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Post by karrmcdebt on Sept 4, 2007 6:01:43 GMT
Trying to figure out how to get a new ammo to sell at a base, its the ammo for kamakazi coralskippers. I got the launchers working and added them into the equipment.
What all files need to be changed to make it work, I'm sure I'm just missing one of them.
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Post by Gibbon on Sept 4, 2007 8:33:31 GMT
The Force is not yet with you young Jedi but it might be after you read this.
There are three files needed for this, weapon_equip.ini, weapon_good.ini and market_misc.ini.
The first one defines the weapon, the second makes a goods entry for the weapon that you can sell, finally the third one makes it for sale at a base. I'll use the Javelin Missile as an example,
[glow=red,2,300]weapon_equip.ini[/glow]
[Motor] nickname = missile01_mark01_motor lifetime = 2.750000 accel = 50.000000 delay = 0
[Explosion] nickname = missile01_mark01_explosion effect = li_missile02_impact lifetime = 0.000000, 0.000000 process = disappear strength = 100 radius = 16 hull_damage = 489 energy_damage = 0 impulse = 0
[Munition] nickname = missile01_mark01_ammo explosion_arch = missile01_mark01_explosion loot_appearance = ammo_crate units_per_container = 10 hp_type = hp_gun requires_ammo = true ************************** Does your ammo have this line??? hit_pts = 2 one_shot_sound = fire_missile_regular detonation_dist = 4 lifetime = 13.750000 Motor = missile01_mark01_motor force_gun_ori = false const_effect = li_missile02_drive HP_trail_parent = HPExhaust seeker = LOCK time_to_lock = 0 seeker_range = 1000 seeker_fov_deg = 35 max_angular_velocity = 2.903330 DA_archetype = equipment\models\weapons\li_rad_missile.3db material_library = equipment\models\li_equip.mat ids_name = 265147 ids_info = 266147 mass = 1 volume = 0.000000
[Gun] nickname = missile01_mark01 ids_name = 263147 ids_info = 264147 DA_archetype = equipment\models\weapons\li_rad_launcher.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 400 explosion_resistance = 1.000000 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 0.000000 mass = 10 hp_gun_type = hp_gun_special_1 damage_per_fire = 0 power_usage = 0 refire_delay = 2 muzzle_velocity = 30.299999 toughness = 2.400000 projectile_archetype = missile01_mark01_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris auto_turret = false turn_rate = 90 lootable = true LODranges = 0, 5000
That takes care of the missile itself and it's launcher. Next up is the goods file.
[glow=red,2,300]weapon_good.ini[/glow]
[Good] nickname = missile01_mark01 equipment = missile01_mark01 category = equipment price = 500 item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db combinable = false free_ammo = missile01_mark01_ammo, 10 ids_name = 263147 ids_info = 264147 shop_archetype = equipment\models\weapons\li_rad_launcher.cmp material_library = equipment\models\li_equip.mat
[Good] nickname = missile01_mark01_ammo equipment = missile01_mark01_ammo shop_archetype = equipment\models\weapons\li_rad_missile.3db material_library = equipment\models\li_equip.mat category = equipment price = 25 item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db combinable = true
Notice the seperate entries for the gun and the ammo. Lastly you need to make them available and for this you need
[glow=red,2,300]market_misc.ini[/glow]
[BaseGood] base = Br01_01_base MarketGood = missile01_mark01, 0, -1, 10, 10, 0, 1 MarketGood = missile01_mark01_ammo, 0, -1, 50, 50, 0, 1
That should do it. Check for typos as that can cause a world of hurt lol
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Post by karrmcdebt on Sept 4, 2007 11:15:09 GMT
hmm, do you see the problem with these?
market_misc.ini
[BaseGood] base = KUAT_11_Base MarketGood = kamikaze_skip_ammo, 0, -1, 10, 10, 0, 1
weapon_good.ini
[Good] nickname = kamikaze_skip_ammo equipment = kamikaze_skip_ammo shop_archetype = equipment\models\torpedoes\ge_torpedo.3db material_library = equipment\models\ge_equip.mat category = equipment price = 5200 item_icon = equipment\models\commodities\nn_icons\EQUIPICON_mine.3db combinable = true
weapon_equip.ini
[Motor] nickname = kamikaze_01_motor lifetime = 4 accel = 50 delay = 0
[Explosion] nickname = kamikzae_01_explosion effect = gf_explosion_li_battleship_mainexpbig lifetime = 0.200000, 0.500000 process = disappear strength = 100 radius = 100 hull_damage = 10000 energy_damage = 0 impulse = 0
[Gun] nickname = kamikaze_skip ids_name = ids_info = DA_archetype = equipment\models\weapons\xwingblaster.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 1000 explosion_resistance = 1.000000 debris_type = debris_normal parent_impulse = 20 child_impluse = 80 volume = 0.000000 mass = 10 damage_per_fire = 0 power_usage = 0 refire_delay = 2 muzzle_velocity = 200 use_animation = Sc_fire toughness = 1.600000 light_anim = l_gun01_flash projectile_archetype = kamikaze_skip_ammo separation_explosion = server_debris auto_turret = ture turn_rate = 90 lootable = true LODranges = 0, 20, 40, 80, 100 hp_gun_type = hp_torpedo_special_2
[Munition] nickname = kamikaze_skip_ammo explosion_arch = kamikaze_01_explosion loot_appearance = ammo_crate units_per_container = 1 hp_type = hp_torpedo requires_ammo = true hit_pts = 2000 one_shot_sound = fire_missile_regular detonation_dist = 0 hull_damage = 0 energy_damage = 10000 lifetime = 60 Motor = sw_missile01_turret01_motor force_gun_ori = false const_effect = li_missile02_drive HP_trail_parent = HPExhaust seeker = LOCK time_to_lock = 0 seeker_range = 6000 seeker_fov_deg = 120 max_angular_velocity = 10 DA_archetype = ships\swships\coralskipper\coralskipper.cmp material_library = ships\swships\coralskipper\coralskipper.mat ids_name = ids_info = mass = 1 volume = 1
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Post by Gibbon on Sept 4, 2007 12:26:03 GMT
Yes i do see something straight away, assuming these files are a direct copy of yours. weapon_good.ini [Good] nickname = kamikaze_skip_ammo equipment = kamikaze_skip_ammo shop_archetype = equipment\models\torpedoes\ge_torpedo.3db material_library = equipment\models\ge_equip.mat category = equipment price = 5200 item_icon = equipment\models\commodities\nn_icons\EQUIPICON_mine.3db combinable = ture **************** What's this? looks like a typo to me
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Bejaymac
Crusader Pilot
Pain in the Butt
Posts: 95
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Post by Bejaymac on Sept 4, 2007 12:37:02 GMT
Your market file reads-
MarketGood = kamikaze_skip_ammo, 0, -1, 10, 10, 0, 1
When it should be -
MarketGood = kamikaze_skip_ammo, 0, -1, 50, 50, 0, 1
Hardware is set at 10 while consumables are set at 50
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Post by lord on Nov 29, 2007 14:37:47 GMT
where i can set reputaion needed to buy ammo ???
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Post by Thaddeus on Nov 29, 2007 15:15:15 GMT
not quite sure what youre trying to say...
but in the line
MarketGood = kamikaze_skip_ammo, 0, -1, 50, 50, 0, 1
the second number (-1) governs the reputation (you must be more friendly to buy) factor of the item
so -1 - theyll sell even if youre an enemy 0 - neutral 0.75 - 0.9 very friendly
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Post by lord on Nov 29, 2007 16:15:04 GMT
not quite sure what youre trying to say... but in the line MarketGood = kamikaze_skip_ammo, 0, -1, 50, 50, 0, 1 the second number (-1) governs the reputation (you must be more friendly to buy) factor of the item so -1 - theyll sell even if youre an enemy 0 - neutral 0.75 - 0.9 very friendly i'll try it
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Post by lord on Nov 29, 2007 16:22:36 GMT
thx
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