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*** Newbie Questions? Look no further! ***

The general place to discuss MOD''ing Freelancer!

Post Thu Sep 11, 2003 12:46 pm

Well in Sig 17 theres a destroyed station and i wanted it near there.
Its mainly for tornys etc that will be held on my server hence why i need all the PVP equipment sold there and also for general MP on my server.
Also needs a unique name which is Joltport 1
basic equipment needed is
unique weapons ie Daimondbacks etc
ripper mines
class 10/9 sheilds
Eagle ship
class 9 missles etc

I was going to just copy FP9 to sig 17 and make adustments etc but im still learning so any help would be supa

Post Thu Sep 11, 2003 9:21 pm

Shayne - two or three common probs here.

1) you got the position wrong - lol. This is obvious, but it DOES occur, also you migh have put it close to something to help find it 'Do'h' you might have put it INSIDE/ON TOP of something else, and hence can't see it (accushots making a stationin Manhatten problem......it worked - it was in manhat)

2) You haven't refferenced correctly, or at all, in the universe.ini For this, look at other bases in the ini file. Copy one of them, then change the sections that are required for yours (base runby, location of your files with base in it - Li01 folder etc)

3) The base you have made inside the system ini file is not correct......also - make sure you have the my_base.ini file in the folder for bases, and that everything is named correctly and in the correct place, and pointing at the corrct paths.

After that, not sure. Paste up what you have here (your systems ini - ie Li01.ini - JUST the relevant part, your universe.ini entry, and also your base.ini entry for us to take a peek at (i say us as others will have a stab if they know



Chips
Mod Commander
The Elite Modding Project

Post Fri Sep 12, 2003 1:01 am

we`ll try again
giday chips thanks for the reply
l believe this is what you want .

my uni.ini addin
l put this at the bottom of the ini.file

[Base
nickname = Li01_mybase
system = Li01
strid_name = 196775
file = Universe\Systems\Li01\Bases\Li01_mybase.ini
BGCS_base_run_by = W02bF01


uni\sys\Li01\ini

[Object
nickname = Li01_mystation
ids_name = 196773
pos = -32270, 0, -32039
rotate = 0, 40, 0
Archetype = largestation1
ids_info = 65761
base = Li01_mybase
dock_with = Li01_mybase
voice = atc_leg_f01
space_costume = br_karina_head, br_karina_body
reputation = li_n_grp
behavior = NOTHING
difficulty_level = 3
loadout = space_station_co_01
pilot = pilot_solar_easy

base.ini

[BaseInfo
nickname = Li01_mybase
start_room = Cityscape

[Room
nickname = Cityscape
file = Universe\Systems\Li01\Bases\Rooms\Li01_mybase_cityscape.ini

[Room
nickname = Bar
file = Universe\Systems\Li01\Bases\Rooms\Li01_mybase_bar.ini

[Room
nickname = Trader
file = Universe\Systems\Li01\Bases\Rooms\Li01_mybase_trader.ini

[Room
nickname = ShipDealer
file = Universe\Systems\Li01\Bases\Rooms\Li01_mybase_shipdealer.ini

[Room
nickname = Equipment
file = Universe\Systems\Li01\Bases\Rooms\Li01_mybase_equipment.ini

l also copied and renamed manhatten rooms to mybase

Post Fri Sep 12, 2003 1:22 am

Alert.....Alert.......Alert - Change station position, repeat, change station position.....collision course with manhatten, repeat collision course with manhatten...............LOL
Sorry - its late, i am tired - and in my silly mood. Let me point something out here:
Your stations position = -32000,0,-32000 (roughly)
Manhattens planets pos = -33270, 0, -33039
Manhattens planet type = Archetype = planet_earthgrncld_4000
Basically - what that means is that in a circle round that coordinates of -33k, 0 -33k there is a planet for at least 2k in every direction
The atmosphere range is about 4600m - so 300m either side of the planet.
I suggest you bring the station forward and to the right on the map - which means these sorts of coords
pos = -29000, 0, -26000
We have now shifted that station approx 3k to the right
We have brought the station approx 6k nearer the sun (center of map - 0, 0, 0)
you should look somewhere towards the tradelane towards pittsburgh (can't remember the two stations names) and it should be there.
That is your prob - Accushot - fix those darned coords will ya? thats the fourth person you have confused!!!


Chips
Mod Commander
The Elite Modding Project

to clarify - yours should look like this:
uni\sys\Li01\ini

[Object
nickname = Li01_mystation
ids_name = 196773
pos = -29000, 0, -26000
rotate = 0, 40, 0
Archetype = largestation1
ids_info = 65761
base = Li01_mybase
dock_with = Li01_mybase
voice = atc_leg_f01
space_costume = br_karina_head, br_karina_body
reputation = li_n_grp
behavior = NOTHING
difficulty_level = 3
loadout = space_station_co_01
pilot = pilot_solar_easy





Edited by - chips on 12-09-2003 02:25:38

Post Fri Sep 12, 2003 4:01 am

um - have you got all the rooms and stuff? Like the base.ini just aint it - in the rooms folder you will need :
(from my_base.ini was it?)
li01_My_base_trader.ini
li01_My_base_shipdealer.ini
etc etc for each of the rooms. (basically you should have copied manhattens i think.......). they all named right?
Well whatever you called them - have you checked that the ini files are in the right folder, exist etc etc....have you named them right? You got each little bit right? etc etc etc
That is the only thing. The my_base.ini part is the only thing that determines the rooms on the base. So if you land and you have no option but to launch - then you are missing a line somewhere etc. If you go to the rooms and nothing is there - its cause you aint put that part into the market_commodities.ini, the market_misc.ini and the market_ships.ini f or yuor base

the reason it says newark is cause of the ids name, and the info (for detroit?)
It won't make a difference at all about the rooms - that is from your base.ini file. You can do stuff in this game like that - i had around 5 bases floating round manhatten months ago (notice i was the first person to post in this thread? It was my first post! lol) as i practised, before making some in the omicron alpha and gamma system for bounty hunters!
It works well - so something is just not spelt right or something. trust me - today, someone recommended (ships guy) that i musta just mispelt something, as that was what happened to him. I went to check for the 100th time, and yup - was just missing an = sign. 3 weeks i have been scratching my head over this just assuming a game bug, 3 weeks just for a = sign. even when we are positive we got it right, one little cockup..................

Edited by - chips on 12-09-2003 05:09:14

Post Fri Sep 12, 2003 5:33 am

all the files are there .
but nothing in the rooms
l had alook at the mkt\comodities.ini
is this the next step in base setup
can l copy and rename Li01 base goods and paste it at the bottom.
and so on!!

Edited by - shayne on 12-09-2003 06:37:42

Post Fri Sep 12, 2003 9:57 am

Yes you can - its the easiest way to do it............hehe - easy good
Quick bit about it though for interest. (arrows and text behind are NOT included in this - i added them)

SETTING THIS TO SELL AT YOUR CUSTOM BASE
or changing things at other bases!!

Selling Commodities at your market trader
Market_commodities.ini

[BaseGood <------saying basically base ssellling goods
base = Br01_01_base <--- the base (New London this one)
MarketGood = commodity_gold, 0, -1, 150, 500, 0, 1.080000 <- Sells
MarketGood = commodity_silver, 0, -1, 0, 0, 1, 1.350000 <- Buys
MarketGood = commodity_oxygen, 0, -1, 150, 500, 0, 0.500000
MarketGood = commodity_water, 0, -1, 150, 500, 0, 0.500000

Obviously the marketgood = is pointing to what commodity it is - ie gold
The numbers 0, -1 These first two numbers stand for the level you must be to buy the commodity (0) and the rep (-1 hostile)

You can make it so you need to be of a level 8 and freindly as hell if you like
ie - 8, 0.8,
the next numbers (numbers three, four and five) are always either 150, 500, 0 or
0, 0, 1

these basically mean that the commoditiy is SOLD or BROUGHT. Notice i say sold there or brought. By this if you have 150, 500, 0 you WILL see this commodity as for sale at the base when you are there - so New london sells oxygen and water.

The 0, 0, 1 means that it buys the stuff. By this i mean it NEEDS the stuff - ie, you get a good price for it, not the rock bottom price of standard.

Okay - the last number - is what people call the money mulitplier. basically, if buying or selling it says what fraction of its price it is for (price in the goods.ini)
1 = the goods.ini price
0.1 = one tenth of its goods.ini price
10 = ten times goods.ini price (whoo hoo if it is buying what you need!!)
Goods.ini price - scan to find your commodity if you are interested in the price of the goods...............it aint interesting - just let you know about it


[Good
nickname = commodity_basic_alloys
msg_id_prefix = gcs_gen_commodity_basicalloys
equipment = commodity_basic_alloys <--- what it is - commodity
category = commodity
price = 40 <_----- Pretty obvious - its 40 for price!
combinable = true
good_sell_price = 4.100000 <-- green sell icon (good value) 4.1* price
bad_buy_price = 4.100000 <-- red buy icon (bad value) 4.1* price
bad_sell_price = 1.500000 <-- red sell icon (bad price to sell) 1.5* price
good_buy_price = 1.500000 <-- green buy icon (good price to buy)1.5*price
shop_archetype = Equipment\models\commodities\nn_icons\cwire_refinedmats_1.3db
item_icon = Equipment\models\commodities\nn_icons\COMMOD_metals.3db
jump_dist = 5

msg_id_prefix = gcs_gen_commodity_basicalloys <--what NPC's will say - 'I
hope this cargo hold full of basicalloys fetches a good price'
item_icon = What icon is seen in the market place (like gold bars for gold)

Okay - the money multiplier in your market_commodities.ini is in response to the value for your goods here okay - so if you were selling this and wanted to sell it cheap you would have
MarketGood = commodity_basic_alloys, 0, -1, 150, 500, 0, 0.100000
It would now SELL at the base for $4
To buy at a high price you would have:
MarketGood = commodity_basic_alloys, 0, -1, 0, 0, 1, 10.00000
Ohh - buys the stuff for 400!!
So, makesure you have your base entry correct and whack in some goods you want!

[BaseGood
base = li01_mybase_base
MarketGood = commodity_gold, 0, -1, 150, 500, 0, .080000
MarketGood = commodity_silver, 0, -1, 0, 0, 1, 10.350000


These entries would mean - you can buy gold from the base dirt cheap
You can sell silver to the base mega bucks! Hope that helps for commodities

Setting weapons of choice to sell
The Market_misc.ini

Follows same layout as your market_commodities.ini
[BaseGood <--you know
base = Br01_01_base <---base
MarketGood = br_gun01_mark01, 6, -1, 10, 10, 0, 1 <--gun (bretonian one)
MarketGood = br_gun01_mark02, 10, 0, 10, 10, 0, 1 <-- harder bretonian one
MarketGood = br_gun02_mark01, 6, -1, 10, 10, 0, 1 <-- wimpy one

Okay - the weapons AND munition AND[/ shields [bAND nano bats and bots are here!
Quick rundown again.
MarketGood = br_gun01_mark01, 6, -1, 10, 10, 0, 1
^ ^ ^
Selling this thing, gun code nickname sells
NOtice all guns will have the numbers of 10, 10, 0, 1 (last 4 numbers)
Notice also that the first 2 change? They are level and rep again
that is how you cannot buy a corsair gun until you are a certain level and freindly - its first two numbers are 24, 0.8
That means level 24 and darned friendly. You wil have to look in the weapons_equip.ini for the nicknames of the weapons. Helpful thing here is subxeros database !
Notice - this is your weapon_equip.ini entry (well extract anyway)

[Gun
nickname = fc_c_turret01_mark02 <-- corsiar turret - 2nd of this type
ids_name = 263215
ids_info = 264215
So the nickname is what they are sold by.
To sell that corsair gun we just add our own line

MarketGood = br_gun01_mark01, 6, -1, 10, 10, 0, 1
MarketGood = fc_c_turret01_mark02, 6, -1, 10, 10, 0, 1
that would mean we sell the corsair turret okay. we would now see this in the equipment dealer
What about other stuff? Well missiles and the torps are in the same file - and you add them like this:
[Munition
nickname = missile02_mark02_ammo <-- what you fire out - the ammo
[Gun
nickname = missile02_mark02 <-- what fires the ammo

So, there are the two things you need to add to your base here, the launcher, and then the ammo for reloads would be nice too.....
So a typical entry is the same as a gun for the launcher, but different for the ammo,
MarketGood = torpedo01_mark01, 10, 0, 10, 10, 0, 1
MarketGood = torpedo01_mark01_ammo, 10, -1, 50, 50, 0, 1

Notice the torp ammo is 50, 50, 0, 1...........i assume as you buy it in bulk - however, ours aint to reason why, ours is but to just bloody sell it.

So choose your missile and ammo of choice - and add em like above - remember the ammo is slightly different though. Mines are the same as as for missiles and torps - also in the weapons_equip.ini - have launcher and ammo too! eg
MarketGood = mine02_mark02, 6, -0.200000, 10, 10, 0, 1
MarketGood = mine02_mark02_ammo, 6, -1, 50, 50, 0, 1
MarketGood = cruise_disruptor01_mark02, 26, 0, 10, 10, 0, 1
MarketGood = cruise_disruptor01_mark02_ammo, 26, -1, 50, 50, 0, 1
And cruise disruptors too!

Shields - these are in teh st_equip.ini! (along with thrusters)
[Thruster
nickname = ge_s_thruster_01 <-- basic thruster nickname
ids_name = 263737
ids_info = 264737

[ShieldGenerator
nickname = shield01_mark09_fr <--lvl 9 freighter shield

Okay- remember this all goes off of nicknames - you will do ALOT of cross referencing to set up your 'pefick' base.
So, like before - add these via nickname to the base (cool.........explain later)
MarketGood = shield03_mark03_lf, 2, -1, 10, 10, 0, 1
MarketGood = shield03_mark01_hf, 0, -1, 10, 10, 0, 1
MarketGood = ge_s_thruster_02, 0, -1, 10, 10, 0, 1
MarketGood = ge_s_thruster_03, 2, -1, 10, 10, 0, 1

Okay - (same as gun entries - you know what the numbers mean now )
What does the shield03_mark03_lf stand for
Shield0X where x= 1,2 or 3 this is the type of shield, gravitron is 1, positron is 2 and molecular is 3, or the other way round......who cares! LOL 1 is def gravitron (the best type)

Mark0X - this is the class of shield - so mark03 is class 3, mark10 is class 10
hf, lf, fr - type of sheild - heavy fighter, light fighter, freighter. Make sure you put some of each into bases, unless you just want a fighting base point!


Last thing - repair stuffage! (nano bots and bats) and counter measures!
MarketGood = ge_s_battery_01, 0, -1, 100, 100, 0, 1 < bats
MarketGood = ge_s_repair_01, 0, -1, 100, 100, 0, 1 <nano bots
MarketGood = ge_s_cm_01_ammo, 0, -1, 50, 50, 0, 1 <counter measure
MarketGood = ge_s_cm_01, 2, -1, 10, 10, 0, 1

Counter measures are like the thrusters - several classes - ge_s_cm_01 is the crappest one, ge_s_cm_03 is the advanced i think....lol
Notice bats and bots are diff again? 100, 100 - just make sure you remember this!

Right - you got those selling - got your paralyzer clas 10 missiles, torps, cannonballs, del cids, nomad lasers! - got everything going there eh?
Last - ships..........dead easy

SETTING SHIPS OF CHOICE TO SELL AT YOUR BASE
MARKET SHIPS.ini

[BaseGood <--- you know
base = Br01_01_base <--- the base (hehe)
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood = gf2_package, 4, -1, 1, 1, 0, 1, 1
Two sets of numbers that are important. One means sell, the other means don't sell.
Okay - Don't sell is the 0, 0, 1, 1, 1
Sell is the 1, 1, 0, 1, 1
As before - first two are level and rep

The ships are done by 'nickname' as well - so use databases for this part, or as you get better you will come to know them off by heart. Set the ships you wish to sell - but NEVER more than three (max three spots). Bases won't sell ships unless there is a ship dealer there, and i will tell you how to put a ship delear on a base some other time!
Eagle is the gf6_package
Titan is the coe2_package
Sabre is the bwe2_package

So, there we go - quick low down into what it means, and how to get what you want.
Hope that is useful to people, otherwise i have just wasted lots of effort - LOL

Chips
The Elite Modding Project

Edited by - Chips on 12-09-2003 10:59:04

Post Sat Sep 13, 2003 1:22 pm

ROFL! I just found it on page 1 (thought the first mod was actually changing trents clothes) and almost pissed myslef as you also have done the post i just did on that page!!!! I really should check what has been covered more often! LOL
All that typing - shoulda just copied and pasted your intsead D'OH

Accu - just thought about this, you should make another thread -
***Newbie Questions? Look no further 2!!!****
as some might be intimidated by the size of this one, can link the two together as well or sommat, and if ya like, link the titles together (so that in the title of the second one it contains 'make a new base link' 'commodities' link, 'weapons' link, 'gunboat' link etc to the relevant pages in here as well. Not sure if anyone would use the new one at all - but it might work - whatcha think? I could link em up - you can start the thread off (its almost your 'trademark' LOL)
ps - bretonian gunship/destroyer - check the camera line for the missing = sign. Dunno how the hell i missed that after all this time, just proves how lazy i was in not doing it myslef (did the rest, just copied that one for 'speeds' sake)......LOL

Edited by - chips on 13-09-2003 14:28:53

Post Sat Sep 13, 2003 2:40 pm

wow!!!that`s heaps
keep me busy tonight
great chips!
being new to modding and this site l can honestly say
help me mummy it `s so big l`ll get lost( l really do !!)
this thread alone is huge, l started on p. 1 with my first help me post
and it took day`s before l relised the answer was on p. 18

we live and learn!

hopefully l`ll have bases selling all over mahatten by morning
thanks again chips

Post Sat Sep 13, 2003 7:45 pm

Back to the initialworlds.ini. Of course one could use the comments to easily figure out which hole is which. But that would not help if I want to lock a new gate in there.
Any idea on how those id-numbers are calculated? I had a look at the Systems ini-Files but those IDs arent in there
I've scanned through some other post and came to the belief that this number is a hashcode of the gate (like the locations in the savegames). But I still can't figure out where those codes are referenced back the gates

Edited by - mkloepper on 13-09-2003 20:58:55

Edited by - mkloepper on 13-09-2003 22:00:26

Post Sun Sep 14, 2003 3:36 am

err hi.. im pretty new, and i just tried to mod plane manhatten to sell Titans, but after i extracted the .ini file and changed it, i then replaced the old file. i then ran freelancer.. and i cant buy any ships... anywhere... all the other files in the folder werent listed as .ini though, and had no .(etc) suffix. the file i placed has a notebook icon, but no gear symnbol.


is there a way to re-convert the file so that it will have the gear symbol and load into the game? or is my comp just weird ... ( 3 yrs old lol)

thx


Blah, i don't care

Post Sun Sep 14, 2003 3:39 am

NOT your comp! Its when you open a ini file in Bini (or any other device) it creates a text file as it decodes the ini file,so you can read it. Use your ini editor(biniQ) and open that txt file instead. Now, when saving it, click save as and then type in the name again ie market_ships.ini
OK that, then leave and you should see the ini file now sat there. In future always make sure you 'save as' and re-enter the name
Have fun

Post Sun Sep 14, 2003 3:44 am

biniq? that explains it . i was using notepad =P i am a n00b. where can i download that?

but i still cant change the file type to configuration setting, its only a txt file, and isnt being accepted as the file. i tried renaming it but that did absoluteley nothing

i apologive for my n00bness =P

Blah, i don't care

Edited by - lancerdude2003 on 14-09-2003 14:43:07

Post Sun Sep 14, 2003 5:45 pm

BiniQ is in the downloads section, typically normal txt progs like notepad cannot decrypt files, and can't change its type either! Get biniQ and all the bits will fall into place...........lol
If you can't find it, search google with BiniQDU editor or something like that
Should throw some results your way!

Post Mon Sep 15, 2003 9:03 am

Hi

This is a great place to come for info! And hopefully one day I might be able to cotribute to it.

But for now I am trying to learn. I have been trying to create a new ship.I did a quick ship in 3dstudiomax5. I then imported it to milkshape.Got it textured and did the hardpoints. Then resized it. I then used Imagine's tutorial to put it into the game. But every time I go to the ship dealer in Manhatten my game crashes. So I have two questions.

1. When you apply textures to the ship in milkshape (using .tga format) Should they be translucent?

2. what am I missing from this!

[Ship
ids_name = 237034
ids_info = 66570
ids_info1 = 66571
ids_info2 = 66608
ids_info3 = 66572
ship_class = 0
nickname = li_fighter
LODranges = 0, 40, 60, 140, 300, 1000
msg_id_prefix = gcs_refer_shiparch_Liblf
mission_property = can_use_berths
type = FIGHTER
mass = 100.000000
hold_size = 25
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 = 12
shield_battery_limit = 12
hit_pts = 1300
DA_archetype = ships\my01\Cronic\Cronic.cmp
material_library = ships\my01\Cronic\Cronic.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 = 3
HP_tractor_source = HpTractor_Source
shield_link = l_fighter_shield01, HpMount, HpShield01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03,HpWeapon04,HpWeapon05
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04,HpWeapon05
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04,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_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_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

[Simple
nickname = generic_pilot
DA_archetype = equipment\models\pilot\ship_pilot.3db
material_library = Equipment\models\pilots.mat
LODranges = 0, 50
MinSpecLOD = 2

[Ship
ids_name = 237033
ids_info = 66567
ids_info1 = 66568
ids_info2 = 66608
ids_info3 = 66569
ship_class = 1
nickname = li_elite
msg_id_prefix = gcs_refer_shiparch_Libhf

Cut off to save space!

Any help would be much appreciated!


Experience is the worst teacher!
It gives the test before the lesson.

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