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The general place to discuss MOD''ing Freelancer!
I'm trying to make nomads drop pilots that can be sold at bases but they arn't dropping the pilots when killed.
I added Nomad Pilots as a commodity and it works fine. When I scan a nomad the Nomad Pilot is in it's cargo hold, but when I kill the Nomad the pilot is not being dropped.
These are the entries that I added:
goods.ini
[Good
nickname = commodity_nomad
equipment = commodity_nomad
msg_id_prefix = gcs_gen_commodity_boron
category = commodity
price = 2000
combinable = true
good_sell_price = 5
bad_buy_price = 5
bad_sell_price = 1
good_buy_price = 1
shop_archetype = Equipment\models\commodities\nn_icons\cwire_rawmats_1.3db
item_icon = equipment\models\commodities\nn_icons\INV_escapepod.3db
jump_dist = 10
select_equip.ini
[Commodity
nickname = commodity_nomad
ids_name = 460054
ids_info = 460055
units_per_container = 1
pod_appearance = cargopod_blue
loot_appearance = lootcrate_escape_pod
decay_per_second = 0
volume = 1
hit_pts = 1000
rmlootinfo.ini
[RMBonusLoot
archetype = commodity_nomad
num_to_drop = 1
faction = fc_n_grp
difficulty_range = 0, 100
weight = 3
Can someone please tell me why the nomads are not dropping thier pilots?
The only reason I can think of is that rmlootinfo.ini is only for mission loot drops, and because nomads are not a part of a random mission this file does nothing to determine what loot they drop. What file determines what loot normal non mission ai drop?
Edited by - Horus666 on 10/3/2004 11:11:15 PM
I added Nomad Pilots as a commodity and it works fine. When I scan a nomad the Nomad Pilot is in it's cargo hold, but when I kill the Nomad the pilot is not being dropped.
These are the entries that I added:
goods.ini
[Good
nickname = commodity_nomad
equipment = commodity_nomad
msg_id_prefix = gcs_gen_commodity_boron
category = commodity
price = 2000
combinable = true
good_sell_price = 5
bad_buy_price = 5
bad_sell_price = 1
good_buy_price = 1
shop_archetype = Equipment\models\commodities\nn_icons\cwire_rawmats_1.3db
item_icon = equipment\models\commodities\nn_icons\INV_escapepod.3db
jump_dist = 10
select_equip.ini
[Commodity
nickname = commodity_nomad
ids_name = 460054
ids_info = 460055
units_per_container = 1
pod_appearance = cargopod_blue
loot_appearance = lootcrate_escape_pod
decay_per_second = 0
volume = 1
hit_pts = 1000
rmlootinfo.ini
[RMBonusLoot
archetype = commodity_nomad
num_to_drop = 1
faction = fc_n_grp
difficulty_range = 0, 100
weight = 3
Can someone please tell me why the nomads are not dropping thier pilots?
The only reason I can think of is that rmlootinfo.ini is only for mission loot drops, and because nomads are not a part of a random mission this file does nothing to determine what loot they drop. What file determines what loot normal non mission ai drop?
Edited by - Horus666 on 10/3/2004 11:11:15 PM
Hey Horus, this was covered a way back in this or Newbie2 thread... It's the Missions\lootprops.ini file that you need for your purposes (you right about thr random mission bit).
[mLootProps
nickname = commodity_boron
drop_properties = 100, 0, 3333, 1, 150, 150
i think it went :
100 - percent chance of dropping if carried
0 - minimum cash needed to drop anything
3333 - cash needed to drop more than one
dunno the others
[mLootProps
nickname = commodity_boron
drop_properties = 100, 0, 3333, 1, 150, 150
i think it went :
100 - percent chance of dropping if carried
0 - minimum cash needed to drop anything
3333 - cash needed to drop more than one
dunno the others
Draven,
To edit a .cmp file you will need to download HCl's UTF Editor HERE .
What are you trying to edit?
To edit a .cmp file you will need to download HCl's UTF Editor HERE .
What are you trying to edit?
To change the amount of energy a ship has available for energy weapons, first find out the nickname of the ship. An example would be "bh_elite". Open misc_equip.ini in the Equipment folder and find your ship. If you chose the Eagle, you'd see this:
[Power
nickname = ge_fighter6_power01
ids_name = 263709
ids_info = 264709
volume = 0.000000
mass = 10
DA_archetype = equipment\models\hardware\li_fusion_reactor.3db
material_library = equipment\models\hardware.mat
capacity = 10400
charge_rate = 1040
thrust_capacity = 1000
thrust_charge_rate = 100
lootable = false
The two highlighted lines are the ones you need to fiddle with. If, say, you wanted weapons to drain half as fast, simply replace 1040 with 2080. If you wanted to have infinite power, enter a number like 10000.
[Power
nickname = ge_fighter6_power01
ids_name = 263709
ids_info = 264709
volume = 0.000000
mass = 10
DA_archetype = equipment\models\hardware\li_fusion_reactor.3db
material_library = equipment\models\hardware.mat
capacity = 10400
charge_rate = 1040
thrust_capacity = 1000
thrust_charge_rate = 100
lootable = false
The two highlighted lines are the ones you need to fiddle with. If, say, you wanted weapons to drain half as fast, simply replace 1040 with 2080. If you wanted to have infinite power, enter a number like 10000.
To adjust the price and level of purchase you would need market_ships.ini which is found in "DATA\EQUIPMENT\"
An example from New London:
[BaseGood
base = Br01_01_base
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood = gf2_package, 4, -1, 0, 0, 1, 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, 1, 1, 0, 1, 1
marketgood = be_package, 8, -1, 0, 0, 1, 1, 1
marketgood = bfr_package, 4, -1, 1, 1, 0, 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, 1, 1, 0, 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
This is a list of every buyable ship in the game, in each line is the name of tha package, followed by the buyable level, followed by the rep required (-1 means you can always buy it since the minimum rep is -1) The next 5 numbers generally mean whether you can buy it or not:
0,0,1,1,1 means you can't
1,1,0,1,1 means you can
Hope this helps
An example from New London:
[BaseGood
base = Br01_01_base
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood = gf2_package, 4, -1, 0, 0, 1, 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, 1, 1, 0, 1, 1
marketgood = be_package, 8, -1, 0, 0, 1, 1, 1
marketgood = bfr_package, 4, -1, 1, 1, 0, 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, 1, 1, 0, 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
This is a list of every buyable ship in the game, in each line is the name of tha package, followed by the buyable level, followed by the rep required (-1 means you can always buy it since the minimum rep is -1) The next 5 numbers generally mean whether you can buy it or not:
0,0,1,1,1 means you can't
1,1,0,1,1 means you can
Hope this helps
Draven,
First off, use the edit post button instead of posting two times in a row. It keeps the spam down and the mods happy.
To edit the price of a ship, go into goods.ini and find the entry for the ship you are looking to edit. The entry should look something like this;
[Good
nickname = lf_hull
category = shiphull
ship = li_fighter
price = 6600
ids_name = 12001
item_icon = Equipment\models\commodities\nn_icons\li_fighter.3db
Simply change the digit after the price to alter the price of the ship. Keep in mind that if a ship comes with extra equipment, the price of the equipment will be added onto the ship in the shipdealer, though you can remove it when you select to buy the ship.
First off, use the edit post button instead of posting two times in a row. It keeps the spam down and the mods happy.
To edit the price of a ship, go into goods.ini and find the entry for the ship you are looking to edit. The entry should look something like this;
[Good
nickname = lf_hull
category = shiphull
ship = li_fighter
price = 6600
ids_name = 12001
item_icon = Equipment\models\commodities\nn_icons\li_fighter.3db
Simply change the digit after the price to alter the price of the ship. Keep in mind that if a ship comes with extra equipment, the price of the equipment will be added onto the ship in the shipdealer, though you can remove it when you select to buy the ship.
Thanks guy's for the info since that's exactly what I need to change in-game stuff,but that doesn't tell me how to change someone else's mod.I got the in-game stuff down pat thanks to you,but tweeking someone else's mod is still not clear.I can find the files I need for the on-game ships no prob i just don't know which files I have to change for A mod I got from here.Oh and sorry for the two posts.I'll try and remember to do what you said parabolix.
"It's not the great who are strong.It's the strong who are great."
"It's not the great who are strong.It's the strong who are great."
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