Author Topic: How to make purchase and salvage files in MCO  (Read 7459 times)

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Offline magic

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How to make purchase and salvage files in MCO
**THERE IS AN OPTION IN GAME OPTIONS SCREEN FOR UNLIMITED PURCHASE (ONLY COMPONENTS FOR NOW).**
**CHECK IT AND YOU WILL HAVE 99 PIECES OF EVERY COMPONENT FROM PURCHASE FILE**

PURCHASE FILE EXAMPLE:

FITini

[Components]

b AllComponents = False //always the same - DO NOT CHANGE - forgot to remove this line.

l Component0 = 7      //Heat Sink
l Component1 = 10      //Jump Jets
l Component2 = 25      //Armor Plating
l CompCount2 = 5      //**************5 peieces of Armor
l Component3 = 145      //PPC
l CompCount3 = 3      //**************3 PPCs
l Component4 = 155      //Flamer Array
l CompCount4 = 3      //**************3 Flamers
l Component5 = 101      //Autocannon (AC10)
l CompCount5 = 2      //**************2 Autocannons
l Component6 = 120      //LRM5 Rack
l Component7 = 105      //Machine Gun
l Component8 = 124      //SRM
l CompCount8 = 3      //**************3 SRMs
l Component9 = 201      //ac ammo ** additonal ammo container for AC

[Mechs]

st Mech0 = "centurion"      //Centurion variant 0 (primary)
st Mech1 = "blackjack"
l MechVariant1 = 1       //Black Jack variant 1
st Mech2 = "jenner"      //Jenner variant 0 (primary)

[Pilots]

st Pilot0 = "PMWlynx"
st Pilot1 = "PMWisis"
st Pilot2 = "PMWrebel"
st Pilot3 = "PMWhunter"

FITend


1)
Number of components can be set in purchase file:
For componentX just add line below: l CompCountX = Y.
Y is the number of components you want to have for purchase.
Can be ommited - if the game does not find CompCountX line it will auto-set CompCountX to 1.

   l Component3 = 156      //Laser
  l CompCount3 = 10      //********10 Lasers

Game can read  both new and old purchase files and combination (if CompCount is not found CompCount=1)

2)
Mech variant can be set in purchase file.
For MechX just add line below: l MechVariantX = Y.
Y is variant number for selected mech you want to have for purchase. Make sure it is existing variant, if not the game will give you an error message about non-existing variant.
Can be ommited - if the game does not find MechVariantX line it will auto-set VariantX to 0 (primary variant).

   st Mech1 = "Jenner"
   l MechVariant1 = 1 //*****Jenner variant 1

Game can read  both new and old purchase files and combination (if MechVariant is not found MechVariant=0)
**********************************************************************************************************
SALVAGE FILE EXAMPLE:
**SALVAGE FILE IS USED FOR COMPONENTS ONLY**

FITini

[General]

l ComponentCount = 2 //number of components in salvage container

[Components]

l Component0 = 142      //Large Pulse Laser
l Component1 = 144      //Pulse Laser
l CompCount1 = 2      //**************2 Pulse Lasers


FITend

The syntax is the same as for purchase file components section except there is no
- b AllComponents line. Instead there is:
- l ComponentCount = X, where X is number of different components in salvage crate. It is not the same as CompCount, Comp count is used for single components to set how many pieces of that component you want in salvage container.

Example above has 1 Large Pulse Laser and 2 Pulse Lasers placed in salvage container.
**********************************************************************************************************
HOW TO SET SALVAGE CONTAINER IN EDITOR

If you want to add salvage to any primary or secondary objective then you just have to add 2 actions for that objective:

1)
In combo box: "Type of action to add" select "Add New Component Salvage" and then press "Add Action" button.
It will prompt for a file - select your previously prepared salvage file. It will now show

Add New Component Salvage and full path and a file name of selected salvage file in the list box below.

2)
(Optional) Add text message - salvage message.
In combo box: "Type of action to add" select "Display Text Message" and then press "Add Action" button.
Type a message when prompted and its all set.

IF YOU WANT TO ADD SALVAGE THAT IS NOT IN ANY PRIMARY OR SECONDARY OBJECTIVE THEN YOU MUST FIRST MAKE A NEW
SECONDARY - HIDDEN TRIGGER OBJECTIVE WITH ONE CONDITION:
Specific Enemy Structure is Captured - Building you want to be salvage container.

Then repeat the steps 1) and 2) from above and it is all set.

IT WILL BE HIDDEN - BUILDING WILL BE CAPTURE ABLE UNDER CURSOR.
*********************************************************************************************************
ALL PURCHASE AND SALVAGE FILES MUST BE IN Data/missions folder.

I use to name purchase files for every mission by using mission name and adding _purchase and salvage files
by using mission name and adding _salvageX. There can be only one purchase file and many salvage files.
This way all mission files are listed together.
« Last Edit: July 30, 2013, 02:58:09 am by magic »

 
Re: How to make purchase and salvage files in MCO
This is really helpful information. Thanks Magic!
---------------------------------------------------------------------
This is how I've been deciding to do my Salvage;
Prepare the Salvage.Fit File in a text editor
Open the mission in the editor
Place Component Warehouse (or other building) in the editor.

Set up a Secondary Hidden objective, it does not matter what the title or description title is,  with the condition;
   Specific Building is Captured (Building)
Then add the following actions;
   Add New Component Salvage (browse to the prepared salvage.fit)
   DisplayTextMessage "Salvage Captured - brief description of salvage"
   SetFlag "FlagIDNumberOrString"

Set up a Secondary ActivateOnFlag objective, The Description Text is displayed in the mission objectives [F9] within the mission after the salvage has been taken, as a small reminder to the player that they found something,
   I've been making this something like "Salvage - Ammo Crate"
   Set the activation flag "FlagIDNumberOrString" with the success condition;
   Flag Is Set "FlagIDNumberOrString"

So why do all this? It hides both of these objectives from the player, in the logistics screen and in the mission. It makes the Building captureable, gives the player a description of what they have found, and actually gives them the salvage. Once the Building is captured the second objective activates, displaying it's text in the objectives sidebar [F9] and then auto-completes. To the player it looks like this is all one hidden objective.
So, why not do it all as one Hidden Objective?  Because it does not work. You can capture the building and that is all. No objective list display, no salvage and no pop-up message. I think this is because an objective cannot be both Hidden and ActivateOnFlag. Or the objective is not getting activated when the building is captured, because it is not activated yet. If that makes sense!

Just another way for modders to do things.

 
Re: How to make purchase and salvage files in MCO
I also have the following blank purchase and salvage files that I would like to share;
Code: [Select]
//--------------------------------------------------------------
// rd_purchase_all_blank
// Blank Purchase file with everything included
//
// Items and descriptions taken from data/objects/compbas
// Mech Data taken by skimming files in data/objects
// Pilots taken by skimming files in data/missions/warriors
//
// Created by RustyDios
// 12/ Feb / 2015
//--------------------------------------------------------------
// In order to make this work you need to comment out the lines/delete for items you dont want
// Then ensure there are numbers after... l ComponentXXX ...in sequence from 0 !! on the lines you do want
// You can add the line ... l CompCountXXX = YYY to provide more then 1 item
// XXX is the number from above Component list and YYY is the ammount
// If this line is not there then CompCountXXX = 1
//
// If a line is already commented out then that item should NOT be available for purchase ingame
// I've included them here for the sake of completeness :)
//
// - B - denotes this is a ballistic weapon
// - E - denotes this is a energy weapon
// - M - denotes this is a missile weapon
// everything else comes in the misc objects objects group
//
//--------------------------------------------------------------
FITini

[Components]

b AllComponents = FALSE

//l ComponentX = 0 // - Nothing
//l CompCountX    = Y    //Stock of X is Y
//l Component = 1 // -Fusion Engine
//l Component = 2 // - XL -- Removed --
//l Component = 3 // - C -- Removed --
//l Component = 4 // - Actuator, Arm
//l Component = 5 // - Actuator, Leg
//l Component = 6 // - Cockpit
l Component = 7 //Heatsink
//l CompCount    =    //Stock of above item
l Component = 8 //Double Heatsink
l Component = 9 //Clan Double Heatsink
l Component = 10 //Jump Jets
//l Component = 11 // - M -- Removed --
//l Component = 12 // - S -- Removed --
//l Component = 13 // - Sensors, Basic
//l Component = 14 // - Sensors, Intermediate
//l Component = 15 // - Sensors, Advanced
//l Component = 16 // - Sensors, Clan Basic
//l Component = 17 // - Sensors, Clan Advanced
//l Component = 18 // - Optics
//l Component = 19 // - Optics, Infrared
//l Component = 20 // - Gyro Mk IV -- Removed --
//l Component = 21 // - Gyro Mk III -- Removed --
//l Component = 22 // - Gyro Mk II
//l Component = 23 // - Gyro Mk I    -- Removed --
//l Component = 24 // - Power Amp  -- Removed --
l Component = 25 //Armor Plating
l Component = 26 //FF Armor Plating
l Component = 27 //Clan FF Armor Plating
//l Component = 28 //Clan Vehicle Armour
//l Component = 29 //Endosteel Internal Structure -- Removed --
//l Component = 30 //Clan EIS -- Removed --
//l Component = 31 //Ammo Case -- Removed --
//l Component = 32 // Clan Ammo Case -- Removed --
//l Component = 33 // - Shoulder Actuator
//l Component = 34 // - Hip Actuator
//l Component = 35 // - Life Support
//l Component = 36 // - Sensors, Vehicle
//l Component = 37 // - Optics, Advanced Infrared
l Component = 38 //ECM Mk.I
//l Component = 39 // - Nothing -
//l Component = 40 // - Nothing -
//l Component = 41 // - Nothing -
l Component = 42 //ECM Mk.II
l Component = 43 //Beagle Active Probe (BAP)
//l Component = 44 // - Nothing until 98
l Component = 98 //-B- Rail Gun
l Component = 99 //-B- Light Gauss Rifle
l Component = 100 //-B- Light Autocannon (AC5)
l Component = 101 //-B- Autocannon (AC10)
l Component = 102 //-B- Heavy Autocannon (AC20)
l Component = 103 //-B- Light Ultra Autocannon (AC5)
l Component = 104 //-B- Gauss Rifle
l Component = 105 //-B- Machine gun
//l Component = 106 // - Anti-Missile System -- Removed --
l Component = 107 //-B- LBX autocannon
l Component = 108 //-B- Ultra Autocannon (AC10)
l Component = 109 //-B- Clan Heavy Ultra Autocannon (AC20)
l Component = 110 //-B- Clan Light Ultra Autocannon (AC5)
l Component = 111 //-B- Clan Ultra Autocannon (AC10)
l Component = 112 //-B- Heavy Ultra Autocannon (AC20)
l Component = 113 //-B- Clan Gauss Rifle
l Component = 114 //-B- Clan MG Array
//l Component = 115 // - Clan AMS -- Removed --
l Component = 116 //-B- Clan Light LBX
l Component = 117 //-B- Clan LBX
l Component = 118 //-B- Clan Heavy LBX
l Component = 119 //-B- Clan Heavy MG
l Component = 120 //-M- LRM5 Rack
l Component = 121 //-M- LRM10
l Component = 122 //-M- LRM20
l Component = 123 //-M- Swarm LRM5 Rack
l Component = 124 //-M- SRM2 Pack
l Component = 125 //-M- Streak SRM2 Pack
l Component = 126 //-M- Heavy Thunderbolt
//l Component = 127 // - Nothing -
l Component = 128 //-B- Heavy Gauss Rifle
//l Component = 129 // - Nothing -
l Component = 130 //-M- Clan LRM5 Rack
l Component = 131 //-M- Clan LRM10
l Component = 132 //-M- Clan LRM20
l Component = 133 //-M- Clan SRM2
l Component = 134 //-M- Clan SRM6
l Component = 135 //-M- Clan Streak SRM2 Pack
l Component = 136 //-M- Clan Streak SRM6 Pack
l Component = 137 //-M- MRM
l Component = 138 //-M- Clan MRM
l Component = 139 //- E- Clan Heavy Laser
l Component = 140 //- E- Large Laser
l Component = 141 //- E- ER Large Laser
l Component = 142 //- E- Large Pulse Laser
l Component = 143 //- E- ER Laser
l Component = 144 //- E- Pulse Laser
l Component = 145 //- E- PPC
l Component = 146 //- E- ER PPC
l Component = 147 //- E- Clan Heavy Large Laser
l Component = 148 //- E- Large X pulse laser
l Component = 149 //- E- Clan ER Small laser
l Component = 150 //- E- Clan ER Large Laser
l Component = 151 //- E- Clan Large Pulse Laser
l Component = 152 //- E- Clan ER Laser
l Component = 153 //- E- Clan Pulse Laser
l Component = 154 //- E- Clan ER PPC
l Component = 155 //- E- Flamer Array
l Component = 156 //- E- Laser
l Component = 157 //- E- Clan flamer
//l Component = 158 // - Striker Bomb
//l Component = 159 // - Hellfire Bomb
l Component = 160 //-B- Long Tom Cannon
l Component = 161 //-M- Thunderbolt Missile
l Component = 162 //-M- Streak MRM
l Component = 163 //-M- Clan Streak MRM
l Component = 164 //- E- X pulse laser
l Component = 165 //- E- Clan Large ER pulse laser
l Component = 166 //- E- Ion cannon
l Component = 167 //- E- Neutron Gun
l Component = 168 //- E- Small ER laser
l Component = 169 //- E- Small laser
//l Component = 170 //Dropship ER PPC
//l Component = 171 //Dropship ER Laser
//l Component = 172 //Dropship Laser
//l Component = 173 //Dropship Gauss Cannon
//l Component = 174 //Clan DropShip ER PPC
//l Component = 175 //Clan DropShip ER Laser
//l Component = 176 //Clan DropShip Gauss Cannon
//l Component = 177 //Clan DropShip Pulse Laser
//l Component = 178 //Clan DropShip Ultra AC
//l Component = 179 //Clan DropShip HUAC
//l Component = 180 //-B- Clan Light UAC -- Repeat 110 --
//l Component = 181 // - Nothing until 198
l Component = 198 //Ammo Rail gun
l Component = 199 //Ammo Lt Gauss
l Component = 200 //Ammo Lt AC
l Component = 201 //Ammo AC
l Component = 202 //Ammo HAC
l Component = 203 //Ammo LUAC
l Component = 204 //Ammo Gauss
l Component = 205 //Ammo MG
//l Component = 206 //Ammo AMS -- Removed --
l Component = 207 //Ammo LBX
l Component = 208 //Ammo UAC
l Component = 209 //Ammo HUAC
l Component = 210 //Ammo CLUAC
l Component = 211 //Ammo CUAC
l Component = 212 //Ammo CHUAC
l Component = 213 //Ammo CGauss
l Component = 214 //Ammo CMG
//l Component = 215 //Ammo CAMS -- Removed --
l Component = 216 //Ammo CLLBX
l Component = 217 //Ammo CLBX
l Component = 218 //Ammo CHLBX
l Component = 219 //Ammo CHMG
l Component = 220 //Ammo LRM
l Component = 221 //Ammo LRM10
l Component = 222 //Ammo LRM20
l Component = 223 //Ammo SRM
l Component = 224 //Ammo SRM6
l Component = 225 //Ammo SSRM
l Component = 226 //Ammo H thunderbolt
l Component = 227 //Ammo Long Tom
l Component = 228 //Ammo thunderbolt
l Component = 229 //Ammo H gauss
l Component = 230 //Ammo CLRM
l Component = 231 //Ammo swarm LRM
l Component = 232 //Ammo CLRM20
l Component = 233 //Ammo CSRM
l Component = 234 //Ammo CSRM6
l Component = 235 //Ammo CSSRM
l Component = 236 //Ammo CSSRM6
l Component = 237 //Ammo MRM
l Component = 238 //Ammo CMRM
l Component = 239 //Ammo SMRM
l Component = 240 //Ammo CSMRM
//l Component = 241 //Ammo DS Gauss
//l Component = 242 //Ammo DS UAC
//l Component = 243 //Ammo DS HUAC
//l Component = 244 //Ammo Striker Bomb
//l Component = 245 //Ammo Hellfire Bomb
l Component = 246 //Ammo CLRM10
//l Component = 247 // - Nothing until 254 -- Ends --

[Mechs]

//--------------------------------------------------------------
// In order to make this work you need to comment out the lines/delete for items you dont want
// Then ensure there are numbers after... st MechXXX ...in sequence from 0 !! on the lines you do want
// You can add the line ... l MechVariantXXX = YYY to provide more then 1 type/build
// I've included some basic "points of interest" about the mech
//
// If a line is already commented out then that item should NOT be available for purchase ingame
// I've included them here for the sake of completeness as they show up as "mech objects" on sensors :)
// I suppose this list could be sorted better (ie by IS / CLAN) with more detailed loadouts
// but you can just look up the mech in data/objects
//
// If I noticed the mech has variants I've put the MechVariant line under it,
// commented out with the possible variant numbers
//--------------------------------------------------------------

//Light 5-35 ton
st Mech = "SalamanderArmor" // 1ton Powered Armour
st Mech = "Elemental" // - Clan FF Armour
st Mech = "Locust"
st Mech = "Locust2c"
st Mech = "MistLynx"
st Mech = "Firemoth"
st Mech = "Commando"
st Mech = "Commando2c"
st Mech = "UbanMech"
st Mech = "UbanMech2c"
st Mech = "Flea" // Fire Ant
st Mech = "Valkyrie"
st Mech = "Jevelin" // Javelin
st Mech = "Firefly"
st Mech = "Raven" // - ECM
st Mech = "Panther"
st Mech = "Firestarter"
st Mech = "Owens"
st Mech = "Puma" // Adder - 2x C ER PPC
st Mech = "Anubis"
//l MechVariant = //0,1
st Mech = "Uller" // Kitfox - Clan Sensor Advanced
//l MechVariant = //0,1(LRM),2
st Mech = "Werewolf" // RazorBack
//l MechVariant = //0,1
st Mech = "Wolfhound"
//l MechVariant = //0,1,2
st Mech = "Wolfhound2c" // - ECM, allows JJ
st Mech = "Hollander" // - Early Gauss
//l MechVariant = //0,1(no Gauss,UAC instead),2
st Mech = "Cougar" // Cougar MW4
//l MechVariant = //0,1(CERPPC),2(CHvyLas)
st Mech = "Cougar1"
//l MechVariant = //0,1(CERPPC),2(HvyLas)
st Mech = "Jenner2c"
//l MechVariant = //0,1
st Mech = "Jenner"
//l MechVariant = //0,1
//st Mech = "ShoLagar" // Aircraft ! -- Breaks Modify Mech --

//Medium 40-55 ton
st Mech = "Vulcan"
st Mech = "Phantom" // - ECM
st Mech = "Cicada"
st Mech = "Chimera"
st Mech = "Assassin"
st Mech = "Ranger" // - ECM
st Mech = "Iceferret"
st Mech = "Hellspawn"
st Mech = "BlackJack"
st Mech = "Nova" // - BAP
st Mech = "Huntsman" // - BAP
st Mech = "HunchbackIIC"
st Mech = "Hellhound" // - BAP
st Mech = "Enforcer"
st Mech = "Uziel"
st Mech = "Crab"
st Mech = "Shadowhawk"
st Mech = "MadCatMkIII"
st Mech = "Firewraith"
st Mech = "MenShen" // - ECM
st Mech = "ShaYu"
//l MechVariant = //0,1
st Mech = "ShadowCat"
//l MechVariant = //0,1,2
st Mech = "Hunchback"
//l MechVariant = //0,1
st Mech = "StarSlayer"
//l MechVariant = //0,1
st Mech = "Enfield"
//l MechVariant = //0,1
st Mech = "Ryoken" // Stormcrow
//l MechVariant = //0,1,2
st Mech = "Bushwacker"
//l MechVariant = //0,1,2
st Mech = "Centurion1" // Centurion II
//l MechVariant = //0,1
st Mech = "Centurion"
//l MechVariant = //0,1
//st Mech = "Hellcat" // Hellcat II -- Broken Art File --

//Heavy 60-75 ton
st Mech = "Lupus" // - ECM
st Mech = "Hellfire"
st Mech = "Dragon"
st Mech = "Champion"
st Mech = "Nova1" // Black Hawk
st Mech = "Argus"
st Mech = "Rifleman2c"
st Mech = "Loki" // Hell Bringer
st Mech = "Crusader"
st Mech = "Crossbow"
st Mech = "Cauldron" // Cauldron Born
st Mech = "Warhammer"
st Mech = "Intruder"
st Mech = "Grizzly" // -- Broken Mini Icon --
st Mech = "Avatar"
st Mech = "Thunder" // Thunderbolt
st Mech = "Thanatos"
st Mech = "Orion"
st Mech = "Orion2c"
st Mech = "Marauder"
st Mech = "Guardian"
st Mech = "Flashman"
st Mech = "NovaCat"
st Mech = "Hades"
//l MechVariant = //0,1
st Mech = "Vulture" // Mad Dog
//l MechVariant = //0(LRMS),1(CSRM.CSSRM)
st Mech = "Vulture1"
//l MechVariant = //0(LRMS),1(CSRM,CSSRM)
st Mech = "Rifleman"
//l MechVariant = //0,1,2,3
st Mech = "Catapult"
//l MechVariant = //0,1(elite-swarm lrms),2
st Mech = "Thor" // Summoner
//l MechVariant = //0,1
st Mech = "Jaegermech"
//l MechVariant = //0,1,2,3,4
st Mech = "Jaegermech3"
//l MechVariant = //0,1
st Mech = "Shootist"
//l MechVariant = //0,1
st Mech = "Madcat" // Timberwolf
//l MechVariant = //0,1,2
st Mech = "Timberwolf" // Mad Cat
//l MechVariant = //0,1,2
st Mech = "Laohu"
//l MechVariant = //0,1(Vong's),2
//st Mech = "Sabutai" // Aircraft ! -- Breaks Modify Mech --
//st Mech = "Gotha" // Aircraft ! -- Breaks Modify Mech --
//st Mech = "Lucifer" // Aircraft ! -- Breaks Modify Mech --
//st Mech = "Pilum" // Aircraft, Rapier ! -- Breaks Modify Mech --

//Assault 80-100 ton
st Mech = "ZeusMk2"
st Mech = "Warhammer2c"
st Mech = "Victor"
st Mech = "Thug"
st Mech = "Naga" // - T Bolt
st Mech = "Gargoyle"
st Mech = "Awesome"
st Mech = "Rapier" // -- Broken Mini Icon --
st Mech = "Warhawk"
st Mech = "Stalker"
st Mech = "Omen"
st Mech = "Marauder2c"
st Mech = "Longbow" // - 2x LRM20
st Mech = "Bloodkite"
st Mech = "Bloodasp"
st Mech = "Bloodasp2"
st Mech = "Battlemaster" // - ECM
st Mech = "Sunder"
st Mech = "Mauler"
st Mech = "MadCatMkII"
st Mech = "Highlander2c"
st Mech = "Gladiator"
st Mech = "Turkina"
st Mech = "Executioner"
st Mech = "Kodiak"
st Mech = "Fafnir"
st Mech = "Highlander"
//l MechVariant = //0,1
st Mech = "Zeus"
//l MechVariant = //0,1,2,3
st Mech = "Cyclops" // Advanced Sensors
//l MechVariant = //0,1(Cho's),2(Extended Sensors?)
st Mech = "Anihilator"
//l MechVariant = // 0,1,2
st Mech = "Atlas"
//l MechVariant = //0,1(Claymores),2(Reynards),3,4
st Mech = "Direwolf"
//l MechVariant = //0,1,2


[Pilots]

//--------------------------------------------------------------
// In order to make this work you need to comment out the lines/delete for items you dont want
// Then ensure there are numbers after... st PilotXXX ...in sequence from 0 !! on the lines you do want
// No CompCounts or Variants to complicate things
// I've made a note on if they are female or not
// You can check the actual pilot stats in data/missions/warriors
//--------------------------------------------------------------

// Green Pilots
st Pilot = "pmp_Bubba"
st Pilot = "pmp_Palerider"
st Pilot = "pmp_Claymore"
st Pilot = "pmp_Cobra"
st Pilot = "pmp_Hacksaw"
st Pilot = "pmp_Hammer"
st Pilot = "pmp_Creep"
st Pilot = "pmp_Chopper"
st Pilot = "pmp_Venom" // Female
st Pilot = "pmp_Dagger" // Female

//Regular Pilots
st Pilot = "pmp_hitman"
st Pilot = "pmp_hunter"
st Pilot = "pmp_scarab"
st Pilot = "pmp_beast"
st Pilot = "pmp_lynx"
st Pilot = "pmp_Worm"
st Pilot = "pmp_Meat"
st Pilot = "pmp_Nuke"
st Pilot = "pmp_Payback"
st Pilot = "pmp_Steel"
st Pilot = "pmp_Psycho"
st Pilot = "pmp_Twitch"
st Pilot = "pmp_Mother"
st Pilot = "pmp_Rooster"
st Pilot = "pmp_falcon" // Female
st Pilot = "pmp_mystique" // Female
st Pilot = "pmp_vixen" // Female
st Pilot = "pmp_mantis" // Female
st Pilot = "pmp_Wicked" // Female
st Pilot = "pmp_Flash" // Female
st Pilot = "pmp_Ghost" // Female
st Pilot = "pmp_Longshot" // Female
st Pilot = "pmp_Shadow" // Female
st Pilot = "pmp_Jinx" // Female - Jynx

//Veteran Pilots
st Pilot = "pmp_firestorm"
st Pilot = "pmp_goblin"
st Pilot = "pmp_paingod"
st Pilot = "pmp_fiend"
st Pilot = "pmp_gunman"
st Pilot = "pmp_outlaw"
st Pilot = "pmp_dragon"
st Pilot = "pmp_ronin"
st Pilot = "pmp_thunder"
st Pilot = "pmp_baron"
st Pilot = "pmp_gator"
st Pilot = "pmp_hawk"
st Pilot = "pmp_burnout"
st Pilot = "pmp_Scooter"
st Pilot = "pmp_spice" // Female
st Pilot = "pmp_blaze" // Female
st Pilot = "pmp_countess" // Female
st Pilot = "pmp_rebel" // Female
st Pilot = "pmp_siren" // Female
st Pilot = "pmp_isis" // Female

//--------------------------------------------------------------

FITend

Code: [Select]
//--------------------------------------------------------------
// rd_salvage_blank
// Blank Salvage file with everything included
//
// Items and descriptions taken from data/objects/compbas
//
// Created by RustyDios
// 12/ Feb / 2015
//--------------------------------------------------------------
// In order to make this work you need to comment out the lines/delete for items you dont want
// Then ensure there are numbers after... l ComponentXXX ...in sequence from 0 !! on the lines you do want
// You can add the line ... l CompCountXXX = YYY to provide more then 1 item
// XXX is the number from above Component list and YYY is the ammount
// If this line is not there then CompCountXXX = 1
//
// If a line is already commented out then that item should NOT be available for purchase ingame
// I've included them here for the sake of completeness :)
//
// - B - denotes this is a ballistic weapon
// - E - denotes this is a energy weapon
// - M - denotes this is a missile weapon
// everything else comes in the misc objects objects group
//
//  ZZZ is the TOTAL number of -different- components
//--------------------------------------------------------------

FITini

[General]

l ComponentCount = ZZZ

[Components]

//l ComponentX = 0 // - Nothing
//l CompCountX    = Y    //Stock of X is Y
//l Component = 1 // -Fusion Engine
//l Component = 2 // - XL -- Removed --
//l Component = 3 // - C -- Removed --
//l Component = 4 // - Actuator, Arm
//l Component = 5 // - Actuator, Leg
//l Component = 6 // - Cockpit
l Component = 7 //Heatsink
l Component = 8 //Double Heatsink
l Component = 9 //Clan Double Heatsink
l Component = 10 //Jump Jets
//l Component = 11 // - M -- Removed --
//l Component = 12 // - S -- Removed --
//l Component = 13 // - Sensors, Basic
//l Component = 14 // - Sensors, Intermediate
//l Component = 15 // - Sensors, Advanced
//l Component = 16 // - Sensors, Clan Basic
//l Component = 17 // - Sensors, Clan Advanced
//l Component = 18 // - Optics
//l Component = 19 // - Optics, Infrared
//l Component = 20 // - Gyro Mk IV -- Removed --
//l Component = 21 // - Gyro Mk III -- Removed --
//l Component = 22 // - Gyro Mk II
//l Component = 23 // - Gyro Mk I    -- Removed --
//l Component = 24 // - Power Amp  -- Removed --
l Component = 25 //Armor Plating
l Component = 26 //FF Armor Plating
l Component = 27 //Clan FF Armor Plating
//l Component = 28 //Clan Vehicle Armour
//l Component = 29 //Endosteel Internal Structure -- Removed --
//l Component = 30 //Clan EIS -- Removed --
//l Component = 31 //Ammo Case -- Removed --
//l Component = 32 // Clan Ammo Case -- Removed --
//l Component = 33 // - Shoulder Actuator
//l Component = 34 // - Hip Actuator
//l Component = 35 // - Life Support
//l Component = 36 // - Sensors, Vehicle
//l Component = 37 // - Optics, Advanced Infrared
l Component = 38 //ECM Mk.I
//l Component = 39 // - Nothing
//l Component = 40 // - Nothing
//l Component = 41 // - Nothing
l Component = 42 //ECM Mk.II
l Component = 43 //Beagle Active Probe (BAP)
//l Component = 44 // - Nothing until 98
l Component = 98 //-B- Rail Gun
l Component = 99 //-B- Light Gauss Rifle
l Component = 100 //-B- Light Autocannon (AC5)
l Component = 101 //-B- Autocannon (AC10)
l Component = 102 //-B- Heavy Autocannon (AC20)
l Component = 103 //-B- Light Ultra Autocannon (AC5)
l Component = 104 //-B- Gauss Rifle
l Component = 105 //-B- Machine gun
//l Component = 106 // - Anti-Missile System -- Removed --
l Component = 107 //-B- LBX autocannon
l Component = 108 //-B- Ultra Autocannon (AC10)
l Component = 109 //-B- Clan Heavy Ultra Autocannon (AC20)
l Component = 110 //-B- Clan Light Ultra Autocannon (AC5)
l Component = 111 //-B- Clan Ultra Autocannon (AC10)
l Component = 112 //-B- Heavy Ultra Autocannon (AC20)
l Component = 113 //-B- Clan Gauss Rifle
l Component = 114 //-B- Clan MG Array
//l Component = 115 // - Clan AMS -- Removed --
l Component = 116 //-B- Clan Light LBX
l Component = 117 //-B- Clan LBX
l Component = 118 //-B- Clan Heavy LBX
l Component = 119 //-B- Clan Heavy MG
l Component = 120 //-M- LRM5 Rack
l Component = 121 //-M- LRM10
l Component = 122 //-M- LRM20
l Component = 123 //-M- Swarm LRM5 Rack
l Component = 124 //-M- SRM2 Pack
l Component = 125 //-M- Streak SRM2 Pack
l Component = 126 //-M- Heavy Thunderbolt
l Component = 127 // - Nothing -
l Component = 128 //-B- Heavy Gauss Rifle
l Component = 129 // - Nothing -
l Component = 130 //-M- Clan LRM5 Rack
l Component = 131 //-M- Clan LRM10
l Component = 132 //-M- Clan LRM20
l Component = 133 //-M- Clan SRM2
l Component = 134 //-M- Clan SRM6
l Component = 135 //-M- Clan Streak SRM2 Pack
l Component = 136 //-M- Clan Streak SRM6 Pack
l Component = 137 //-M- MRM
l Component = 138 //-M- Clan MRM
l Component = 139 //- E- Clan Heavy Laser
l Component = 140 //- E- Large Laser
l Component = 141 //- E- ER Large Laser
l Component = 142 //- E- Large Pulse Laser
l Component = 143 //- E- ER Laser
l Component = 144 //- E- Pulse Laser
l Component = 145 //- E- PPC
l Component = 146 //- E- ER PPC
l Component = 147 //- E- Clan Heavy Large Laser
l Component = 148 //- E- Large X pulse laser
l Component = 149 //- E- Clan ER Small laser
l Component = 150 //- E- Clan ER Large Laser
l Component = 151 //- E- Clan Large Pulse Laser
l Component = 152 //- E- Clan ER Laser
l Component = 153 //- E- Clan Pulse Laser
l Component = 154 //- E- Clan ER PPC
l Component = 155 //- E- Flamer Array
l Component = 156 //- E- Laser
l Component = 157 //- E- Clan flamer
//l Component = 158 // - Striker Bomb
//l Component = 159 // - Hellfire Bomb
l Component = 160 //-B- Long Tom Cannon
l Component = 161 //-M- Thunderbolt Missile
l Component = 162 //-M- Streak MRM
l Component = 163 //-M- Clan Streak MRM
l Component = 164 //- E- X pulse laser
l Component = 165 //- E- Clan Large ER pulse laser
l Component = 166 //- E- Ion cannon
l Component = 167 //- E- Neutron Gun
l Component = 168 //- E- Small ER laser
l Component = 169 //- E- Small laser
//l Component = 170 //Dropship ER PPC
//l Component = 171 //Dropship ER Laser
//l Component = 172 //Dropship Laser
//l Component = 173 //Dropship Gauss Cannon
//l Component = 174 //Clan DS ER PPC
//l Component = 175 //Clan DS ER Laser
//l Component = 176 //Clan DS Gauss Cannon
//l Component = 177 //Clan DS Pulse Laser
//l Component = 178 //Clan DS Ultra AC
//l Component = 179 //Clan DS HUAC
//l Component = 180 //-B- Clan Light UAC -- Repeat 110 --
//l Component = 181 // - Nothing until 198
l Component = 198 //Ammo Rail gun
l Component = 199 //Ammo Lt Gauss
l Component = 200 //Ammo Lt AC
l Component = 201 //Ammo AC
l Component = 202 //Ammo HAC
l Component = 203 //Ammo LUAC
l Component = 204 //Ammo Gauss
l Component = 205 //Ammo MG
//l Component = 206 //Ammo AMS -- Removed --
l Component = 207 //Ammo LBX
l Component = 208 //Ammo UAC
l Component = 209 //Ammo HUAC
l Component = 210 //Ammo CLUAC
l Component = 211 //Ammo CUAC
l Component = 212 //Ammo CHUAC
l Component = 213 //Ammo CGauss
l Component = 214 //Ammo CMG
//l Component = 215 //Ammo CAMS -- Removed --
l Component = 216 //Ammo CLLBX
l Component = 217 //Ammo CLBX
l Component = 218 //Ammo CHLBX
l Component = 219 //Ammo CHMG
l Component = 220 //Ammo LRM
l Component = 221 //Ammo LRM10
l Component = 222 //Ammo LRM20
l Component = 223 //Ammo SRM
l Component = 224 //Ammo SRM6
l Component = 225 //Ammo SSRM
l Component = 226 //Ammo H thunderbolt
l Component = 227 //Ammo Long Tom
l Component = 228 //Ammo thunderbolt
l Component = 229 //Ammo H gauss
l Component = 230 //Ammo CLRM
l Component = 231 //Ammo swarm LRM
l Component = 232 //Ammo CLRM20
l Component = 233 //Ammo CSRM
l Component = 234 //Ammo CSRM6
l Component = 235 //Ammo CSSRM
l Component = 236 //Ammo CSSRM6
l Component = 237 //Ammo MRM
l Component = 238 //Ammo CMRM
l Component = 239 //Ammo SMRM
l Component = 240 //Ammo CSMRM
//l Component = 241 //Ammo DS Gauss
//l Component = 242 //Ammo DS UAC
//l Component = 243 //Ammo DS HUAC
//l Component = 244 //Ammo Striker Bomb
//l Component = 245 //Ammo Hellfire Bomb
l Component = 246 //Ammo CLRM10
//l Component = 247 // - Nothing until 254 -- Ends --

//--------------------------------------------------------------
FITend
« Last Edit: February 13, 2015, 06:18:53 pm by RustyDios »