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

The general place to discuss MOD''ing Freelancer!

Post Thu Nov 10, 2005 2:00 pm

Ok I think I got it to save although Im not sure. I went to My Computer and opened up shiparch.ini and it popped right up in Notepad in plain english (should it do that?) and all of my entries are there but when I open the game it still says the Sabre has 70 cargo, 63/63 nano/sheild despite that I chaged them to 999999 and 630/630. Stupid editor page said all I needed to do was open up the file change the numbers and save. Whoever typed that was obviously a liar. What else am I needing to do to make this work?

John Hancock

Post Thu Nov 10, 2005 9:08 pm

DFW333,

First off, I don't recommend calling people liars as that will quickly get you a reputation which you don't desire. Second, that person wasn't "lying," all you need to do is edit the values in shiparch and save it. You should install Freelancer SDK (download here ) which will make it so you don't need to use BiniQDU to edit .ini files. After you install Freelancer SDK, go into the data/ships folder and open up shiparch.ini and do a search (press Ctrl+F) for "nickname = bw_elite2" (without quotes) then look under that header for the line that says hold_size = 70 and change the value, then find the nanobot_limit and shield_battery_limit lines and change the value. Press Ctrl+S to save, if it doesn't save, you need to right click shiparch.ini in explorer, go to properties, and turn off Read Only.

Edited by - parabolix - rabbit hunter on 11/10/2005 9:08:58 PM

Post Wed Nov 16, 2005 7:37 pm

Sup all... well I'm fairly new to modding (only started yesterday - I'm working on adding a whole new compendium of ships, but right now i'm working on adding my own)

I was able to create the 'long frieght train' simply by copying script from this forum.

Here's what I want to do:
Create a bretonian gunboat on planet pittsbourgh (just for the hell of it)

Here's my code:

goods.ini:

[Good
nickname = my_bgunboat
category = shiphull
ship = my_br_gunboat
price = 100
ids_name = 237010
item_icon = Equipment\models\commodities\nn_icons\bw_elite.3db

[Good
nickname = my_brgunboat_package
category = ship
hull = my_bgunboat
addon = ge_s_scanner_02
addon = infinite_power
addon = ge_s_tractor_01
addon = ge_t_engine_01
addon = sfx_rumble_ut_large
addon = co_turret02_mark01, HpTurret01
addon = br_turret02_mark02, HpTurret02
addon = br_turret02_mark02, HpTurret03
addon = br_turret02_mark03, HpTurret04
addon = br_turret02_mark03, HpTurret05
addon = co_turret02_mark01, HpTurret06
addon = SlowMediumWhite, HpRunningLight01
addon = SlowMediumWhite, HpRunningLight02
addon = SlowMediumWhite, HpRunningLight03
addon = SlowMediumWhite, HpRunningLight04
addon = SlowMediumWhite, HpRunningLight05
addon = SlowMediumWhite, HpRunningLight06
addon = SlowMediumWhite, HpRunningLight07
addon = SlowMediumWhite, HpRunningLight08
addon = SlowMediumWhite, HpRunningLight09
addon = SlowMediumWhite, HpRunningLight10
addon = SlowMediumWhite, HpRunningLight11
addon = SlowMediumWhite, HpRunningLight12
addon = SlowMediumWhite, HpRunningLight13
addon = SlowMediumWhite, HpRunningLight14
addon = SlowMediumWhite, HpRunningLight15
addon = DockingLightRed, HpHeadlight01

shiparch.ini:

[Ship
ids_name = 237010
ids_info = 66514
nickname = my_br_gunboat
LODranges = 0, 300, 600, 4000
msg_id_prefix = gcs_refer_shiparch_Breg
mission_property = can_use_large_moors
type = FIGHTER
DA_archetype = ships\bretonia\br_gunship\br_gunship.cmp
material_library = ships\bretonia\br_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
linear_drag = 1.000000
mass = 1000.000000
hold_size = 1000
cockpit = cockpits\libert\br_gunboat.ini
explosion_arch = explosion_instant
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
fuse = br_gunship_fuse, 0.000000, 1
fuse = br_gunship_burning_fuse01, 0.000000, 875
fuse = br_gunship_burning_fuse02, 0.000000, 438
steering_torque = 60000000.000000, 60000000.000000, 60000000.000000
angular_drag = 120000000.000000, 120000000.000000, 120000000.000000
rotation_inertia = 16800000.000000, 16800000.000000, 16800000.000000
nudge_force = 150000.000000
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2
nanobots_limit = 100
shield_limit = 100
fuse = train_transport_death_fuse, 0.000000, 1
fuse = intermed_damage_train01, 0.000000, 2625
fuse = intermed_damage_train02, 0.000000, 1313
hit_pts = 10500
max_bank_angle = 15
camera_offset = 35, 250
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
shield_link = l_elite_shield01, HpMount, 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_turret_special_7, HpTurret01
hp_type = hp_turret_special_7, HpTurret02
hp_type = hp_turret_special_7, HpTurret03
hp_type = hp_turret_special_8, HpTurret04
hp_type = hp_turret_special_8, HpTurret05
hp_type = hp_turret_special_8, HpTurret06

I have the correct stuff in all the other files

(market_ships.ini etc)

here is what i need fixed: shields (so they take damage), thruster (cant quite figure out how to add it in the UTF editor) apart from that for some reason i can take a million shield/nano bots.
Also I can only dock with some space stations but I dont ever get into the station, I just sit there in space. (shouldn't need to change anything cause it does it fine with the freight train)

HELP ANYBODY?

Post Wed Nov 16, 2005 7:39 pm

Oh and I need it to work for MP... :S (thats why i cant escape when docking)

Post Thu Nov 17, 2005 2:01 am

Far as I know shield use on capital sized ships just doesnt work properly, try reading some of Arghs threads on his toolkit and sur files.

To add a thruster hardpoit try using HardCMP its much more user friendly than the UTF way

To put a cap on the ammount of nanobots/batts add these lines to the Arch entry, usally somewhere above the hold_size entry

nanobot_limit = xx
shield_battery_limit = xx, xx is the ammount you want to cap at

Not sure about docking

You might also want to change your turret entries for something like this

hp_type = hp_turret_special_8, HpTurret04, HpTurret05, HpTurret06
hp_type = hp_turret_special_7, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06
hp_type = hp_turret_special_6, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06
hp_type = hp_turret_special_5, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06
hp_type = hp_turret_special_4, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06
hp_type = hp_turret_special_3, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06
hp_type = hp_turret_special_2, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06
hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06

this will give you turret classes 1-7 on all points and classes 1-8 on 4,5 and 6

Post Thu Nov 17, 2005 3:13 pm

Also, you can't use it in MP. The only exception is of course if it is on your own server. Using it on any other type of server will just get you kicked or crash the server.

Post Thu Nov 17, 2005 4:05 pm

Yeah it was only supposed to be for my own server over a LAN - Thanks a bunch guys.

Post Fri Dec 02, 2005 7:07 pm

what do i open it with...i have UTF installed also bini. When i click on this it comes up saying that it needs a program to open it with...

(in correlation with "creating new weopon hardpoints on page one. )

Thanks

~Memnarch

Post Sat Dec 03, 2005 1:07 pm

First up get yourself a copy of the SDK, this is Freelancers ini files that have already been BINIed for you, Second get HARDCMP (I think its in the downloads) this is a 3d prog that allows you to see the ship your adding Hardpoints to, its a lot less Brainache than trying to do it with the UTF editor.

Rebalance 3.5 Dev. Team
rebalance.blue-ion.net

Post Tue Dec 06, 2005 5:14 am

Hi, I am a new modder and in an effort to not become a pest in the community I have been trying to teach myself via tutorials and editing forums
First I'd like to thank B.P. who was good enough send me an email that pointed me back to shipscripter to solve the problem of ship integration
but as with many things in life solving one problem seems to have created two more

the trouble I'm having is this, although I have been able to install a ship in a mod of my own I've only been able to install one not two or more
also even when my shipscripter ship shows up in manhatten it isnt showing up in FL Explorer ship lists. I have no previous background in coding
and I am having trouble with the translation in the following section of shipscripter tutorial

on page 15 of the tutorial it says

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------
if all that is done, check it one last time and then click on 'ready' the starting location for ships built with this
tool is Planet Manhattan in the New York System.

If you like to change that manual just remove this part

<data file="DATA\Equipment\market_ships.ini" method="sectionreplace">
<section>
[BaseGood
base = Li01_01_base
</section>
<dest>
marketgood = lf_package, 1, -1, 1, 1, 0, 1, 1
</dest>
<source>
marketgood = MyMod_package, 1, -1, 1, 1, 0, 1, 1
</source>
</data>

when the script is ready and use only

marketgood = MyMod_package, 1, -1, 1, 1, 0, 1, 1

this entry and replace one on a planet u like, where it is in the ending with the number ......,-1, 1, 1, 0, 1, 1
cause this define if a ship is buyable or not

Here we are at the end of the Goods.ini part which is done, and we now flip over to the Infocard - Tab,
..........................................................................................................................................................................

Can anybody please expand on this a bit as Noted previously I have no coding background and I dont know
what I should be putting back in ? all the <section> <section> <dest> <dest> <source> <source> </data> , part's (full or empty?)

also does this have anything to do with why I cant see the ship in my lists in FL Explorer?

Finally in a related question I have been trying to integrate SDK1.3Full into my mod should I be creating a Data folder and installing
SDK into the Data folder or should I be using the SDK Data folder as the main data folder of My mod ? (this one I believe i've figured out)

Please Help I am alone and Ignorant but desire to become enlightened !
immediate thanks to any who respond


Dolph ZztunGunn

Edited by - Dolph ZztunGunn on 12/6/2005 5:56:40 AM

Edited by - Dolph ZztunGunn on 12/6/2005 5:58:46 AM

Post Tue Dec 06, 2005 8:08 am

First up lets deal with the SDK. Install a copy into your main Freelancer folder. I personally have a second copy installed in my modding folder in "MY Documents", this gives me easy access to any ini files I need.
On a side note you only want the files that you've editted in your mod.

The section you're refering to is in XML script which is used by Freelancer Mod Manager (FLMM) to edit some ini files when the mod is activated, rather than having the ini file in the mod.

Yes the XML is the reason it doesn't show in FLE as this program (I think I'm right with this) can't read XML, at least it can't with any of the mods I've looked at with it. I only use FLE for patrol paths and I have to remember to move my XML script file from my mod whenever I use FLE as it crashes right after I select my mod.

Check out Argh's Toolkit 1.2 mod in the downloads, it's almost completely in XML, but being Argh he's added pointers on how to use the code for your own mod.

Rebalance 3.5 Dev. Team
rebalance.blue-ion.net

Post Tue Dec 06, 2005 6:07 pm

Bejay mac I cant thank you enough. I already have argh's toolkit and have been scutinizing it for clues , but inference and deductive reasoning can only fill in so many blanks . thanks for your response ,

In re reading your reply you indicate that you only use FLE for patrol path' what are you using for system creation bases encounters etc.// just editing in text??

Edited by - Dolph ZztunGunn on 12/6/2005 6:16:29 PM

Edited by - Dolph ZztunGunn on 12/7/2005 3:39:51 AM

Post Wed Dec 07, 2005 7:27 am

Yes , I'm an old fashioned coder, I do everything I can by hand, only the stuff that takes heavy duty maths (patrol paths) I need help with.

There are advantages and disadvantages to hand editting. The disadvantage is that it takes a heck of a lot longer to do a mod. But on the plus side I can bug hunt with the best of them.

Rebalance 3.5 Dev. Team
rebalance.blue-ion.net

Post Mon Dec 12, 2005 5:07 am

Is it possible to develop storyline part 2 and also in MP with open all possibility ?
I like the movies with Juni, I miss her after a while and bored with only the same story.

Post Wed Dec 14, 2005 2:54 pm

Hi!

I'd like to ask about making own starspheres. Where I can find a tutorial or something like that about changing textures in them? (I think that my only chance is the MilkShape but I am not a pro' in this part of making mod. )

I have got an another problem. I'm working on a mod with "writing code by myself " but for Patrol Path maps I use FLE. When I make these maps (e.g. to a docking ring) then I start the game and go here it crashes. Why?

That's all for now.
Thanks for the help.

"If you don't like the answer, you shouldn't have asked the question"

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