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TFL Mike
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Posts: 2286

PostPosted: Wed Feb 11, 2009 8:53 pm    Post subject: Creating or editing a Mine Reply with quote

This is from the weapons_equip.ini file

Level= Beginer

Incomplete = missing details on some items

Files involved = weapon_equip.ini, weapon_good.ini, market_misc.ini

Should use the sdk from EOA 1.3 or 1.5 versions

This would be a complete mine must be listed in this order in the weapons_equip.ini file or it wont work

[Explosion]
nickname = mine01_mark01_explosion
effect = li_mine01_blast25 ; the explosion effect
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 16 ; the radius of the damage ???
hull_damage = 400 ; the damage it does to a ships hull
energy_damage = 0 ; the damage it does to a ships shield
impulse = 0

; then you create actual mine

[Mine]
nickname = mine01_mark01_ammo
explosion_arch = mine01_mark01_explosion ; identify the explosion above
loot_appearance = ammo_crate
units_per_container = 10
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_mine_regular ; sound of the mine when launched
detonation_dist = 4
lifetime = 10
force_gun_ori = true
DA_archetype = equipment\models\mines\br_plasma_mine.3db
material_library = equipment\models\br_equip.mat
ids_name = 265165 ; name of the ammo
ids_info = 266165 ; info on the ammo
mass = 0.100000
volume = 0.000000
owner_safe_time = 4
linear_drag = 0.400000
seek_dist = 400
top_speed = 60
acceleration = 200
const_effect = li_mine01 ; the effect of this particular mine when launched

; instead of a gun it uses a mine dropper

[MineDropper]
nickname = mine01_mark01
ids_name = 263165 ;the name of the item in the dll files
ids_info = 264165 ; the infocard for the mine in the dll files
DA_archetype = equipment\models\weapons\li_cm_dropper01.cmp ; the 3d model of the item attached to your ship
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 400 ; how many hit points the mine launcher has before it breaks
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
damage_per_fire = 0 ; no damage the ammo does the damage
power_usage = 0 ; does it use power from your power supply
refire_delay = 1 ; how many times you can shoot one in a given time frame
muzzle_velocity = 20 ; how fast it comes out of the gun
toughness = 3.300000
projectile_archetype = mine01_mark01_ammo ; the ammo you created above
dry_fire_sound = fire_dry ; the sound you hear when it cant fire
separation_explosion = sever_debris
lootable = true
LODranges = 0, 20, 60, 100 ; how far from this item can you still see it



This is from the weapons_good.ini file

[Good] ; this is the mine launcher
nickname = mine01_mark01
equipment = mine01_mark01
category = equipment
price = 500
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_minedropper.3db
combinable = false
free_ammo = mine01_mark01_ammo, 20
ids_name = 263165 ; the name of it in the dll files
ids_info = 264165 ; the infocard for it in the dll files
shop_archetype = equipment\models\weapons\li_cm_dropper01.cmp
material_library = equipment\models\li_equip.mat

[Good] ; and this is the ammo for the launcher above
nickname = mine01_mark01_ammo
equipment = mine01_mark01_ammo
shop_archetype = equipment\models\mines\br_plasma_mine.3db
material_library = equipment\models\br_equip.mat
category = equipment
price = 20
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_mine.3db
combinable = true



and this is how you make it available for sale in the market_misc.ini file

[BaseGood]
base = Li01_01_base ; this would be planet manhatten
MarketGood = mine01_mark01, 0, -1, 10, 10, 0, 1
MarketGood = mine01_mark01_ammo, 0, -1, 50, 50, 0, 1
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Last edited by TFL Mike on Wed Feb 11, 2009 9:16 pm; edited 1 time in total
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TFL Coolant42
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Joined: 17 Dec 2007
Posts: 657

PostPosted: Wed Feb 11, 2009 9:04 pm    Post subject: Reply with quote

Quote:
ids_name = 263165 ;the name of the item in the dll files
ids_info = 264165 ; the infocard for the mine in the dll files


So if I make a custom mine, I would need to add the info to the dll files?(which I have no idea how to open lol)
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TFL Mike
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Joined: 18 Jul 2004
Posts: 2286

PostPosted: Wed Feb 11, 2009 9:19 pm    Post subject: Reply with quote

This requires a seperate dll file for custom names and infocards. also needed are seperate programs used to edit the dll files like Reshacker, PE explorer, FL_IDS. This is not covered in this tutorial
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[HLF]Zeta
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Joined: 27 Nov 2006
Posts: 511
Location: Whiteman Air Force Base, MO US

PostPosted: Tue May 18, 2010 5:23 am    Post subject: Reply with quote

I realize this is probably the worst grave digging in the history of grave digging... buuuuttt... I'm a new modder, and I have found that using Freelancer Developer seems to work better for creating new infocards/names, as they have the "next empty" button that automatically gives you a usable IDS number.
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TFL Mike
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Joined: 18 Jul 2004
Posts: 2286

PostPosted: Thu May 20, 2010 6:18 pm    Post subject: Reply with quote

i would have to fully agree but back when I made this post it was not available or I at least had not been aware of it.
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[HLF]Zeta
Hessian Pirate


Joined: 27 Nov 2006
Posts: 511
Location: Whiteman Air Force Base, MO US

PostPosted: Mon May 24, 2010 1:07 am    Post subject: Reply with quote

OK, here's a slightly more advance modder type of question, but is there a way to tell a mine to only lock on to one type of enemy? Say for instance, a solar or a battleship only? I'm trying to create bomber that would require a "bombing run" rather than just launching torpedos.
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