can hold 2000 units of cargo. however, i can only tractor in 275. any more than that, and the beam just gets stuck. does anyone know a way around this? any help would be greatly appreciated

Post Sun Apr 06, 2003 2:51 pm

Im looking for info:

Ive created an own ship. What do i have to do to make it appear in the space, like the defender of the Navy or the rhinelanders.
I want this ship(s) to patroll in manhattan.

Post Mon Apr 07, 2003 11:31 am

Does any of this editing work in multiplayer? I have managed to get some of the stuff I have read in this thread to work in single-player, but nothing in multiplayer. Specifically, is there a way to start with more money in MULTIPLAYER mode?

Thanks

Post Mon Apr 07, 2003 12:38 pm

@ stratcar:

Normarly all changes from a mod work in MP.
How to set start money:
-open file /exe/mpnewcharacter.fl
-go to line 'money = %%MONEY%%'
-change to e.g. 'money = 100000'
...only works in MP.

@ Berserkir:

quite complicate, search for 'encounter' in this forum. You have to change:
faction_prop.ini, npcships.ini, faction_sets.ini and e.g. area_assault.ini
..use the difficulty flag (d1 to d19 for fighters) to figure your modell into the existing set of encounters....like i said difficult, read the thread

Post Mon Apr 07, 2003 7:10 pm

Thanks Capt. Kazo for trying to help, but I changed the file exactly the way you showed, and then I created a NEW character. But when I got in the game, I still had only 2000 credits. here is how I changed it the mpnewcharacter.fl file:

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

money = 100000
;voice = %%VOICE%%
;All must be Trent!
voice = trent_voice


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

All I changed was the money part. Did I do something wrong? Do I need the percent signs, or maybe change the 'name' part also?

EDIT:

N/M.... Dummy me, I have to change it on the server for multiplayer. DOH!

Edited by - stratcar on 07-04-2003 21:24:36

Post Fri Apr 11, 2003 7:51 am

hey, i have skimmed through this thread, and new to editing files (but not inexperienced with what i am doin, don't worry) i cant find anything describing what to open the .ini files with.

any suggestions? if so, where can i get it?

Post Fri Apr 11, 2003 8:09 am

bini.exe; available at the downloads... drag the ini files onto the exe and it create a whaterever.ini.txt file... backup you whatever.ini and remove the .txt from whatever.ini.txt and voila

no need to recompress, fl will read the new file as long as it has the name of the old one and that it can be found in the same location...

have fun

Post Fri Apr 11, 2003 8:45 am

Sorry for interrupting, but could anyone please help me, how to change the trade lane travel speed. I do not like the idea of a faster cruise speed, but faster trade lanes would do it for me.

Thanks in advance.

Post Fri Apr 11, 2003 9:11 am

hey, first off, thanks carl!

I made some changes to the shiparch.ini file, as seen below, but it didnt work
(this is the one for the Falcon is it not? lol)

this was my first attempt, so i was just making some easy, big changes to be noticeable

[Ship
ids_name = 237018
ids_info = 66536
ids_info1 = 66537
ids_info2 = 66608
ids_info3 = 66538
ship_class = 1
nickname = ge_fighter5
msg_id_prefix = gcs_refer_shiparch_hfighter
mission_property = can_use_berths
LODranges = 0, 75, 150, 1300
type = FIGHTER
DA_archetype = ships\civilian\cv_elite\cv_elite.cmp
material_library = ships\civilian\cv_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\civilian\civilian_elite.ini
pilot_mesh = generic_pilot
nanobot_limit = 150 ; i changed this
shield_battery_limit = 150 ; and this
mass = 150.000000
hold_size = 500 ; and this
linear_drag = 1.000000
fuse = intermed_damage_smallship01, 0.000000, 1550
fuse = intermed_damage_smallship02, 0.000000, 775
fuse = intermed_damage_smallship03, 0.000000, 517
max_bank_angle = 30
camera_offset = 13, 42
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 20000 ; and this
explosion_arch = explosion_cv_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 = 55000.000000, 55000.000000, 48000.000000
angular_drag = 41000.000000, 41000.000000, 35000.000000
rotation_inertia = 8400.000000, 8400.000000, 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
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2
shield_link = cv_fighter5_shield01, HpMount, HpShield01
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon05
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_elite_shield_special_12, HpShield01
hp_type = hp_elite_shield_special_11, HpShield01
hp_type = hp_elite_shield_special_10, HpShield01
hp_type = hp_elite_shield_special_9, HpShield01
hp_type = hp_elite_shield_special_8, HpShield01
hp_type = hp_elite_shield_special_7, HpShield01
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_12, HpTurret01
hp_type = hp_turret_special_11, HpTurret01
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, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01

;along with adding higher weapons class abilities
Thanks!

Edited by - TJChronic on 11-04-2003 10:14:19

Post Fri Apr 11, 2003 9:44 am

since these are the first changes your making, start slow, one by one and see if they work...

so called infocards don't work; if you change the hold-size to 1000 in shiparch.ini ingame you will be able to carry 1000 units of cargo, but when you look at the stats for your ship it will look the same and say that the ship can carry # units. Changes you make may not be as noticable as that is what I am trying to say...

lvl 11 and lvl 12 shields and weapons don't exist.. unless you make them.. and as far as my experience goes you can't tell a hardpoint like HpMine to carry a thruster OR a mine OR a countermessuredropper... I can only cary one of them... so don't try anything like:

hp_type = hp_mine_dropper, HpMine01
hp_type = hp_thruster, HpMine01

but I don't think you did...

now step by step:
1. find the falcon in shiparchi.ini
2. copy the main part (leave the collisiongroups... you can copy them as well, but just as well have the copy use the originals)
3. copy the main part to the end of shiparch.ini //now you have the ship but nobody knows about it..
4. make your changes
5. add a hull and a package (copy the falcons' ones) in goods.ini
6. create an engine in engine_equip.ini
7. create a power-plant in misc.ini
8. make sure that the nicknames match so that the package knows which ship from shiparch, which engine, which power etc...
9. add the package nickname to some base in marketships.ini....

there are excellent tutorials out there for more info, such as:
*** Tutorial *** Adding new ships and Infocards as DLL *** Complete ***
(see the threads) this one is really good and quite detailed as well...but there must be hundred out there, just read some more on the posts...

look in the threads for ship-names lists, base name-lists ini file explanations etc...
just take it easy..

ok, because I'm in a good mood:

ids_name = 237018 // refers to a dll table with the name (Falcon)
ids_info = 66536 //refers to stats-list (armor nanobots, weapon class)*
ids_info1 = 66537 // refers to story "this falcon was edited my me! hoorah"
ids_info2 = 66608 //standard words armor: nanobots/shieldbats etc
ids_info3 = 66538 //data list * in short...
ship_class = 1
nickname = ge_fighter5

nickname must be unique: can't have two ge_fighter5's just make it mod_ge_fighter5 so it's easy to spot you own additions

and again:
ids_info is the stats that you find beneath the story when you fly a certain ship and then press the cargo/loadout button in your top-right of the screen
ids_info1 is the story of the ship that appears above ids_info in the cargo/loadout screen AND the story that appears at the bottom at the shipshop when you select a ship
ids_info2 a list of word that appears next to the story at the shop
ids_info3 the stats of your ship corresponding to the words in ids_info2, appearing to the right of ids_info2 at the ship shop..

man I feel like a cyber-boyscout or something...but glad to help!

Have fun!


Edited by - carl on 11-04-2003 10:57:46

Post Fri Apr 11, 2003 10:51 am

ok, thanks to carls help, and a couple of other threads i am almost done.

the only thing i need now is the nickname of the Falcon's hull in the goods.ini file

THanks again for all the help!

Return to Freelancer Editing Tutorial Forum