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There are currently 77 users playing Freelancer on 41 servers.
February. 26, 2020

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Adding new loadouts for special (existing) ships
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Ive been modding FL for a few weeks now, and I would like a little help in my experiments.

Ive been trying to add a ship package for the Blood Dragon so that I can make it availible at Kyoto Base. Where do I go to add new ship packages?

NOTE: i do not want to replace any existing ships, otherwise I would just mess with the Dragon's stats

CLARITY: I know where to put the package reference (market_ships) i need to know what INI holds the information for every ship's package (equipped engine, included shield, etc)

Example: With FL:TNG mod, there is, lets say, the X-Wing (i honestly dont remember if there was) The X-Wing had its own entry in market_ships labeled: XW_package
I need to know where to go to create that new package

Posted on: 2015/2/11 23:19
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Re: Adding new loadouts for special (existing) ships
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DATA\Equipment\market_ships.ini


Posted on: 2015/2/12 2:27
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Re: Adding new loadouts for special (existing) ships
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Sorry for the size but this will tell you how to put a ship into market it's a small piece of my mod files a working tutorial

In order to make a ship buyable within freelancer you need use of three files : Shiparch.ini, goods.ini, market_ships.ini


Shiparch.ini : Talkes to your dll and is the trail that ties thing together

[Ship] |is a category your freelancer.ini has (ships = ships\shiparch.ini) freelancer.ini is like the trail head it listens to programing that I have no knowledge on.
ids_name = 237034 |this is your id name (your ships name) 237034 is the Patriot the number coresponds to the name within the dll
ids_info = 66570 | this is a piece of your id info that you see when you purchase a ship nano bots number and such
ids_info1 = 66571 |this is a piece of your id nfo that you see when you purchase a ship the dealers brag and such
ids_info2 = 66608| the third portion blah blah
ids_info3 = 66572 |fourth blah blah how big cargo hold is weapons available ect...
ship_class = 0 | ship class the patriot is a light fighter
nickname = li_fighter |goods.ini will refer to the shiparch nickname ship =li_fighter ||||<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<what is YOUR ships name<
LODranges = 0, 40, 60, 140, 300, 1000| Level of detail custom ships will disapear if not right LODranges = 0, 999999, 999999, 999999, 999999, 999999 no probs
msg_id_prefix = gcs_refer_shiparch_Liblf |liberty light fighter : I personally use the ships name msg_id_prefix = gcs_refer_shiparch_Freedom_Ema
mission_property = can_use_berths |docking type but you can can use others together : mission_property = can_use_berths, mission_property = can_use_med_moors
type = FIGHTER | refer Fighter not frieghter not capitals, but why not eh? its your ship you can do whatever you bloody want with it, right?
mass = 100.000000| hOW Big
hold_size = 25 |phhhh 25 how about we add a few zeros then what huh 2500 yeh thats better
linear_drag = 1.000000| use the formula within engine_Source.Modd Max force you can adjust linear_drag in engine and thrusters iv'e not done so within shiparch
fuse = li_fighter_gas01, 0.000000, -1| hard point effects
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 |Careful or you could end up on your head
camera_offset = 6, 22 |;------------------Standard Flight View
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 | I dare you to turn the twelve into a one and leave it
shield_battery_limit = 12| put a zero here are ya good enough
hit_pts = 1300 | how tough is YOUR ship
DA_archetype = ships\liberty\li_fighter\li_fighter.cmp |the path to your ship model
material_library = ships\liberty\li_playerships.mat | the path to your ships texture file
material_library = fx\envmapbasic.mat |not enough knowledge use utf editor : I believe it is your environment map basic textures
envmap_material = envmapbasic |not enough knowledge use utf editor
cockpit = cockpits\liberty\l_fighter.ini |trail to your cockpit info
pilot_mesh = generic_pilot |your pilot model use hardcmp or 3d program to modify : EQUIPMENT\MODELS\PILOT\ship_pilot.3db
explosion_arch = explosion_li_fighter |Ship blowing up DATA\FX\explosions.ini
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02,| DATA\FX\effects.ini
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 |Movement abilities
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 | animation
bay_doors_open_snd = cargo_doors_open |sound i think
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01 | hard point are found on the model |use hardCmp
HP_bay_external = HpBayDoor02|hard point are found on the model |use hardCmp
num_exhaust_nozzles = 1 |number of flame port : more ports higher number
HP_tractor_source = HpTractor_Source |your tractor beam hard point
shield_link = l_fighter_shield01, HpMount, HpShield01 |shield link = light fighter determines what type of shield you can mount shield01 is a hard point. mount hard point shield01
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04|| hp_gun_special_3 is your max gun level,
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04|| HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 is how many guns you can mount
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04|| to raise weapon level add hp_gun_special_4 models needs hp added to increase weapon numbers
hp_type = hp_fighter_shield_special_3, HpShield01 |Create hard points on model : HpShield01, HpShield02, HpShield03
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01 |thrusters don't have levels : hp_thruster, HpThruster01, HpThruster02, HpThruster03 || three thrusters
hp_type = hp_mine_dropper, HpMine01 | don't have levels : hp_mine_dropper, HpMine01, HpMine02
hp_type = hp_countermeasure_dropper, HpCM01 |don't have levels : hp_countermeasure_dropper, HpCM01, HpCM02
hp_type = hp_torpedo_special_2, HpTorpedo01 | : hp_torpedo_special_1, HpTorpedo01, HpTorpedo02, HpTorpedo03 || three is the number of, refers to the ship models hardpoints

:hp_torpedo_special_1 ||one and two make the difference between cruise missle and torpedo /if one and two, both are there
:hp_torpedo_special_2


goods.ini : Talkes to dll, market_ships, loadout, shiparch and itself not to forget the icon

[Good] |is your category your freelancer.ini (has goods = equipment\goods.ini)
nickname = lf_hull |light fighter hull this isn't in your dll and can be named as you please but it must stay consistant with the others notice : nickname = lf_hull and hull = lf_hull
category = shiphull |shiphull is shiphull and must remain as it is
ship = li_fighter |its talking to your shiparch remember : nickname = li_fighter
price = 6600 |is that affordable
ids_name = 12001 | this is talking to your dll 12001 is (Liberty Light Fighter Hull), 12003 is (Liberty Heavy Fighter Hull) have you ever seen a heavy fighter patriot
item_icon = Equipment\models\commodities\nn_icons\li_fighter.3db |this trail is your ship purchase icon

[Good] |is your category from your freelancer.ini
nickname = lf_package |this is talking to the market, name as you like but it must be the same in market : marketgood = lf_package, 1, -1, 0, 0, 1, 1, 1
category = ship | Ship is ship : category = ship whose it talking to , look up above
hull = lf_hull |Remember above, nickname = lf_hull and hull = lf_hull <<<<<<< this is the kind of stuff that will put you in crash mode
addon = ge_lf_engine_01, internal, 1 |generic_light_fighter_engine_01 : Hp|Fixed|HpEngine01 : that is what the hardpoint on the model reads : internal, 1 inernal puts it with bat : , 1 number of
addon = li_fighter_power01, internal, 1|Engine, Power, Scanner, and tractor exist but not visually |shouldn't they you can do it
addon = ge_s_scanner_01, internal, 1 |
addon = ge_s_tractor_01, internal, 1 |
addon = shield01_mark01_lf, HpShield01, 1 |remember this is your package what your buying from the dealer : want two shields, one to wear and one to sell, how about a shield02_mark02_hf
addon = LargeWhiteSpecial, HpHeadlight, 1 |do these colors really suit the ship Your flying : DATA\EQUIPMENT\light_equip.ini |: have you ever bought a headlight?
addon = SlowSmallBlue, HpRunningLight01, 1
addon = SlowSmallBlue, HpRunningLight02, 1
addon = SlowSmallBlue, HpRunningLight03, 1
addon = SlowSmallBlue, HpRunningLight04, 1
addon = contrail01, HpContrail01, 1 |your swooshing Movement effect hardpoints
addon = contrail01, HpContrail02, 1 |
addon = DockingLightRedSmall, HpDockLight01, 1 |I have some cool gold docking lights
addon = DockingLightRedSmall, HpDockLight02, 1

market_ships.ini :

Market ships talks to the universe, the universe is talking to Universe\Systems\Br01\Bases\Br01_01_Base.ini :||||Br01_01_Base.ini Talks to the places you buy from on planet New london

[BaseGood]
base = Br01_01_base ;-------------Planet New London
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1 |0, -1, 0, 0, 1, 1, 1 :not selling the starflier 0, is the level you need to purchase
marketgood = gf2_package, 4, -1, 0, 0, 1, 1, 1 |you need to be at level 4 to buy the Startracker, Or do you?
marketgood = gf4_package, 13, -1, 0, 0, 1, 1, 1 |the Hawk thinks you need level 13 to buy it, New london doesn't sell it any way; Should it , 4, -1, 1, 1, 0, 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 |Sell Cavalier
marketgood = be_package, 8, -1, 0, 0, 1, 1, 1
marketgood = bfr_package, 4, -1, 1, 1, 0, 1, 1 |Sell Clydesdale
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 |Sell Piranha
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

Posted on: 2015/4/22 21:34
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Re: Adding new loadouts for special (existing) ships
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change to your ship





;--------------------------------------------------------------------------------------------------------
;FreeStart |
;--------------------------------------------------------------------------------------------------------
[Ship]
ids_name = 237009
ids_info = 66511
ids_info1 = 66512
ids_info2 = 66608
ids_info3 = 66513
ship_class = 2
nickname = FreeStart
msg_id_prefix = gcs_refer_shiparch_FreeStart
mission_property = can_use_berths
LODranges = 0, 999999, 999999, 999999, 999999, 999999
type = FREIGHTER
DA_archetype = ships\bretonia\br_freighter\br_freighter.cmp
material_library = Ships\Custom\FreeStart\FreeStart.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\bretonia\b_freighter.ini
pilot_mesh = generic_pilot
shield_battery_limit = 30
nanobot_limit = 20
mass = 300.000000
linear_drag = 1.000000
hold_size = 230
fuse = intermed_damage_smallship01, 0.000000, 550
fuse = intermed_damage_smallship02, 0.000000, 275
fuse = intermed_damage_smallship03, 0.000000, 183
max_bank_angle = 15
camera_offset = 14, 54
camera_angular_acceleration = 0.035000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 20
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 3200
explosion_arch = explosion_br_freighter
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_open dock1
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2
shield_link = b_freighter_shield01, HpMount, HpShield01
hp_type = hp_freighter_shield_special_10, HpShield01
hp_type = hp_freighter_shield_special_9, HpShield01
hp_type = hp_freighter_shield_special_8, HpShield01
hp_type = hp_freighter_shield_special_7, HpShield01
hp_type = hp_freighter_shield_special_6, HpShield01
hp_type = hp_freighter_shield_special_5, HpShield01
hp_type = hp_freighter_shield_special_4, HpShield01
hp_type = hp_freighter_shield_special_3, HpShield01
hp_type = hp_freighter_shield_special_2, HpShield01
hp_type = hp_freighter_shield_special_1, HpShield01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_turret_special_10, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_9, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_8, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_7, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_6, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_5, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_4, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_3, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_2, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_thruster, HpThruster01

;--------------------------------------------------------------------------------------------------------
;FreeStart |MODD |Hullpackage
;--------------------------------------------------------------------------------------------------------
[Good]
nickname = FreeStart_hull
category = shiphull
ship = FreeStart
;price = 18360
ids_name = 12008
item_icon = Equipment\models\commodities\nn_icons\br_freighter.3db

[Good]
nickname = FreeStart_package
category = ship
hull = FreeStart_hull
addon = ge_bfr_engine_01, internal, 1
addon = br_freighter_power01, internal, 1
addon = ge_s_scanner_02, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark09_fr, HpShield01, 1
addon = gd_z_gun01_mark01, 2
addon = gd_z_turret01_mark01, 1
addon = mine01_mark01_ammo, 7
addon = ge_s_cm_01_ammo, 2
addon = ge_s_thruster_03, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallBlue, HpRunningLight01, 1
addon = SlowSmallBlue, HpRunningLight02, 1
addon = SlowSmallYellow, HpRunningLight03, 1
addon = SlowSmallYellow, HpRunningLight04, 1
addon = SlowSmallGreen, HpRunningLight05, 1
addon = SlowSmallGreen, HpRunningLight06, 1
addon = SlowSmallRed, HpRunningLight07, 1
addon = SlowSmallRed, HpRunningLight08, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1

[BaseGood]
base = Li01_01_base
;MarketGood = FreeStart_hull, 0, -1, 1, 1, 0, 1, 1

Posted on: 2015/4/22 21:54
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Re: Adding new loadouts for special (existing) ships
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one thing about this I created it years ago there are conflictions within so go through and assure that all the name match your ship

many half eaten projects have caused multiple variations
but I hope this helps

Posted on: 2015/4/22 22:30
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Re: Adding new loadouts for special (existing) ships
Starport Admin
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Please wrap your code in [ code ] [/ code ] blocks for readability if at all possible.

Posted on: 2015/4/22 23:02
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
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Re: Adding new loadouts for special (existing) ships
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Ok thanks friendlyFire

Posted on: 2015/4/22 23:07
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