Need help batteship
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i want make my battleship Stronger like Osiris in HHC.
(hull of ship).shiparch.ini:
[Ship] ids_name = 237032 ids_info = 66566 nickname = li_dreadnought LODranges = 0, 600, 800, 1000, 1500, 2000, 3000, 20000 msg_id_prefix = gcs_refer_shiparch_Libb ship_class = 40 mission_property = can_use_berths type = CAPITAL DA_archetype = ships\liberty\li_dreadnought\li_dreadnought.cmp material_library = ships\liberty\li_capships.mat material_library = fx\envmapbasic.mat envmap_material = envmapbasic mass = 100000.000000 linear_drag = 1.000000 nanobot_limit = 999 hold_size = 10730.179688 fuse = l_dreadnought_fuse, 0.500000, 1 fuse = li_dreadnought_burning_fuse03, 0.000000, 17325 hit_pts = 69300 explosion_arch = explosion_rh_battleship 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 = 20000000000, 20000000000, 20000000000 angular_drag = 640000000000, 640000000000, 640000000000 rotation_inertia = 1600000000, 3200000000, 3200000000 nudge_force = 3000000.000000 cockpit = cockpits\rheinland\rh_battleship.ini camera_offset = 180, 700 camera_angular_acceleration = 0.050000 camera_horizontal_turn_angle = 23 camera_vertical_turn_up_angle = 5 camera_vertical_turn_down_angle = 30 max_bank_angle = 15 strafe_force = 3000000 bay_door_anim = Sc_open baydoor bay_doors_open_snd = hanger_doors_opening bay_doors_close_snd = hanger_doors_closing HP_bay_surface = HpBayDoor01 HP_bay_external = HpBayDoor02 HP_tractor_source = HpTractor_Source num_exhaust_nozzles = 1 hp_type = hp_turret_special_10, HpTurret_l1_01, HpTurret_l2_01, HpTurret_l3_01, HpTurret_l4_01, HpTurret_l4_02, HpTurret_l4_03, HpTurret_l4_04, HpTurret_l4_05, HpTurret_l4_06, HpTurret_l4_07, HpTurret_lt_01, HpTurret_lt_02
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problem when i prees “H” look
what i must change in this code:[Ship]
ids_name = 237032
ids_info = 66566
nickname = li_dreadnought
LODranges = 0, 600, 800, 1000, 1500, 2000, 3000, 20000
msg_id_prefix = gcs_refer_shiparch_Libb
mission_property = can_use_berths
ship_class = 2
type = FIGHTER
DA_archetype = ships\liberty\li_dreadnought\li_dreadnought.cmp
material_library = ships\liberty\li_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
mass = 100000.000000
linear_drag = 2.000000
hold_size = 500
fuse = l_dreadnought_fuse, 0.500000, 1
fuse = li_dreadnought_burning_fuse03, 0.000000, 50000
hit_pts = 1000000
explosion_arch = explosion_rh_battleship
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 = 630000000, 630000000, 630000000
angular_drag = 6400000000, 6400000000, 6400000000
rotation_inertia = 200000000, 1800000000, 1800000000
nudge_force = 30000.000000
cockpit = cockpits\liberty\li_dreadnought
camera_offset = 80, 370
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 16
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 24
max_bank_angle = 15 strafe_force = 1500000
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = hanger_doors_opening
bay_doors_close_snd = hanger_doors_closing
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
hp_type = hp_turret_special_10, HpTurret_l1_01, HpTurret_l2_01, HpTurret_l3_01, HpTurret_l4_01, HpTurret_l4_02, HpTurret_l4_03, HpTurret_l4_04, HpTurret_l4_05, HpTurret_l4_06, HpTurret_l4_07, HpTurret_lt_01, HpTurret_lt_02,[CollisionGroup]
obj = Leaf01_d1_lod1
parent_impulse = 10.000000
child_impulse = 30.000000
separable = true
debris_type = cap_ship_piece
mass = 5.000000
fuse = li_fuse, 1.000000, 1
hit_pts = 1000000
root_health_proxy = true[CollisionGroup]
obj = Leaf02_d1_lod1
separable = true
debris_type = cap_ship_piece
mass = 5.000000
parent_impulse = 10.000000
child_impulse = 30.000000
fuse = li_fuse, 1.000000, 1
hit_pts = 1000000
root_health_proxy = true[CollisionGroup]
obj = Leaf03_d1_lod1
separable = true
debris_type = cap_ship_piece
mass = 5.000000
parent_impulse = 10.000000
child_impulse = 30.000000
fuse = li_fuse, 1.000000, 1
hit_pts = 1000000
root_health_proxy = true[CollisionGroup]
obj = Leaf04_d1_lod1
separable = true
debris_type = cap_ship_piece
mass = 5.000000
parent_impulse = 10.000000
child_impulse = 30.000000
fuse = li_fuse, 1.000000, 1
hit_pts = 1000000
root_health_proxy = true[CollisionGroup]
obj = Leaf05_d1_lod1
separable = true
debris_type = cap_ship_piece
mass = 5.000000
parent_impulse = 10.000000
child_impulse = 30.000000
fuse = li_fuse, 1.000000, 1
hit_pts = 1000000
root_health_proxy = true[CollisionGroup]
obj = Leaf06_d1_lod1
separable = true
debris_type = cap_ship_piece
mass = 5.000000
parent_impulse = 10.000000
child_impulse = 30.000000
fuse = li_fuse, 1.000000, 1
hit_pts = 1000000
root_health_proxy = true[CollisionGroup]
obj = Leaf07_d1_lod1
separable = true
debris_type = cap_ship_piece
mass = 5.000000
parent_impulse = 10.000000
child_impulse = 30.000000
fuse = li_fuse, 1.000000, 1
hit_pts = 1000000
root_health_proxy = true[CollisionGroup]
obj = Leaf08_d1_lod1
separable = true
debris_type = cap_ship_piece
mass = 5.000000
parent_impulse = 10.000000
child_impulse = 30.000000
fuse = li_fuse, 1.000000, 1
hit_pts = 1000000
root_health_proxy = true[CollisionGroup]
obj = Li_nose_lod1
separable = true
debris_type = cap_ship_piece
mass = 10.000000
parent_impulse = 10.000000
child_impulse = 80.000000
fuse = li_fuse, 0.000000, 1
fuse = li_burning_fuse01, 0.000000, 17325
group_dmg_hp = DpNose
group_dmg_obj = li_head_dmg_cap
hit_pts = 1000000
root_health_proxy = true[CollisionGroup]
obj = Li_interior_lod1
separable = true
debris_type = debris_vanish
mass = 10.000000
parent_impulse = 10.000000
child_impulse = 50.000000
fuse = li_fuse, 0.000000, 1
fuse = li_burning_fuse01, 0.000000, 17325
group_dmg_hp = DpNose
group_dmg_obj = li_head_dmg_cap
hit_pts = 1000000
root_health_proxy = true[CollisionGroup]
obj = Li_front_lod1
separable = true
debris_type = debris_vanish
mass = 10.000000
parent_impulse = 10.000000
child_impulse = 10.000000
fuse = li_fuse, 0.250000, 1
fuse = li_burning_fuse02, 0.000000, 17325
dmg_hp = DpFront
dmg_obj = li_neck_dmg_cap
hit_pts = 1000000
root_health_proxy = true[CollisionGroup]
obj = Li_rear_lod1
separable = true
debris_type = debris_vanish
mass = 10.000000
parent_impulse = 10.000000
child_impulse = 10.000000
fuse = li_fuse, 0.750000, 1
fuse = li_burning_fuse04, 0.000000, 17325
dmg_hp = DpRear
dmg_obj = li_butt_dmg_cap
hit_pts = 1000000
root_health_proxy = true[CollisionGroup]
obj = Li_cntrltwr_lod1
separable = true
debris_type = debris_vanish
mass = 10.000000
parent_impulse = 10.000000
child_impulse = 10.000000
dmg_hp = DpCntrltwr
dmg_obj = li_tower_cap
fuse = li_fuse, 0.500000, 1
fuse = li_burning_fuse03, 0.000000, 17325
hit_pts = 1000000
root_health_proxy = true[CollisionGroup]
obj = Li_shield_generator_lod1
separable = true
debris_type = debris_vanish
mass = 10.000000
parent_impulse = 10.000000
child_impulse = 10.000000
fuse = li_fuse, 0.500000, 1
fuse = li_burning_fuse02, 0.000000, 17325
dmg_hp = DpShieldgen
dmg_obj = li_shield_gen_cap
hit_pts = 1000000
root_health_proxy = true[CollisionGroup]
obj = Li_reactor_lod1
separable = true
debris_type = debris_vanish
mass = 10.000000
parent_impulse = 10.000000
child_impulse = 10.000000
fuse = li_fuse, 1.000000, 1
fuse = li_burning_fuse04, 0.000000, 17325
hit_pts = 1000000
root_health_proxy = true[CollisionGroup]
obj = Li_reactor_core_lod1
separable = true
debris_type = cap_ship_piece
mass = 10.000000
parent_impulse = 10.000000
child_impulse = 300.000000
fuse = li_fuse, 1.000000, 1
fuse = li_burning_fuse04, 0.000000, 17325
group_dmg_hp = DpEngine
group_dmg_obj = li_engine_cap
hit_pts = 1000000
root_health_proxy = true[CollisionGroup]
obj = Li_engine_lod1
separable = true
debris_type = debris_vanish
mass = 10.000000
parent_impulse = 10.000000
child_impulse = 50.000000
fuse = li_fuse, 1.000000, 1
fuse = li_burning_fuse04, 0.000000, 17325
hit_pts = 1000000
root_health_proxy = true -
absolutely nothing. you only have to refer to an existing file in the value of "cockpit = " and there your turret view tether has to be large enough at least on the z axis. just look at other cockpit files for syntax reference, the parameters are mostly very obvious.
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i changed li_battleship.ini to:
[cockpits]
mesh = cockpits\bretonia\models\br_freighter_cockpit.cmp int_brightness = 0.250000 head_turn = 30, 10 [CockpitCamera] [TurretCamera] tether = 0.000000, 3.000000, 420.000000 yaw_rotate_speed = 2.000000 pitch_rotate_speed = 1.500000 accel_speed = 5 [RearViewCamera] view_position = 0.000000, 80.000000, 540.000000problem stayed
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cockpit = cockpits\liberty\li_dreadnought
You aren’t pointing to the good INI in your shiparch.ini definition. In fact, without the “.ini” at the end, you aren’t even pointing to an existing file.
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Gisteron wrote:
i’d rather mount a cloaking device to the hpcloak01 hardpoint than a gun. and let the “, 1” out at the end as this is what makes the game read it and not the flhook.thx , i get 1 more problem about cargo
cargo li_d is 0
i want change it to 1000
how and which file is it ?
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Hi! I’m a semi self learner and your questions are all stupid. Some tutorial are created for you and you only (it’s not ironic), but me too at the begining I thought it was difficult but now I am 16 years old and I understand basical modding.
I think you’re impatient and I understand you but a great modder learn by himself! No… I’m kiding…! So… Please search before ;), modding Freelancer is very simple, and by the way be more patient and go into inis of other mods, I did this and now I can creat all of I want, When I can do it… ^^
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If he has the english version of FL, it’s obvious because whene you buy a thing, it sayes, “loaded into cargo hold” so hold size is the space of cargobay.