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Adding ships to bases

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Adding ships to bases
Offline Janus99
08-31-2012, 03:33 AM,
#1
Member
Posts: 33
Threads: 11
Joined: Jan 2012

Hi all.

Does anyone know how to add ships to bases? I understand the prices.cfg file, but I am wanting to add a ship to a base that normally doesn't sell any ships. I want to give nomad players direct access to a base construction platform. I tried using prices.cfg.

I used MarketGood =, Ship =, ShipGood = and nothing. I had the line format correct as in the internal name of the base, the name of the ship; dsy_lifter, price set as 2800000.00000 and the buy&sell/buy only switch set at 0. But when I go to that base there are no ships for sale.

Is it even possible to do this, or will nomads, as well as other unlawfuls, have to ask an admin for this ship?

Janus
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Offline AeternusDoleo
08-31-2012, 06:44 AM,
#2
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

You need to first define a ship dealer and link it from every room on the base from the base file. I recommend you view an existing base with ship dealer to see how that's done. Depending on the base in question, you may also need to define another room, copying an existing one is probably quickest.

After that, define a ship dealer "fixture" in mBases.ini to represent the shop dealer. Both the NPC and fixture need to be defined and linked.

After that, assign the ship packages you want to have sold at the base to the base via market_ships.ini - if the package doesn't exist you'll have to define it in goods.ini first.

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
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Offline Janus99
09-02-2012, 04:00 AM,
#3
Member
Posts: 33
Threads: 11
Joined: Jan 2012

' Wrote:You need to first define a ship dealer and link it from every room on the base from the base file. I recommend you view an existing base with ship dealer to see how that's done. Depending on the base in question, you may also need to define another room, copying an existing one is probably quickest.

After that, define a ship dealer "fixture" in mBases.ini to represent the shop dealer. Both the NPC and fixture need to be defined and linked.

After that, assign the ship packages you want to have sold at the base to the base via market_ships.ini - if the package doesn't exist you'll have to define it in goods.ini first.

What you're describing is altering the mod wholesale, seems to me like. I wanted to do it server side using the existing Discovery Mod. If I were to do all this, it would be fine, on the server machine, but the client machines wouldn't have it so it wouldn't do any good.

You can add items or change item prices on bases using the prices.cfg file. I wanted to add a ship.

Thanks anyway. Seems like this can't be done without rewriting the discovery mod, which I wouldn't even attempt.

Janus
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Offline Janus99
09-12-2012, 06:26 PM,
#4
Member
Posts: 33
Threads: 11
Joined: Jan 2012

Well, I found out how to do this.

there are two requirements.

1. The base you want the ship on must be hard coded to include a ship dealer

2. There cannot be any more than 2 ships on the base you want to place the ship on. Well, there can be, but one of the ones already there will be overwritten.

You use the prices.,cfg and add a line such as

MarketGood = br03_05_base, dsy_lifter_package, 5539750.00000, 0

That will put a Base Construction Platform on Lisburn Rock in Cambridge for 5,539,750. FL companinon says the ship goes for 2,800,000 but that's the hull and the engine only. The package is what is offered so the price needs to reflect that.

Janus
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