Yeah i dont know enough about adding thinks that dont already exist lol, but hey we only learn by pushing the boundarys ![]()
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 ?