Need help batteship
-
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.
-
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
-
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.
-
-
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 ?
-
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… ^^
-
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.
-
NORT wrote:
Pls can any one help me with [CloakingDevice] ,I have problemwhen i undock i can*t see ship
I’m going to go out on a limb and say it is because it’s cloaked…so it’s working
Do you mean you wish to be cloaked to all else, but able to see your ship? What have you done so far to achieve the effects you’ve seen?
-
i done with good.ini and weapon_equip with cloak .
code:
weapon_equip :[CloakingDevice] nickname = cloak_fightern 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 cloakin_time = 4 cloakout_time = 4 cloakin_fx = no_cloakeffect01 cloakout_fx = no_cloakeffect01
[Good] nickname = re_package_cloak category = ship hull = rec_hull addon = ge_re_engine_01, internal, 1 addon = rh_elite_power01, internal, 1 addon = ge_s_scanner_01, internal, 1 addon = ge_s_tractor_01, internal, 1 addon = cloak_fightern, HpCloak01, 1 addon = shield01_mark06_hf, HpShield01, 1 addon = LargeWhiteSpecial, HpHeadlight, 1 addon = SlowSmallYellow, HpRunningLight01, 1 addon = SlowSmallYellow, HpRunningLight02, 1 addon = SlowSmallYellow, HpRunningLight03, 1 addon = SlowSmallYellow, HpRunningLight04, 1 addon = SlowSmallYellow, HpRunningLight05, 1 addon = SlowSmallYellow, HpRunningLight06, 1 addon = contrail01, HpContrail01, 1 addon = contrail01, HpContrail02, 1 addon = DockingLightRedSmall, HpDockLight01, 1 addon = DockingLightRedSmall, HpDockLight02, 1
i can*t cloak or uncloak why ??
where is problem ?