Bon ok alors accroche-toi :
Tout d´abord il faut que tu télécharges Freelancer Ini Explorer 0.7 à cette adresse : http://www.lancersreactor.com/t/download/download.asp?id=1090
Ca va te servir pour éditer les *.ini du jeu
Il faut que tu ouvres le dossier shiparch.ini qui se trouve dans Freelancer\DATA\SHIPS
Après tu dois trouver le nickname ( surnom) du vaisseau que tu veux modifier
Cherche dans la liste :
- ***********************************************
- **
IDS # Name Nickname
Bretonian Ships
237007 Crusader br_elite
237008 Cavalier br_fighter
237009 Clydesdale br_freighter
237005 Bretonia Battleship br_battleship
237006 Bretonia Destroyer br_destroyer
237010 Bretonia Gunboat br_gunboat
BoarderWorld Ships
237011 Stiletto bw_elite
237012 Sabre bw_elite2
237013 Dagger bw_fighter
237014 Dromedary bw_freighter
BountyHunter Ships
237002 Barracuda bh_elite
237003 Hammerhead bh_elite2
237004 Piranha bh_fighter
Civilian Ships
237015 Starflier ge_fighter
237016 Startracker ge_fighter2
237017 Hawk ge_fighter4
237018 Falcon ge_fighter5
237019 Eagle ge_fighter6
Corsair Ships
237020 Centurion co_elite
237021 Titan co_elite2
237022 Legionnaire co_fighter
Kusari Ships
237027 Dragon ku_elite
237028 Drake ku_fighter
237029 Drone ku_freighter
237025 Kusari Battleship ku_battleship
237026 Kusari Destroyer ku_destroyer
237030 Kusari Gunboat ku_gunboat
Liberty Ships
237033 Defender li_elite
237034 Patriot li_fighter
237035 Rhino li_freighter
237031 Liberty Cruiser li_cruiser
237032 Liberty Dreadnought li_dreadnought
Pirate Ships
237044 Wolfhound pi_elite
237045 Bloodhound pi_fighter
237046 Mule pi_freighter
Rheinland Ships
237051 Valkyrie rh_elite
237052 Banshee rh_fighter
237053 Humpback rh_freighter
237049 Rheinland Battleship rh_battleship
237050 Rheinland Cruiser rh_cruiser
237054 Rheinland Gunboat rh_gunboat
Order Ships
237042 Order Ship or_elite_msn1
237043 Osiris or_osiris
237041 Anubis or_elite
Nomad Ships
237038 Nomad Battleship no_battleship
237039 Nomad Fighter no_fighter
237040 Nomad Gunboat no_gunboat
Freighter Ships
237055 Train ge_train
237056 Large Train ge_large_train
237057 Transport ge_transport
237058 Large Transport ge_large_transport
237001 Armored Transport ge_armored
Misc. Ships
237047 Prison Liner ge_prison
237048 Repair Ship ge_repair
237036 Luxury Liner ge_liner
237037 Mining Ship ge_miner
237023 CSV ge_csv
237024 Heavy Lifter ge_lifter
- ***********************************************
- **
- exemple pour le Dromedary :
Quand tu as le nickname, tu fais ´rechercher´ dans shiparch.ini et tu vas obtenir quelquechose comme ça :
[Ship]
ids_name = 237014
ids_info = 66524
ids_info1 = 66525
ids_info2 = 66608
ids_info3 = 66526
ship_class = 2
nickname = bw_freighter
LODranges = 0, 75, 150, 300, 1200
msg_id_prefix = gcs_refer_shiparch_borf
mission_property = can_use_berths
type = FREIGHTER
DA_archetype = Ships\border_world\bw_freighter\bw_freighter.cmp
material_library = ships\border_world\bw_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\corsair\bw_freighter.ini
pilot_mesh = generic_pilot
nanobot_limit = 23
shield_battery_limit = 23
mass = 300.000000
linear_drag = 1.000000
hold_size = 275
fuse = intermed_damage_smallship01, 0.000000, 900
fuse = intermed_damage_smallship02, 0.000000, 450
fuse = intermed_damage_smallship03, 0.000000, 300
max_bank_angle = 15
camera_offset = 10, 49
camera_angular_acceleration = 0.035000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 20
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 3600
explosion_arch = explosion_li_freighter
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
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
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 3
shield_link = bw_freighter_shield01, HpMount, HpShield01
hp_type = hp_gun_special_6, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_freighter_shield_special_6, HpShield01
hp_type = hp_freighter_shield_special_5, HpShield01
hp_type = hp_freighter_shield_special_4, HpShield01
hp_type = hp_freighter_shield_special_3, HpShield01
hp_type = hp_freighter_shield_special_2, HpShield01
hp_type = hp_freighter_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_turret_special_6, HpTurret02, HpTurret03, HpTurret05
hp_type = hp_turret_special_5, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_4, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_3, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_2, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
steering_torque = 54000.000000, 54000.000000, 54000.000000
angular_drag = 60000.000000, 60000.000000, 60000.000000
rotation_inertia = 16800.000000, 16800.000000, 16800.000000
Bon maintenant je te fais un petit tuto pour aprendre les bases sur les vso :
[Ship]
ids_name = 237014
ids_info = 66524
ids_info1 = 66525
ids_info2 = 66608
ids_info3 = 66526
ship_class = 2
nickname = bw_freighter
LODranges = 0, 75, 150, 300, 1200
msg_id_prefix = gcs_refer_shiparch_borf
mission_property = can_use_berths
type = FREIGHTER
DA_archetype = Ships\border_world\bw_freighter\bw_freighter.cmp
material_library = ships\border_world\bw_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\corsair\bw_freighter.ini
pilot_mesh = generic_pilot
nanobot_limit = 23 ***** -> nombre de nanos que le vso peut avoir
shield_battery_limit = 23 ***** -> nombre de batteries que le vso peut avoir
mass = 300.000000
linear_drag = 1.000000
hold_size = 275 ***** -> soute du vso
fuse = intermed_damage_smallship01, 0.000000, 900
fuse = intermed_damage_smallship02, 0.000000, 450
fuse = intermed_damage_smallship03, 0.000000, 300
max_bank_angle = 15
camera_offset = 10, 49
camera_angular_acceleration = 0.035000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 20
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 3600 ***** -> coque du vso
explosion_arch = explosion_li_freighter
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
nudge_force = 30000.000000
strafe_force = 20000 ***** -> strafe du vso ( agilité)
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
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 3
- *** c´est à partir de là que ça nous intéresse si tu veux modifier l´équipement que peut avoir le vso
- **
shield_link = bw_freighter_shield01, HpMount, HpShield01
- ** HpShield01 correspond au bouclier.
Ici il n´y en a qu´un, n´en rajoute pas un 2ème car ça ne marcherait pas, son emplacement n´étant pas défini ( c´est pareil pour les armes, n´en rajoute pas)
hp_type = hp_gun_special_6, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03
- ** hp_gun_special_X correspond à la classe d´arme que le vso peut avoir.
Les armes du vso sont représentées par HpWeaponX
Donc quand tu as :
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03
cela veut dire que les 3 armes du vso ( HpWeapon01, HpWeapon02, HpWeapon03) peuvent recevoir de l´équipement de classe 1 ( hp_gun_special_1)
Donc si tu veux qu´elles recoivent de l´équipement de classe 10, il faut que tu mettes :
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_freighter_shield_special_6, HpShield01
hp_type = hp_freighter_shield_special_5, HpShield01
hp_type = hp_freighter_shield_special_4, HpShield01
hp_type = hp_freighter_shield_special_3, HpShield01
hp_type = hp_freighter_shield_special_2, HpShield01
hp_type = hp_freighter_shield_special_1, HpShield01
- ** hp_freighter_shield_special_X correspond à la classe de bouclier que le vso peut avoir.
Donc quand tu as :
hp_type = hp_freighter_shield_special_1, HpShield01
cela veut dire que le bouclier du vso peut être de classe 1.
Donc si tu veux qu´il puisse être de classe 10, il faut que tu mettes :
hp_type = hp_freighter_shield_special_10, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_turret_special_6, HpTurret02, HpTurret03, HpTurret05
hp_type = hp_turret_special_5, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_4, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_3, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_2, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
- ** Au dessus ce sont les tourelles, le fonctionnement est le même.
- **
Bon là je t´ai à peu près tout dit sur le script d´un vso, ça va te permettre de comprendre à peu près comment ça marche.
Si ça t´intéresses, tu pourras même créer de nouveaux vso.
Mais pour ce que je t´ai montré au-dessus, reste raisonnable, ce n´est pas amusant d´en avoir trop, en tout cas on finit très rapidement par s´en laisser.
Allez bon moding 