ships
caution
This page is a work in progress!
There may be missing, incomplete or incorrect information on this page as it's still being built! Take information here with a pinch of salt, and feel free to contribute and correct things!
Overview
Although shiparch.ini
and rtc_shiparch.ini
are listed as having configurable locations in freelancer.ini
, ships used by NPCs must be in the default shiparch.ini
file or crashes may occur.
Vanilla Examples
DATA\SHIPS\shiparch.ini
DATA\SHIPS\rtc_shiparch.ini
Syntax
Simple
[Simple]
nickname = STRING
DA_archetype = PATH
material_library = PATH
LODranges = INT, INT, ...
MinSpecLOD = INT
Parameter | Information |
---|---|
nickname | |
DA_archetype | |
material_library | |
ScreenReset | |
LODranges | |
MinSpecLOD |
Ship
[Ship]
ids_name = INT
ids_info = INT
ids_info1 = INT
ids_info2 = INT
ids_info3 = INT
ship_class = INT
nickname = STRING
LODranges = INT, INT, ...
msg_id_prefix = STRING
mission_property = STRING
type = STRING
mass = INT
hold_size = INT
linear_drag = INT
fuse = STRING, FLOAT, FLOAT
max_bank_angle = INT
camera_offset = INT, INT
camera_angular_acceleration = FLOAT
camera_horizontal_turn_angle = INT
camera_vertical_turn_up_angle = INT
camera_vertical_turn_down_angle = INT
camera_turn_look_ahead_slerp_amount = INT
nanobot_limit = INT
shield_battery_limit = INT
hit_pts = INT
DA_archetype = PATH
material_library = PATH
envmap_material = STRING
cockpit = PATH
pilot_mesh = STRING
explosion_arch = STRING
surface_hit_effects = INT, STRING, STRING, STRING
steering_torque = INT, INT, INT
angular_drag = INT, INT, INT
rotation_inertia = INT, INT, INT
nudge_force = INT
strafe_force = INT
strafe_power_usage = INT
bay_door_anim = STRING
bay_doors_open_snd = STRING
bay_doors_close_snd = STRING
HP_bay_surface = STRING
HP_bay_external = STRING
num_exhaust_nozzles = INT
HP_tractor_source = STRING
shield_link = STRING, STRING, STRING
hp_type = STRING, STRING
Parameter | Information |
---|---|
ids_name | |
ids_info | |
ids_info1 | |
ids_info2 | |
ids_info3 | |
ship_class | |
nickname | |
LODranges | |
msg_id_prefix | |
mission_property | |
type | |
mass | |
hold_size | |
linear_drag | |
fuse | |
max_bank_angle | |
camera_offset | |
camera_angular_acceleration | |
camera_horizontal_turn_angle | |
camera_vertical_turn_up_angle | |
camera_vertical_turn_down_angle | |
camera_turn_look_ahead_slerp_amount | |
nanobot_limit | |
shield_battery_limit | |
hit_pts | |
DA_archetype | |
material_library | |
envmap_material | |
cockpit | |
pilot_mesh | |
explosion_arch | |
surface_hit_effects | |
steering_torque | |
angular_drag | |
rotation_inertia | |
nudge_force | |
strafe_force | |
strafe_power_usage | |
bay_door_anim | |
bay_doors_open_snd | |
bay_doors_close_snd | |
HP_bay_surface | |
HP_bay_external | |
num_exhaust_nozzles | |
HP_tractor_source | |
shield_link | |
hp_type |
CollisionGroup
[CollisionGroup]
obj = STRING
separable
parent_impulse = INT ;optional
child_impulse = INT ;optional
dmg_hp = STRING ;optional
dmg_obj = STRING ;optional
fuse = STRING, INT, INT ;optional
group_dmg_hp = STRING ;optional
group_dmg_obj = STRING ;optional
mass = INT
debris_type = STRING
separation_explosion = STRING
type = STRING
hit_pts = INT
root_health_proxy = BOOL
explosion_resistance = FLOAT ;optional
linked_equip = STRING, FLOAT ;optional
Parameter | Information |
---|---|
obj | |
separable | |
parent_impulse | |
child_impulse | |
dmg_hp | |
dmg_obj | |
mass | |
fuse | |
group_dmg_hp | |
group_dmg_obj | |
debris_type | |
separation_explosion | |
type | |
hit_pts | The amount of hitpoints this collision group has. |
root_health_proxy | Decides whether any damage applied to this collision group is also applied to the root object, too. true applies the damage to the root object, false does not forward the damage and keeps it just to this group. |
explosion_resistance | Defines a factor by which damage caused by explosions is multiplied. Defaults to 1. 0 means no explosion damage is applied ever. |
linked_equip | When this collision group is being destroyed, it causes damage to a type of equipment on the ship. The first entry accept a defined set of equipment types, which are: scanner, engine, weapon, shield, thruster, power, light, tractor, attached_fx, internal_fx, tradelane, repairdroid, cloaking_device, armor |