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The general place to discuss MOD''ing Freelancer!
I don't know if you answered this question and i don't have the time to read all of these pages so here's my question
[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\liberty\li_fighter\li_fighter.cmp
material_library = ships\liberty\li_playerships.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 = 1
HP_tractor_source = HpTractor_Source
shield_link = l_fighter_shield01, HpMount, HpShield01
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_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
what do i have to edit to make the ship more agile and to give it more power capacity ?
and is it enough to edit this file (shiparch.ini) or are there some linked files ?
Edited by - TheExile on 7/29/2005 11:33:44 AM
[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\liberty\li_fighter\li_fighter.cmp
material_library = ships\liberty\li_playerships.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 = 1
HP_tractor_source = HpTractor_Source
shield_link = l_fighter_shield01, HpMount, HpShield01
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_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
what do i have to edit to make the ship more agile and to give it more power capacity ?
and is it enough to edit this file (shiparch.ini) or are there some linked files ?
Edited by - TheExile on 7/29/2005 11:33:44 AM
ok i edited the one ship(the patriot) and started the mod to test if it works properly and i have the following questions :
1.I made the ship to be able to mount class six guns but it this wasn't edited in the ship description so how do i make the ship desription reflect this ?
2.after i turned off the mod to play mp i started the game but before the game menu could start the game crashed why is that ?
1.I made the ship to be able to mount class six guns but it this wasn't edited in the ship description so how do i make the ship desription reflect this ?
2.after i turned off the mod to play mp i started the game but before the game menu could start the game crashed why is that ?
i would like to know how to edit ranks for my server i want them to go up to 100. to be clear i mean the ranks in the game. they only go to 38 and i want them to go to 100 like every one else. i would also like to know how to open all gates and jump holes. please help me out .
Edited by - hardnock on 7/31/2005 7:12:43 PM
Edited by - hardnock on 7/31/2005 7:12:43 PM
People have been saying that in order to unlock all the gates and holes in multiplayer you need to go into initialworlds.ini and delete or REM out the locked gates ie: change locked gate = to ;locked gated = ...
And then you must start with an empty multiplayer folder. Well I discovered a way for all those who have a fair number of players and do not want to delete them.... to... unlock... all .. the gates and holes and do it all server side.
1) Rename the multiplayer folder (after you get rid of the locked gates in initialworlds.ini)
2) make a new folder to replace the multiplayer folder... ie: My Documents/My Games/accts/multiplayer
3) move the server.cfg folder from the renamed folder into the new Multiplayer folder (this keeps your server ID intact)
4 ) start the server (this creates the accts.cfg) and shut the server down and copy paste all the player folders AND ONLY THE PLAYER FOLDERS into the new multiplayer folder
5) this part is a bit of a pain, especially if you have a lot of players... go through and edit every player via Ioncross or other character editor and select the option "unlock all gates and holes" (with Ioncross) or delete the locked gates. If you miss a player and they log on... gates will lock up. I managed to do about 300 names in under an hour. Start up the server...and.. all the gates and holes are no longer locked. New players will not relock the gates!
You may have to do some server side editing to get some of the holes visible .. I think you can just delete the "visit = " if need be. The holes and gates will show up on the map and on the targettting window. They will work whether you can eyeball them or not.
And then you must start with an empty multiplayer folder. Well I discovered a way for all those who have a fair number of players and do not want to delete them.... to... unlock... all .. the gates and holes and do it all server side.
1) Rename the multiplayer folder (after you get rid of the locked gates in initialworlds.ini)
2) make a new folder to replace the multiplayer folder... ie: My Documents/My Games/accts/multiplayer
3) move the server.cfg folder from the renamed folder into the new Multiplayer folder (this keeps your server ID intact)
4 ) start the server (this creates the accts.cfg) and shut the server down and copy paste all the player folders AND ONLY THE PLAYER FOLDERS into the new multiplayer folder
5) this part is a bit of a pain, especially if you have a lot of players... go through and edit every player via Ioncross or other character editor and select the option "unlock all gates and holes" (with Ioncross) or delete the locked gates. If you miss a player and they log on... gates will lock up. I managed to do about 300 names in under an hour. Start up the server...and.. all the gates and holes are no longer locked. New players will not relock the gates!
You may have to do some server side editing to get some of the holes visible .. I think you can just delete the "visit = " if need be. The holes and gates will show up on the map and on the targettting window. They will work whether you can eyeball them or not.
First off i just want to say wow i read some of the post and man you guys\girls are good.
Ok here is my question, I need some help with the Admin ships.
I have resently taken over the admin postion for the Sunder TNG server and it was a crash corse in Hosting\modding, and im left fairly confused. Let me tell You why.
First i have fladmin running the show if im not their in front of the box if something goes wrong.
Second, i have ioncross V. start up and do its thing.
Third, FL Anti-cheat comes on for the logs it can keep and the datastream...thats cool
ok that whats on the show. now i have no problem using the 3 stock admin ships for my server but i would like to find others that will work with TNG 2.7 Bkuild 6
and not crash my game\server.
any help would be most apircated
Thank You, Mr.Sneaky
Sunder TNG 24\7 Admin
Ok here is my question, I need some help with the Admin ships.
I have resently taken over the admin postion for the Sunder TNG server and it was a crash corse in Hosting\modding, and im left fairly confused. Let me tell You why.
First i have fladmin running the show if im not their in front of the box if something goes wrong.
Second, i have ioncross V. start up and do its thing.
Third, FL Anti-cheat comes on for the logs it can keep and the datastream...thats cool
ok that whats on the show. now i have no problem using the 3 stock admin ships for my server but i would like to find others that will work with TNG 2.7 Bkuild 6
and not crash my game\server.
any help would be most apircated
Thank You, Mr.Sneaky
Sunder TNG 24\7 Admin
Hello,
I can not beat Hovis. Did everything possible, ships, etc. I have searched through the forums and would like to simply set my profile to misson complete on the Hovis misson and move on. Can someone please tell me where to find the info on this or tell me how to do this? I have a save game editor but what does it mean and do I need to get an ini editor.
thanks, Mike
I can not beat Hovis. Did everything possible, ships, etc. I have searched through the forums and would like to simply set my profile to misson complete on the Hovis misson and move on. Can someone please tell me where to find the info on this or tell me how to do this? I have a save game editor but what does it mean and do I need to get an ini editor.
thanks, Mike
so the good.ini: (rs is the name off the ship)
[Good
nickname = rs_hull
category = shiphull
ship = rs
price = 1000
ids_name = 12003
item_icon = Equipment\models\commodities\nn_icons\li_elite.3db
and the second part:
[Good
nickname = rs_package
category = ship
hull = rs_hull
addon = rs_engine_01, internal, 1
addon = rs_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark02_hf, HpShield01, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallBlue, HpRunningLight01, 1
addon = SlowSmallBlue, HpRunningLight02, 1
addon = SlowSmallBlue, HpRunningLight03, 1
addon = SlowSmallBlue, HpRunningLight04, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1
hope that is all what you need, but i made a new ship out from an existing and this one work, but the first one which i had made completle new dont
thx for help
[Good
nickname = rs_hull
category = shiphull
ship = rs
price = 1000
ids_name = 12003
item_icon = Equipment\models\commodities\nn_icons\li_elite.3db
and the second part:
[Good
nickname = rs_package
category = ship
hull = rs_hull
addon = rs_engine_01, internal, 1
addon = rs_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark02_hf, HpShield01, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallBlue, HpRunningLight01, 1
addon = SlowSmallBlue, HpRunningLight02, 1
addon = SlowSmallBlue, HpRunningLight03, 1
addon = SlowSmallBlue, HpRunningLight04, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1
hope that is all what you need, but i made a new ship out from an existing and this one work, but the first one which i had made completle new dont
thx for help
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