Ships Points

There are 7 replies in this Thread. The last Post () by Tanjitsu.

  • I seem to have read through so many Ship building guides and tutorials but can not seem to end my confusion on the ship structure.


    I belive it would be shown best in a mindmap style graphical chain but untill i know how it works i couldnt start to know what links to what :P


    The base reason for the question is one that ill not post but instead ask for guidance along the lines.


    Its mostly to do with Ship structure in FL ini files.
    the path to Follow from Purchase at a Base to Hard code.


    What i know so far is


    Market_ships - Were your ship is Sold
    Goods - The Hull calling Shiparch
    Shiparch - The actual Ship linked to Hull
    Goods - The Package containing what you get on the ship when purchased.


    So my problem lies in the Shiparch / Goods / Loadout .ini


    1. What does the loadout.ini deffine ?


    2. If i add a Hardpoint to my cmp ship, how do i define it in the Shiparch.


    3. Do i need to add it to my package in the goods for it to work after adding to shiparch or by leaving it out of the package does that just mean its an empty slot ?


    Its been a while sinice i have edited


    Sorry for the long post
    Im sure it will still be confusing for you and me after this
    but any advice will help :)


    Thx
    Tani

  • 1. it defines your ship's loadout. => what comes with it (engine, lights, guns, thruster, shield etc.) when you buy it
    2. dunno but try to just open shiparch.ini and add it...
    3. dunno this for sure....
    been a while since I modded...

    <table border="0" align="center" width="75%" height="40px" cellspacing="0"><tr>
    <td align="left" background="http://img217.imageshack.us/img217/9442/swatwj7.png" width="2px"></td>
    <td valign="top" align="center" width="100%" background="http://img182.imageshack.us/img182/401/swatya1.gif"><font face="serif" color="white" size="5">&#191;&#647;&#592;&#653;&#387;&#592;&#623; - magwat?</font></td>
    <td align="right" background="http://img27.imageshack.us/img27/6025/swatright.png" width="2px"></td>
    </tr></table>
    <!--<hr width="85%" />

    Fix'd.

    -->

  • Yeah i dont know enough about adding thinks that dont already exist lol, but hey we only learn by pushing the boundarys :D

    I got a bit further in my quest but i just cant work out some of the relationships between definitions in different files...~


    I think i explain it better like this


    The problem i have is in editing a ship.
    Im working for Multiplayer in LAN.


    What i want to do is add on a Hardpoint say HpAriel01


    So i have edited the ships cmp to add the hardpoint


    Now i want the Item on the Hardpoint to be on the ship but not showup in game.
    i.e you can't sell it, its bound to the ship so its ship specific.


    When i add it to the MP loadout for start up
    i add something like


    equip=ariel_fighter, HpAriel01


    [Loadout]
    nickname=MP_loadout
    archetype=LF-14c
    equip=ge_lf_engine_01
    equip=shield01_mark03_lf, HpShield01
    equip=power_injector01, HpEngine01
    equip=ge_fighter3_power01
    equip=ge_s_tractor_00
    equip=ge_s_scanner_01
    equip=ge_s_thruster_01, HpThruster01
    equip=co_gun01_mark03, HpWeapon01
    equip=co_gun01_mark03, HpWeapon02
    equip=co_gun02_mark02, HpWeapon03
    equip=gd_im_gun01_mark02, HpWeapon04
    equip=ge_s_cm_01, HpCM01
    cargo=ge_s_cm_01_ammo, 18
    cargo=ge_s_battery_01, 11
    cargo=ge_s_repair_01, 11
    equip=LargeWhiteSpecial, HpHeadlight
    equip=SlowSmallOrange, HpRunningLight01
    equip=SlowSmallOrange, HpRunningLight02
    equip=SlowSmallOrange, HpRunningLight03
    equip=SlowSmallOrange, HpRunningLight04
    equip=SlowSmallOrange, HpRunningLight05
    equip=SlowSmallOrange, HpRunningLight06
    equip=contrail01, HpContrail01
    equip=contrail01, HpContrail02
    equip=DockingLightRedSmall, HpDockLight01
    equip=DockingLightRedSmall, HpDockLight02
    equip=ariel_fighter, HpAriel01


    ariel_fighter is defined in Weapon_equip.ini


    [Ariel]
    nickname=ariel_fighter
    ids_name=1
    ids_info=1
    hit_pts=1000000000
    DA_archetype=Equipment\models\weapons\no_fighter_gun.cmp
    material_library=Equipment\models\hardware.mat
    HP_child=HPConnect
    mass=1
    volume=2
    power_usage=0


    Do i need to edit the Shiparch.ini ?
    Do i need to define it there ?


    [Ship]
    ids_name = 491023
    ids_info = 491023
    ids_info1 = 491024
    ids_info2 = 66608
    ids_info3 = 491025
    ship_class = 0
    nickname = LF-14c
    LODranges = 0, 2000
    msg_id_prefix = gcs_refer_shiparch_Liblf
    mission_property = can_use_berths
    type = FIGHTER
    mass = 75.000000
    hold_size = 50
    linear_drag = 45.000000
    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, 38
    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 = 45
    shield_battery_limit = 50
    hit_pts = 3600
    DA_archetype = ships\TFV\LF-14c\LF-14c.cmp
    material_library = ships\TFV\LF-14c\LF-14c.mat
    material_library = fx\envmapbasic.mat
    envmap_material = envmapbasic
    cockpit = cockpits\swcockpits\naboo_cockpit.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 = 58000
    strafe_power_usage = 58
    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 = 2
    HP_tractor_source = HpTractor_Source
    shield_link = l_fighter_shield01, HpMount, HpShield01, HpEngine01, HpEngine02
    hp_type = hp_fighter_shield_generator, HpEngine01, HpEngine02
    hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02
    hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
    hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
    hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
    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_7, HpShield01
    hp_type = hp_fighter_shield_special_6, HpShield01
    hp_type = hp_fighter_shield_special_5, HpShield01
    hp_type = hp_fighter_shield_special_4, HpShield01
    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_1, HpTorpedo01
    hp_type = hp_torpedo_special_2, HpTorpedo01


    The main problem i have at the moment is
    I added a Hp using Shipeditor for HpAriel01
    I dont change the Shiparch.ini - left as the ship was originally
    I added into the Loadout for MP start equip=ariel_fighter, HpAriel01


    When i get ingame i have the Ariel in my Inventory
    Its not in the Ship section its in the Commodities section


    I dont want this item to be sellable just effect the ships that have it
    Why does it show up in the Inven ?
    How can i make it invisible to the player ?

  • In Shiparch only if i change


    hp_type = hp_fighter_shield_generator, HpEngine01, HpEngine02 <--- Normal line
    hp_type = hp_fighter_shield_generator, HpAriel01, HpEngine01, HpEngine02 <-- Seems to Adds a slot to Ship


    With that changed and no Loadout changes = Extra Slot and no Ariel
    with that changed and Loadout changed = Extra Slot with Ariel in it + Ariel is shown in Inven but is also in the as Extra Slot on shield menu


    As i dont want it to show up ingame it seems im best not to add to shiparch as it will show in the ship.


    But if i dont add it to the load out my scripts say its not present. And when i do add it to the MP loadout it shows up as cargo and is sellable.


    I need someone to shed some light on my problem as my systematic approch is running low on idea's im missing summet simple im sure.

  • if I remember right, you can't add custom hardpoint-types like HpAriel01 due to FL Engine limitations ... or was that about something else?? OP said that if he'd get his hands on FL Source Code, the first thing he'd do is to add more hardpoint-types...


    *moved btw*

    <table border="0" align="center" width="75%" height="40px" cellspacing="0"><tr>
    <td align="left" background="http://img217.imageshack.us/img217/9442/swatwj7.png" width="2px"></td>
    <td valign="top" align="center" width="100%" background="http://img182.imageshack.us/img182/401/swatya1.gif"><font face="serif" color="white" size="5">&#191;&#647;&#592;&#653;&#387;&#592;&#623; - magwat?</font></td>
    <td align="right" background="http://img27.imageshack.us/img27/6025/swatright.png" width="2px"></td>
    </tr></table>
    <!--<hr width="85%" />

    Fix'd.

    -->

  • Sorry i used that as an example so the names would follow as you read it


    Im using the hardpoints found freelancer. not a custom one.


    Im doing something like add a custom gun to the ship but it wont need to shoot and will be internal and to not show to the player, it will be checked by scripts to say ship has or doesnt have the item.


    I almost have it working just when,
    First i add the HP HpWeapon08 to the cmp
    Mp_loadout i add the equip=ariel_fighter, HpWeapon08


    It works and the script finds the ariel_fighter


    Thats all good, Problem left is
    when i then add the Hardpoint to another ship and make it sellable at a base.


    in Goods.ini i add to the package
    addon = ariel_fighter, HpWeapon08


    then in my theory it should be the same as the ship you start with.


    I buy the ship at the base and when i exit the base the script doesnt activate it. Its not equiped to the hardpoint .


    How do i add addon = ariel_fighter, HpWeapon08
    to a package but make it auto equip
    so its already equipped when you purchase the ship.


    it works when you start with Loadout equip =
    but it doesnt when u buy package with addon =


    Sorry for being such a noob at editing
    All ideas most welcome


    Thx for your fast responces Magnet :)



  • if you definy a new weapon then you need to add a few more values such as damage and effects



    since you said that you dont want the weapon to show up on the list ingame (sellable) you dont need to do changes on the shiparch.ini



    who ever told you that you need the loadout.ini in order to do changes on player ships should be shot down
    that file is only for npc ships


    you need to add the ship in the goods.ini
    there are 2 sections, one for the hull and one for the ship
    on the ship section you simply add something like that:
    addon = yourweapon, yourhardpoint, 1


    once in game you have to buy that ship again in order to update it

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  • Thank you Both Magnet and Swat for you support


    I have finally managed to resolve my problem.
    Its made me a better FL modder and made me double check my coding in future :D


    Again thank you both!