Now it exists and can be bought and sold the final of the basic stages is to decide where it is bought or sold.īase = the base id used by Freelancer, this is the first, Planet New London, this is then followed by a list of commodities looking either like Item_icon = Equipment\models\commodities\nn_icons\commod_alcoh ol.3db Shop_archetype = Equipment\models\commodities\nn_icons\cwire_rawmat s_1.3db Jump_dist = 7 (I am sure someone knows exactly what this means? But I do not value between 1 and 10 appears ok) Item_icon = Equipment\models\commodities\nn_icons\COMMOD_metal s.3db (the icon that appears at dealer and in cargo hold, choose a default or make own, see Ospreys Ship Icon Tutorial, there are quicker methods but this is a good resume of FL icons) Shop_archetype = Equipment\models\commodities\nn_icons\cwire_refine dmats_2.3db (what it looks like/which crate appear in the dealers but seems to crash without an entry here, copy one used for a similar substance already in file) ![]() Good_buy_price = 1 (a multiplier of the base price that will show up as good (green) when buying from the dealer) Good_sell_price = 2.550000 (a multiplier of the base price that will show up as good (green) when selling to the dealer, so for this commodity = 320 x 2.55 = 816)īad_buy_price = 2.550000 (a multiplier of the base price that will show up as bad (red) when buying from the dealer)īad_sell_price = 1 (a multiplier of the base price that will show up as bad (red) when selling to the dealer) weapons) when they will be listed separately.) Price = 320 (the base price per single unit)Ĭombinable = true (true = they are not listed as individual units in cargo hold but combined as one number, compare with false (e.g. Msg_id_prefix = gcs_gen_commodity_niobium (used when the npc references this in game voice can leave out if adding custom commodity, unless you wish to add audio)Įquipment = commodity_niobium (nickname that select_equip.ini file will use, see above)Ĭategory = commodity (so the commodity dealer will know that they sell it) Nickname = commodity_niobium (what the commodity is called) Now you have the commodity, the next stage is the buying and selling, so on to ![]() Hit_pts = 250 (how many hit points it has when shooting in space and linked to the speed of disappearing with perishable cargo) Volume = 1 (the volume taken up in the cargo hold) Loot_appearance = lootcrate_grey (what it looks like when looted or mined, again choose a default from similar commodity)ĭecay_per_second = 0 (how many hit points the commodity loses per second when carried, 0 = non-perishable) Pod_appearance = cargopod_grey (appears to relate to pod carried on transports, copying one of the defaults works) Appears to be 5 per cargopod or 6/7 depending on ship type) ![]() Units_per_container = 30 (how many units held per container, important for when ship is killed as FL seems to only spawn 5-7 crates per ship/cargopod. dll entry for its infocard, new commodity will need new name adding, see end) dll entry for its name, new commodity will need new name adding, see end) Nickname = commodity_niobium (link to goods.ini, what nickname commodity has for the game to recognise it) įile to alter: Data\equipment\select_equip.ini I dont expand on what all the bits mean as for some I am not sure, others feel free to unpack and help refine what follows, however this does work. I am sure many will know how to do this however here is a basic thumbnail of information gleaned over the last few months for adding new commodities.
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