Getting custom ships into starshatter

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Code Crank Call
Posts: 25
Joined: Wed Apr 26, 2006 7:51 pm

Getting custom ships into starshatter

Post by Code Crank Call »

After lengthy sessions of going over the mod SDK content on starshatter.com, I've completed what I think is the required content of a custom fighter. However it is apperabtly not registering into the game when all content is in the mods/ships/(ship name) directory, or when the.def file used for the ship is placed in the Ships directory only. Does starshatter check syntax prior to adding the ship into the game, or do errors in the def file only become apperant when the ship is used in the game world?
My files are currently loceted in the Ships directory in a subfolder with the same name as the "NAME:" value in the .def file. The models and texture files referred to in the .def file are also in the ship's subdirectory. 'm thinking dumpig the contents of the .def file here will result in uneccesarily large ammounts of text (but I can host it remotely instead if needed).
Thanks for your time, folks!
So where's the obligatory game video with topgun music?
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wdboyd
Posts: 628
Joined: Tue Jun 14, 2005 9:52 pm
Location: Ohio U.S.A

RE: Getting custom ships into starshatter

Post by wdboyd »

Salutations,

This is involving to write out. Your .def file might be fine as it is.

Please email me and I will forward you the necessary information to create a .dat file for you ship(s).

wdboyd@zoominternet.net

Oh well..... here goes.

How to set up a .Dat file

1. Create a folder. I’ll use Cartel. Call it what you want and put it where you desire.
2. Put the ‘modfile.exe’ program that creates the .dat files in this folder.
3. Create a file using ‘notepad’ caller mod_info.def and insert the following in it:

MOD_INFO
name: “Cartel Test Build” // mod name
version: “0.0.1”

desc: “Cartel Ships, Missions and misc\n” // Mod description
“includes:\n”
“Ranger, Hornet, Condor, Pulsar\n”

copyright: “wdboyd” // replace with your name

campaign: {name:”The Cartel”,path:”Mods/Missions/”

The campaign information should be changed to reflect your campaign/mission name(s) or left out entirely if missions aren’t included. “Path” indicates what folder your missions are located in. The /n indicates a new line.

4. Save the ‘mod_info.def’ file to the new folder.


5. Create a file using notepad named ‘mod.bat’ with one line as follows:

Modfile.exe Cartel.dat

Cartel.dat is the file name of my .dat. Change that to the file name of your choice. Don’t forget the .dat at the end.

6. Save the mod.bat file to your folder above.

7. Also put in this folder a MODS folder which should contain your new Ship and Weapon folders.


8. Run the mod.bat file.


9. Copy the .dat file into your Matrix\Starshatter\Mods folder.

Note: You should have a Ship and Weapons folder in your MODS folder.

Start Starshatter and enable your new mod.

IMPORTANT STEP! EXIT THE GAME!

Restart Starshatter, and you should have your mod with all of its’ ships, weapons and missions available.


MISSION INFORMATION

In you Missions folder should the following, if they are included.

1. Mission.def file

MISSIONLIST

Mission:{
id: 1,
name: “1. Duel in the Sun”,
desc: “Destroy the bastages before they destroy you!”
start: “01/09:23:00 // game time of mission start
script: “Duel in the Sun.def” // mission.def file used

Of course, if there are more missions… one must add them to the MISSI0NLIST.

2. Dual in the Sun.def file // The actual mission .def file

MISSION

name: “Dual in the Sun”
type: “Sweep”
system: “Janus”
region: “IIon”

objective: “Unspecified”

sitrep: “Unknown”

start: “23:00:00” // Gametime the mission begins

degrees: true

element: {
name: “Alpha”, // element name
design: “Ranger”, // Ship design used
mission: “Sweep”, // mission type
intel: “Secret”,
count: 8, // Total number of craft type
command_ai: 1,
iff: 1 // Identification Friend Or Foe code

player: 1, // Players craft
playable: true,
region: “IIon”,
loc: (0, 0, 0),

objective: {cmd: Sweep,tgt: “Red”}

// Mission Sweep for element Red


element: {
name: “Red”,
design: “Falcon”,
mission: “Sweep”,

intel: “Secret”,
count: 4,
command_ai: 1,
iff: 2, // Antagonist must have different iff codes
playable: true,
region: “IIon”,
loc: (0, -20000, 0),

objective: {cmd: Sweep, tgt: “Alpha”},

// Mission Sweep for Alpha element

}

// EOF // End of File


wdboyd - Whew
"Time is a great teacher, but unfortunately it kills all its pupils!"
Code Crank Call
Posts: 25
Joined: Wed Apr 26, 2006 7:51 pm

RE: Getting custom ships into starshatter

Post by Code Crank Call »

It's rather odd, but I followed your procedure to make dat files, and it shows up in the activatable mods list in the game, but when I activate the mod, press "apply," exit, and restart the game, the mod is de-activated, and my ship doesn't show up, I'm also getting an error that no elements are present in my mission when i try and play it (ituses one of the custom ships.)
So where's the obligatory game video with topgun music?
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wdboyd
Posts: 628
Joined: Tue Jun 14, 2005 9:52 pm
Location: Ohio U.S.A

RE: Getting custom ships into starshatter

Post by wdboyd »

It could have been easier if you would have initially emailed me directly for this information. I could have sent you documents that could better explain and illistrate how it's done.

email me and I will forward some helpful files. [:)]

wdboyd@zoominternet.net
"Time is a great teacher, but unfortunately it kills all its pupils!"
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wdboyd
Posts: 628
Joined: Tue Jun 14, 2005 9:52 pm
Location: Ohio U.S.A

RE: Getting custom ships into starshatter

Post by wdboyd »

ORIGINAL: Code Crank Call

I'm also getting an error that no elements are present in my mission when i try and play it (ituses one of the custom ships.)

Firstly a mission with elements has to be present.

If there is a mission, this error normally indicates that an element(s) in the mission has not been given a NAME. Check all of the elements in your mission to ensure they have been named. [;)]

Or you could email me all of your files and I will try to find the problem or create the dat for you. [:'(]
"Time is a great teacher, but unfortunately it kills all its pupils!"
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