Posts by Lordadmiral Drake

    Well, in the shiparch.ini I´ve just copied the patriot´s entry and changed it to fit to my ship. And I´ve checked the entries in the goods.ini; everythings right.

    I have somewhen tried to make a tradelane around an area (dangerous). So what I found out is that you can make them bent, if you ignore that problem with the effect. But if the arc is more than 90 degree you´ll move in a straight way endlessy.

    Well, here you see... shiparch.ini : [Ship ids_name = 458875 ids_info = 468835 ids_info1 = 468836 ids_info2 = 468837 ids_info3 = 468838 ship_class = 0 nickname = ko_elite LODranges = 0, 40, 60, 140, 300, 1000 msg_id_prefix = gcs_refer_shiparch_Liblf mission_property = can_use_berths type = FIGHTER mass = 150.000000 hold_size = 25 linear_drag = 1.000000 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, 22 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 = 56 shield_battery_limit = 56 hit_pts = 10300 DA_archetype = shipscoalitionko_eliteko_elite.cmp material_library = shipscoalitionko_ships.mat material_library = fxenvmapbasic.mat envmap_material = envmapbasic cockpit = cockpitslibertyl_fighter.ini pilot_mesh = generic_pilot explosion_arch = explosion_li_elite 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 = 20000 strafe_power_usage = 2 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 = 4 HP_tractor_source = HpTractor_Source shield_link = l_fighter_shield01, HpMount, HpShield01 hp_type = hp_weapon_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_weapon_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_weapon_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_weapon_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_weapon_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_weapon_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_weapon_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_weapon_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_turret_special_8, HpTurret01 hp_type = hp_turret_special_7, HpTurret01 hp_type = hp_turret_special_6, HpTurret01 hp_type = hp_turret_special_5, HpTurret01 hp_type = hp_turret_special_4, HpTurret01 hp_type = hp_turret_special_3, HpTurret01 hp_type = hp_turret_special_2, HpTurret01 hp_type = hp_turret_special_1, HpTurret01 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 hp_type = hp_shield_special_8, HpShield01 hp_type = hp_shield_special_7, HpShield01 hp_type = hp_shield_special_6, HpShield01 hp_type = hp_shield_special_5, HpShield01 hp_type = hp_shield_special_4, HpShield01 hp_type = hp_shield_special_3, HpShield01 hp_type = hp_shield_special_2, HpShield01 hp_type = hp_shield_special_1, HpShield01 and goods. ini [Good nickname = koe_hull Category = shiphull ship = ko_elite price = 583000 ids_name = 1 item_icon = Equipmentmodelscommodities
    n_iconsor_fighter.3db [Good nickname = koe_package category = ship hull = koe_hull addon = ge_koe_engine01, internal, 1 addon = ko_elite_power01, internal, 1 addon = ge_s_scanner_01, internal, 1 addon = ge_s_tractor_01, internal, 1 addon = LargeWhiteSpecial, HpHeadlight, 1 addon = SlowSmallPurple, HpRunningLight01, 1 addon = SlowSmallPurple, HpRunningLight02, 1 addon = SlowSmallBlue, HpRunningLight03, 1 addon = SlowSmallBlue, HpRunningLight04, 1 addon = DockingLightRedSmall, HpDockLight01, 1 addon = DockingLightRedSmall, HpDockLight02, 1 Well, I hope it helps. <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>

    We think that the hp-types are hardcoded. You would have to change the exe-file and this is simply impossible. Look here: <A href=´http://www.lancersreactor.org/t/forum/topic.asp?topic_id=39313&amp;forum_id=18&amp;Topic_Title=Changing+the+Unchangeable+%28EXE+and+DLL+Mods%29&amp;forum_title=Freelancer+General+Editing+Forum%cat_title=Freelancer+Editing&amp;M=False´ Target=_Blank>Changing the Unchangeable: EXE and DLL Mods </a> Edited by - Cmdr. Stefan on 6/27/2005 4:32:53 AM