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Post Tue Apr 06, 2004 10:29 am

Yoyo:

The mass is 50, here's the original entry for the legionnaire, try replacing your version for this one (Don't forget the square bracket):

[Ship
ids_name = 237022
ids_info = 66548
ids_info1 = 66549
ids_info2 = 66608
ids_info3 = 66550
ship_class = 0
nickname = co_fighter
LODranges = 0, 75, 120, 1000
msg_id_prefix = gcs_refer_shiparch_lfighter
mission_property = can_use_berths
type = FIGHTER
DA_archetype = Ships\pirate\pi_fighter\pi_fighter.cmp
material_library = ships\kusari\ku_playerships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\kusari\pi_fighter.ini
fuse = intermed_damage_smallship01, 0.000000, 600
fuse = intermed_damage_smallship02, 0.000000, 300
fuse = intermed_damage_smallship03, 0.000000, 200
max_bank_angle = 35
camera_offset = 9, 33
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 8
camera_vertical_turn_down_angle = 28
camera_turn_look_ahead_slerp_amount = 1.000000
nanobot_limit = 20
shield_battery_limit = 20
hit_pts = 2400
pilot_mesh = generic_pilot
mass = 50.000000
linear_drag = 1.000000
hold_size = 35
explosion_arch = explosion_co_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 = 18000.000000, 18000.000000, 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_pi_fighter
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
shield_link = co_fighter_shield01, HpMount, HpShield01
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02
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_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
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2

Post Tue Apr 06, 2004 12:01 pm

OK, here's how to get a Kusari battleship. Remember to add closing square brackets where there is an opening one, e.g. on "[Ship", since this forum doesn't display them:

1. Add this to the bottom of DATA/SHIPS/shiparch.ini:

[Ship
ids_name = 237025
ids_info = 66553
ids_info1 = 66553
ids_info2 = 66553
ids_info3 = 66553
nickname = my_ku_battleship
LODranges = 0, 900, 1500, 2500, 20000
msg_id_prefix = gcs_refer_shiparch_Kusb
mission_property = can_use_large_moors
type = CAPITAL
DA_archetype = ships\kusari\ku_battleship\ku_battleship.cmp
material_library = ships\kusari\ku_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
mass = 100000.000000
linear_drag = 1.000000
hold_size = 1000000
fuse = ku_battleship_body_fuse, 0.500000, 1
hit_pts = 500000
explosion_arch = explosion_rh_battleship
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 = 140000000, 140000000, 140000000
angular_drag = 1400000000, 1400000000, 1400000000
rotation_inertia = 1600000000, 1600000000, 1600000000
nudge_force = 3000000.000000
strafe_force = 3000000
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = hanger_doors_opening
bay_doors_close_snd = hanger_doors_closing
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
cockpit = cockpits\liberty\l_fighter.ini
camera_offset = 80, 370
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
hp_type = hp_turret_special_10, HpTurret_K1_01
hp_type = hp_turret_special_10, HpTurret_K1_02
hp_type = hp_turret_special_9, HpTurret_K1_03
hp_type = hp_turret_special_8, HpTurret_K1_04
hp_type = hp_turret_special_8, HpTurret_K1_05
hp_type = hp_turret_special_7, HpTurret_K1_06
hp_type = hp_turret_special_7, HpTurret_K1_07
hp_type = hp_turret_special_7, HpTurret_K1_08
hp_type = hp_turret_special_7, HpTurret_K3_03
hp_type = hp_turret_special_7, HpTurret_K3_04
hp_type = hp_turret_special_7, HpTurret_K3_05
hp_type = hp_turret_special_7, HpTurret_K3_06
shield_link = l_freighter_shield01, HpMount, HpEngine01
hp_type = hp_freighter_shield_special_10, HpEngine01
hp_type = hp_freighter_shield_special_9, HpEngine01
hp_type = hp_freighter_shield_special_8, HpEngine01
hp_type = hp_freighter_shield_special_7, HpEngine01
hp_type = hp_freighter_shield_special_6, HpEngine01
hp_type = hp_freighter_shield_special_5, HpEngine01
hp_type = hp_freighter_shield_special_4, HpEngine01
hp_type = hp_freighter_shield_special_3, HpEngine01
hp_type = hp_freighter_shield_special_2, HpEngine01
hp_type = hp_freighter_shield_special_1, HpEngine01
hp_type = hp_thruster, HpThruster01

2. Add this to DATA/EQUIPMENT/goods.ini:

[Good
nickname = my_ku_bship_hull
category = shiphull
ship = my_ku_battleship
price = 1
ids_name = 237056
item_icon = Equipment\models\commodities\nn_icons\bw_freighter.3db

[Good
nickname = my_ku_bship_package
category = ship
hull = my_ku_bship_hull
addon = ge_s_scanner_02
addon = infinite_power
addon = ge_s_tractor_01
addon = ge_t_engine_01
addon = sfx_rumble_ut_large

3. Open DATA/EQUIPMENT/market_ships.ini and search for "base = Li01_01_base". Then replace the whole section with this:

[BaseGood
base = Li01_01_base
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood = my_ku_bship_package, 0, -1, 1, 1, 0, 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, 0, 0, 1, 1, 1
marketgood = le_package, 2, -1, 0, 0, 1, 1, 1
marketgood = lfr_package, 1, -1, 0, 0, 1, 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



Post Wed Apr 07, 2004 1:25 am

hello , i was wondering how i could make NPC's fire torps only at capital ships.
should i add something like [torpedoblock or
"attack_preference = capships, 5000, guns / guided / unguided" at the end of a [jobblock ??? in the pilots_population.ini

or do NPC's fire them automatically when equipped

Post Wed Apr 07, 2004 5:00 am

accu do you know how to change the hardpoints on the ships?
i want to change the hardpoints on the legion... so it can carry level 10 guns

Post Wed Apr 07, 2004 5:10 am

No Probs

Yoyo, you need to look in shiparch.ini, search for "nickname = co_fighter", and replace this block of text:

hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02
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

with this:




hp_type = hp_gun_special_10, 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

Now you have lvl10 guns in every slot. Did you get the handling fixed?

Post Wed Apr 07, 2004 6:18 am

Hehe no problem yoyo - as long as you're a happy alien I'm hopefully safe

Heavy B:

IMPORTANT: You will need to add a closing square bracket onto any header that begins with a "[", since they are not displayed in this forum. E.g. Add a closing bracket onto "[Ship"

The NPC's in FL don't fire torpedos at all, to counter this you need to create a new kind of weapon that fires torpedos but is classed as a missile launcher, so the NPC's will use it. To do this you need to add this text to DATA/EQUIPMENT/weapon_equip.ini:

[Motor
nickname = my_torpedo01_motor
lifetime = 11.250000
accel = 3.555600
delay = 0

[Explosion
nickname = my_torpedo01_explosion
effect = ku_torpedo01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 25
hull_damage = 11736
energy_damage = 0
impulse = 0

[Munition
nickname = my_torpedo01_ammo
explosion_arch = my_torpedo01_explosion
loot_appearance = ammo_crate
units_per_container = 1
hp_type = hp_gun
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_torpedo
detonation_dist = 6.250000
lifetime = 56.250000
Motor = my_torpedo01_motor
force_gun_ori = false
const_effect = ku_torpedo01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 2700
seeker_fov_deg = 35
max_angular_velocity = 0.580670
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
ids_name = 197225
ids_info = 65538
mass = 1
volume = 0.000000

[Gun
nickname = my_torpedo01
ids_name = 197225
ids_info = 65538
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect
hit_pts = 6752
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_turret_special_7
damage_per_fire = 0
power_usage = 0
refire_delay = 2
muzzle_velocity = 20
toughness = 58.700001
projectile_archetype = my_torpedo01_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false
LODranges = 0, 20, 60, 100

And then add this to DATA/EQUIPMENT/weapon_good.ini:

[Good
nickname = my_torpedo01_gun
equipment = my_torpedo01
category = equipment
price = 75000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_torplauncher.3db
combinable = false
ids_name = 197225
ids_info = 65538
shop_archetype = equipment\models\weapons\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat

[Good
nickname = my_torpedo01_gun_ammo
equipment = my_torpedo01_ammo
shop_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
category = equipment
price = 7484
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_torpedo.3db
combinable = true

Now you need to find the loadout for the ship you want to use torpedos in DATA/SHIPS/loadouts.ini. For this example, I'll set the Liberty Navy's Defender ships to carry the torpedos, find the section beginning "nickname = li_n_li_elite_loadout01" and change the block of text to look like this:

[Loadout
nickname = li_n_li_elite_loadout01
archetype = li_elite
equip = ge_le_engine_01
equip = npc_shield01_mark03, HpShield01
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = armor_scale_2
equip = li_gun01_mark03, HpWeapon01
equip = li_gun01_mark04, HpWeapon02
equip = my_torpedo01_gun, HpWeapon03 ;<-- Here are the
equip = my_torpedo01_gun, HpWeapon04 ;<-- New weapons
equip = li_turret02_mark01, HpTurret01
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallBlue, HpRunningLight01
equip = SlowSmallBlue, HpRunningLight02
equip = SlowSmallBlue, HpRunningLight03
equip = SlowSmallBlue, HpRunningLight04
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02

Note that there are three different loadouts for the navy defender, change them all to ensure that they all carry torpedos.

The main problem now is that the defenders will try and hit you with torpedos when you're in a fighter, which hurts like hell but is hard to do. I haven't tried modifying the "pilots_poulation" file, give it a go. If this doesn't work you could do what I did - create a new ship type called a bomber, and give it a new loadout with nothing but torpedos. This way you can spawn them only near capital ships and stations, where they belong.

-----------------------


Edited by - AccuShot on 4/7/2004 9:04:20 AM

Post Wed Apr 07, 2004 8:58 am

thanks
thats what i needed to know , i know how to make em fire torps only at capital ships , thats not too hard (there is something mentioned in the pilots_population.ini).

Post Wed Apr 07, 2004 10:22 am

hey you also know how to code the mod files so that people that are to lazy to make they're own mod from scratch can't rip pieces of it

Post Wed Apr 07, 2004 10:31 am

You could try re-compressing the ini files, there may be a util to do this somewhere but most people just share their mods and ideas with the community. Try searching the downloads section.

Post Wed Apr 07, 2004 3:05 pm

there is a way to recompress your modded inis, but while "i like to share my knowledge too , but i don't want it to be stolen" : p lol

actually, it's a little buggy, the ToBini program written by bws will recompress them... but not consistently. And by not consistentlyl I mean that occasionally it will just drop out and forget the last 1/4th of the infomation in the ini you just compressed. So it works fine for the small ini's, but the larger ones which have a lot of data in them you have to break it up into multiple smaller inis to correctly compress them... and still hope you don't have any data loss. But, if your goal is to protect your data, then mostlikely the people at it would be other modders, and you can assume they have bini which will just decompress your recompressed files : P

Post Thu Apr 08, 2004 11:19 am

I am trying to write my own story mission but I would like it to trigger in an open sp game at a specific level. Where can I find the entry that tells FL to trigger mission "x" when the player reaches level "x"?

Edit= I've been working on that mission and I have a few more questions.
Reading through other missions I haven't been able to figure out what MetaBehavior is. I've found lines like this:
[MetaBehavior
nickname = mb_debris
MB_GotoGuide = Player, 25, 20, -100, -35100, 0, 26000, 400

and this:
[MetaBehavior
nickname = mb_li01
MB_GotoGuide = Player, 25, 20, -100, -11994, 0, -80438, 500

But I have no clue what they represent. Can you tell me?

I searched for the command_console.doc that the readme in mission 01b refers to but couldn't find it, have you?

I've noticed that you can act_spawnloot, act_removecargo but is there a command such as act_addcargo. Searching the mission inis hasn't revealed one but I thought perhaps it was just not used or that it has a different wording that you might know.

Last question (for now). What does "clamp" as in act_nagclamp indicate?

Thanks for your time.




Edited by - kaegogi on 4/8/2004 8:15:23 PM

Edited by - kaegogi on 4/8/2004 8:25:07 PM

Post Fri Apr 09, 2004 3:06 am

Kaeogi:

Unfortunately there is no entry (As far as I know) that you can change - the level requirements seem to be hardcoded into one of the dll's, probably content.dll. Stone-D is decompiling them as we speak, he will probably find out sooner or later. For now you'll just have to pick a mission that is around the same level as you require and replace that.

I'm pretty sure that Metabehaviour is a kind of 'general' behaviour, so for example

[MetaBehavior
nickname = mb_debris
MB_GotoGuide = Player, 25, 20, -100, -35100, 0, 26000, 400

would cause the surrounding debris to naturally be attracted to the player's position.

Command console.doc doesn't exist, it was probably a file used by the developers/beta testers when they were testing the missions.

Act_SpawnLoot spawns n units of a type of loot at a particular position in space, whereas Act_AddCargo (Or whatever it's called) adds the cargo to a specific ship's crago hold. Act_RemoveCargo removes cargo from a ship's hold, to remove loot in space you'll have to use Act_Destroy.

"Act_NagClamp" turns on/off a specific 'nag' - it seems to do the same thing as "Act_NagOff". An example is "Act_NagDistTowards" - which causes a ship to keep within a certain distance of a position.

Post Fri Apr 09, 2004 3:06 am

hi , can someone tel me how i can get freelancer give the player a tag with the most friendliest faction in your name, also i want players that are hostile with the faction you are in to be showed up as a hostile

Post Fri Apr 09, 2004 8:13 am

@Accushot: Thanks for the answer.
New question. deleted please see edit#2

Edit= I'm still a little fuzzy on the whole MetaBehavior deal. I think I might have it but I'm not sure. What type of game objects are Metas? I think I understand the GotoGuide part now but I'm not sure what I can cause to do the going to. Forget this question I'll just leave them out

Edit2= I'm going to delete the original question I had in this reply because in coming back and rereading it I managed to confuse myself. I will reword the question below:
Is there a specific Trigger nickname that FL looks for in the mission's main ini that initiates the mission? Or, does FL automatically run any trigger with "system=any" "Cnd_True=no_params"?

Edit#3= Sorry to keep coming with all these questions but I want to make sure when my mission crashes it's not because I left something out just because I didn't know what it does. So, can you tell me what GCS stands for? I believe it has something to do with communications, but I'm not sure what. If GCS is the little popup window that shows a head when comming you never mind this one as well

Edited by - kaegogi on 4/10/2004 10:56:15 AM

Post Sat Apr 10, 2004 7:17 am

I have created a new fraction and a Planet for them But I have a few problems:

1.
I would like to see my fraction flying around and fighting and attacking transports (they are unlawful) but I can't find them anywere.

2.
Do I have to change things in the ini of the system I placed the Planet into ( New York) if I want to use kusari gunboats or Titans for my faction?

3.
I need a list of all the names of planet archtypes

Big THX

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