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Post Sat Apr 10, 2004 10:58 am

Kaeogi:

The first trigger in a mission always includes the line "InitState = ACTIVE". This causes it to run as soon as the mission starts - link your other triggers to this one using "Act_ActTrig".

I think you're right about the "Act_GCSClamp" command. It seems to prevent other people from contacting you, for example scanning your cargo.

Post Sat Apr 10, 2004 11:05 am

Accushot,
Thank you. All I'm trying to do is get a simple smuggling mission from Rochester to Manhatten going with only one encounter along the way, but this is a major pain.

Post Sat Apr 10, 2004 11:13 am

Magic:

1. You need to set encounters in a system so that your faction will appear. So, for example to set a new faction (aa_bb_grp) to attack ships around Manhatten, find the section of text beginning "nickname = Zone_Li01_001_Planet_Li01_01" and change it to this:

[zone
nickname = Zone_Li01_001_Planet_Li01_01
pos = -33020, 0, -27925
rotate = 0, 104, 0
shape = SPHERE
size = 7000
comment = Manhattan
sort = 1
toughness = 1
density = 12
repop_time = 10
max_battle_size = 8
pop_type = li_p_grp, base_cluster_law
relief_time = 10
faction_weight = li_p_grp, 12
faction_weight = li_p_grp_prisoners, 4
faction_weight = co_be_grp, 10
faction_weight = co_hsp_grp, 10
faction_weight = co_kt_grp, 10
faction_weight = co_me_grp, 10
faction_weight = co_nws_grp, 10
faction_weight = co_ni_grp, 10
faction_weight = co_os_grp, 4
faction_weight = co_rs_grp, 10
faction_weight = co_shi_grp, 10
faction_weight = co_ss_grp, 10
faction_weight = co_vr_grp, 8
faction_weight = gd_bh_grp, 3
density_restriction = 4, unlawfuls
encounter = area_defend, 1, 0.070000
faction = aa_bb_grp, 0.500000 ;<--- ADD THIS LINE
faction = li_p_grp, 0.500000 ;<--- CHANGE 1.0 to 0.5
encounter = area_bh_defend, 1, 0.030000
faction = gd_bh_grp, 1.000000
encounter = area_armored_prisoner, 1, 0.020000
faction = li_p_grp, 1.000000
encounter = area_trade_freighter, 1, 0.090000
faction = co_hsp_grp, 0.260000
faction = co_me_grp, 0.260000
faction = co_ss_grp, 0.260000
faction = co_vr_grp, 0.210000
encounter = area_trade_transport, 1, 0.120000
faction = co_be_grp, 0.100000
faction = co_hsp_grp, 0.100000
faction = co_kt_grp, 0.100000
faction = co_me_grp, 0.100000
faction = co_nws_grp, 0.100000
faction = co_ni_grp, 0.100000
faction = co_rs_grp, 0.100000
faction = co_shi_grp, 0.100000
faction = co_ss_grp, 0.100000
faction = co_vr_grp, 0.080000
encounter = area_trade_armored, 1, 0.020000
faction = co_os_grp, 1.000000
encounter = area_lifter, 1, 0.030000
faction = co_me_grp, 0.500000
faction = co_ss_grp, 0.500000
encounter = area_repair, 1, 0.030000
faction = co_me_grp, 0.500000
faction = co_ss_grp, 0.500000

2. Nope. Just in the faction definitions.

3. I can't list them all here at the moment, just look through the file DATA/SOLAR/solararch.ini - the planet archetypes are the ones beginning "Planet_", stangely You could also do a forum search, there may be a list already compiled.


Post Sat Apr 10, 2004 11:15 am

Lol Kaeogi I know what you mean, there's about a million things that can go wrong at every step

Post Sun Apr 11, 2004 10:45 am

Accu you are genius

But I have got more questions

I have made a jumpgate but if I dock then I see the animation endless long
do I have to write the jumpgate into more than one (the system ini) ini's ?

And with my faction they are now all flying around but they aren't attacking anyone. and they are only using 1 type of ships and no gunboats

initialworld.ini

[Group
Nickname = li_lan_grp
ids_name = 458758
ids_info = 458858
ids_short_name = 458759
rep = -1, li_n_grp
rep = -1, li_lsf_grp
rep = -1, li_p_grp
rep = -0.3, br_n_grp
rep = -0.2, br_p_grp
rep = -0.5, ku_n_grp
rep = -0.4, ku_p_grp
rep = -1, rh_n_grp
rep = -1, rh_p_grp
rep = -0.4, co_alg_grp
rep = -0.5, co_be_grp
rep = -0.2, br_m_grp
rep = -0.3, co_nws_grp
rep = -0.4, co_hsp_grp
rep = -0.4, co_ic_grp
rep = -0.3, co_khc_grp
rep = -1, co_kt_grp
rep = -1, rh_m_grp
rep = -0.6, co_me_grp
rep = -0.7, co_ni_grp
rep = -1, co_os_grp
rep = -1, co_rs_grp
rep = -1, co_shi_grp
rep = -1, co_ss_grp
rep = -1, co_ti_grp
rep = -1, co_vr_grp
rep = 1, fc_bd_grp
rep = 1, fc_b_grp
rep = 1, fc_c_grp
rep = -1, fc_fa_grp
rep = 1, fc_g_grp
rep = 1, fc_gc_grp
rep = 1, fc_h_grp
rep = 1, fc_j_grp
rep = 1, fc_lh_grp
rep = -1, fc_lr_grp
rep = -1, fc_lwb_grp
rep = -1, fc_m_grp
rep = -1, fc_ou_grp
rep = -1, fc_rh_grp
rep = 1, fc_or_grp
rep = 1, fc_u_grp
rep = -1, fc_x_grp
rep = -1, gd_gm_grp
rep = 1, fc_uk_grp
rep = -1, fc_n_grp
rep = 1, fc_ln_grp
rep = 1, fc_ku_grp
rep = 1, fc_rh_grp
rep = 1, fc_ouk_grp
rep = 1, fc_q_grp
rep = 1, fc_f_grp
rep = 1, gd_im_grp
rep = 1, gd_z_grp
rep = -1, gd_bh_grp

emphaty.ini

[RepChangeEffects
group = li_lan_grp
event = object_destruction, 1.000000
event = random_mission_success, 1.000000
event = random_mission_failure, 0
event = random_missin_abortion, 0
emphaty_rate = li_lsf_grp, -1.000000
emphaty_rate = li_n_grp, -1.000000
emphaty_rate = li_p_grp, -1.000000
emphaty_rate = br_n_grp, -1.000000
emphaty_rate = br_p_grp, -1.000000
emphaty_rate = ku_n_grp, -1.000000
emphaty_rate = ku_p_grp, -1.000000
emphaty_rate = rh_n_grp, -1.000000
emphaty_rate = rh_p_grp, -1.000000
emphaty_rate = co_shi_grp, -0.900000
emphaty_rate = co_khc_grp, -0.900000
emphaty_rate = co_kt_grp, -0.900000
emphaty_rate = br_m_grp, -0.900000
emphaty_rate = co_me_grp, -0.900000
emphaty_rate = co_be_grp, -0.900000
emphaty_rate = co_rs_grp, -0.900000
emphaty_rate = co_vr_grp, -0.900000
emphaty_rate = co_ni_grp, -0.900000
emphaty_rate = rh_m_grp, -0.900000
emphaty_rate = co_ti_grp, -0.900000
emphaty_rate = co_ic_grp, -0.900000
emphaty_rate = co_ss_grp, -0.900000
emphaty_rate = co_hsp_grp, -0.900000
emphaty_rate = co_alg_grp, 0.900000
emphaty_rate = co_os_grp, -0.900000
emphaty_rate = co_nws_grp, -0.900000
emphaty_rate = fc_c_grp, 1.000000
emphaty_rate = fc_ou_grp, -1.000000
emphaty_rate = fc_rh_grp, 1.000000
emphaty_rate = fc_bd_grp, 1.000000
emphaty_rate = fc_j_grp, 1.000000
emphaty_rate = fc_h_grp, 1.000000
emphaty_rate = fc_m_grp, 1.000000
emphaty_rate = fc_x_grp, 1.000000
emphaty_rate = fc_b_grp, 1.000000
emphaty_rate = fc_g_grp, 1.000000
emphaty_rate = fc_lh_grp, 1.000000
emphaty_rate = fc_u_grp, 1.000000
emphaty_rate = fc_gc_grp, 1.000000
emphaty_rate = fc_lwb_grp, 1.000000
emphaty_rate = fc_fa_grp, 0
emphaty_rate = fc_lr_grp, -1.000000
emphaty_rate = fc_or_grp, -1.000000
emphaty_rate = gd_gm_grp, 0
emphaty_rate = fc_uk_grp, 0
emphaty_rate = fc_n_grp, 0
emphaty_rate = fc_ln_grp, -1.000000
emphaty_rate = fc_kn_grp, 1.000000
emphaty_rate = fc_rn_grp, 1.000000
emphaty_rate = fc_ouk_grp, -1.000000
emphaty_rate = fc_g_grp, 1.000000
emphaty_rate = fc_f_grp, 1.000000
emphaty_rate = gd_im_grp, 1.000000
emphaty_rate = gd_z_grp, -1.000000
emphaty_rate = gd_bh_grp, -1.000000

and faction_prop.ini

[FactionProps
affiliation = li_lan_grp
legality = unlawful
nickname_plurality = plural
msg_id_prefix = gcs_refer_faction_li_lan
jump_preference = jumphole
npc_ship = fc_c_co_fighter_d1-6
npc_ship = fc_c_co_fighter_d7
npc_ship = fc_c_co_fighter_d8
npc_ship = fc_c_co_fighter_d9
npc_ship = fc_c_co_fighter_d10
npc_ship = fc_c_co_elite_d11
npc_ship = fc_c_co_elite_d12
npc_ship = fc_c_co_elite_d13
npc_ship = fc_c_co_elite_d14
npc_ship = fc_c_co_elite_d15
npc_ship = fc_c_co_elite2_d16
npc_ship = fc_c_co_elite2_d17
npc_ship = fc_c_co_elite2_d18
npc_ship = fc_c_co_elite2_d19
npc_ship = br_n_br_gunboat_d1-7
npc_ship = ku_n_ku_gunboat_d1-9
npc_ship = ku_n_ku_gunboat_d10-19
voice = pilot_f_ill_m01
voice = pilot_f_ill_m02
voice = pilot_f_leg_f01
voice = pilot_f_leg_f01a
mc_costume = mc_fc
space_costume = pi_pirate1_head, pl_male1_journeyman_body, comm_br_darcy
space_costume = pi_pirate2_head, pl_male1_journeyman_body, comm_br_guard
space_costume = pi_pirate4_head, pl_male1_journeyman_body, comm_br_darcy
space_costume = sh_male4_head, pl_male1_journeyman_body, comm_br_guard
space_costume = ge_male2_head, pl_male1_journeyman_body, comm_br_darcy
space_costume = ge_male1_head, pl_male1_journeyman_body, comm_br_guard
space_costume = li_newscaster_head_gen_hat, pl_female1_journeyman_body, comm_br_darcy_female
space_costume = li_newscaster_head_gen_hat, pl_female1_journeyman_body, comm_br_guard_female
space_costume = rh_newscaster_head_gen_hat, pl_female1_journeyman_body, comm_br_darcy_female
firstname_male = 229208, 229248
firstname_female = 229308, 229340
lastname = 229408, 229459
rank_desig = 197080, 197081, 197082, 10, 15
formation_desig = 197808, 197820
scan_for_cargo = commodity_basic_alloys, 2
scan_for_cargo = commodity_construction_machinery, 2
scan_for_cargo = commodity_consumer_goods, 1
scan_for_cargo = commodity_diamonds, 2
scan_for_cargo = commodity_engine_components, 2
scan_for_cargo = commodity_fertilizers, 1
scan_for_cargo = commodity_food, 2
scan_for_cargo = commodity_gold, 2
scan_for_cargo = commodity_H_fuel, 2
scan_for_cargo = commodity_mox_fuel, 2
scan_for_cargo = commodity_optronics, 2
scan_for_cargo = commodity_oxygen, 0
scan_for_cargo = commodity_pharm, 1
scan_for_cargo = commodity_polymers, 2
scan_for_cargo = commodity_scrap_metal, 0
scan_for_cargo = commodity_ship_hull_panels, 2
scan_for_cargo = commodity_sidearms, 2
scan_for_cargo = commodity_water, 0
scan_announce = false
scan_chance = 0.300000
formation = fighters, fighter_pirate
formation = freighters, freighter_pirate
formation = freighters2, freighter2_pirate
formation = gunboats, gunboat_br_n

I am sure you can help me

THX


Edited by - MAgicAM on 4/11/2004 12:01:49 PM

Post Sun Apr 11, 2004 10:07 pm

@Accushot: ol and no_ol? I'm finding this all over mission 1b, which is what I want to append my mission to. Again I find myself in the position of not wanting a crash I can't figure out because I left out something I had no clue about. Have you figured out what ol and no_ol mean?

Edit= O.K. I've got ol. It's ObjList. But I still haven't figured out the purpose in using no_ol. Any clue about why they'd bother typing in no_ol?

Edited by - kaegogi on 4/12/2004 2:35:48 PM

Post Mon Apr 12, 2004 5:26 am

hi,

I tried 2 change the weapon appearance for one of them special-gunz..
u know, the ones you get from derelicts. (using the weapons_equip)
but the game just flipped em right back 2 their old selves... strange...

I did the same for the Nomad-energy cannon and it worked perfectly...
I thought, maybe u'd know what's causing this???

Thanx.

Edited by - -<(Barrrt)>- on 4/12/2004 6:30:46 AM

Post Mon Apr 12, 2004 7:10 am

Accushot
My rebuilt Ithaca station is supposed to look like a Liberty dreadnought, but it just looks like the old wreck of Ithaca station. Everything else works fine with the station but its kinda weird to be sucked into an invisible battleship and piloting around it is a pain. Do you know what the problem might be. Here is my code:
[Object
nickname = Li01_05
ids_name = 196768
pos = -16419, 0, 75074
rotate = 0, 40, 0
Archetype = l_dreadnought
ids_info = 65747
base = Li01_05_base
dock_with = Li01_05_base
voice = atc_leg_f01
space_costume = br_karina_head, br_karina_body
reputation = li_n_grp
behavior = NOTHING
difficulty_level = 7
loadout = li_dreadnought_li_01
pilot = pilot_solar_hardest

My second question is about my trader on Ithaca. I have the room for him, you can go visit him, but when you try to buy things from him his list is empty and he will buy your cargo for 1 credit an item. do you know what the problem might be.

My third question deals with the trader (i really have problems with those guys) on another base, which I put on Maine, In New York. I gave it the Toledo look but can't buy and sell commodities because there is no trader room. In my Li01_16_base file it says the trader in in room "lab" but I can't access it. However the game registers that you can buy and sell things there.

Post Mon Apr 12, 2004 10:11 pm

Hey I was wondering whether its possable to build a base such as a battleship that will move around the system

Post Mon Apr 12, 2004 11:39 pm

RJ01.ini
______________

[SystemInfo
space_color = 0, 0, 0
local_faction = br_p_grp

[TexturePanels
file = universe\heavens\shapes.ini

[Music
space = music_br_space
danger = music_br_danger
battle = music_br_battle

[Dust
spacedust = Dust

[Ambient
color = 60, 20, 10

[Background
basic_stars = solar\starsphere\starsphere_stars_noband.cmp
complex_stars = solar\starsphere\starsphere_br01_stars.cmp
nebulae = solar\starsphere\starsphere_br01.cmp

[LightSource
nickname = RJ01_system_light
pos = 0, 0, 0
color = 253, 230, 180
range = 120000
type = DIRECTIONAL
atten_curve = DYNAMIC_DIRECTION

[EncounterParameters
nickname = area_assault
filename = missions\encounters\area_assault.ini

[EncounterParameters
nickname = area_defend
filename = missions\encounters\area_defend.ini

[Object
nickname = RJ01_Sun
ids_name = 261013
pos = 0, 0, 0
ambient_color = 255, 255, 255
archetype = sun_2000
star = Br01_Sun
atmosphere_range = 11000
burn_color = 160, 222, 245
ids_info = 66162

[zone
nickname = Zone_Br01_sun_death
pos = 0, 0, 0
shape = SPHERE
size = 10000
damage = 10000
sort = 99.500000
density = 0
relief_time = 0

[Object
nickname = RJ01_to_Li01
ids_name = 260638
pos = 79978, 0, -52343
rotate = 0, 140, 0
archetype = jumpgate
msg_id_prefix = gcs_refer_system_Br02
jump_effect = jump_effect_bretonia
ids_info = 66145
reputation = br_p_grp
behavior = NOTHING
difficulty_level = 7
goto = Li01, Li01_to_RJ01, gate_tunnel_bretonia
loadout = jumpgate_br_02
pilot = pilot_solar_easiest

[zone
nickname = zone_pop_br01_new_london
pos = 79978, 0, -52343
shape = SPHERE
size = 10000
comment = Skirmish area
sort = 1
toughness = 4
density = 24
repop_time = 4
max_battle_size = 24
pop_type = br_p_grp, base_cluster_law
relief_time = 10
faction_weight = br_n_grp, 10
faction_weight = fc_ou_grp, 10
density_restriction = 10, unlawfuls
density_restriction = 10, lawfuls
encounter = area_defend, 4, 0.500000
faction = br_n_grp, 1.000000
encounter = area_assault, 4, 0.500000
faction = fc_ou_grp, 1.000000

*edit* well holy s**t there it is no bracket's i am a f**king
idiot.Laugh at my Incompetance

*edit of an edit* wait nvm html just delteted thme

Edited by - Aravis on 4/13/2004 12:40:26 AM

Edited by - Aravis on 4/13/2004 12:41:34 AM

Post Mon Apr 12, 2004 11:43 pm

LI01.ini (only important part)
________________

[Object
nickname = Li01_to_RJ01
ids_name = 260640
pos = -28270, 0, -28039
rotate = 0, 165, 0
archetype = jumpgate
msg_id_prefix = gcs_refer_system_Br04
jump_effect = jump_effect_bretonia
ids_info = 66145
reputation = li_n_grp
behavior = NOTHING
difficulty_level = 4
goto = RJ01, RJ01_to_Li01, gate_tunnel_bretonia
loadout = jumpgate_br_01
pilot = pilot_solar_easy

Post Mon Apr 12, 2004 11:45 pm

Universe.ini (only important part)
_____________________

[system
nickname = RJ_01
file = systems\RJ01\RJ01.ini
pos = 7, 9
msg_id_prefix = gcs_refer_system_Br01
visit = 0
strid_name = 196614
ids_info = 66104

_______________________

Another question if i was doing Li01_to_RJ01 for RJ01 would i put the nickname RJ_01 or just the inis name RJ01?

Post Mon Apr 12, 2004 11:55 pm

One last thing...Is the Jump gat not supposed to open like a normal jumpgate? The 4 things in the front?

Post Mon Apr 12, 2004 11:55 pm

Okay- have you guys read my thread on *debugging* - find answers to crashes??

it goes over systems shortest path files - which could be two probs here!!

Aravis - please edit prior posts to include new information, rather than making "post count booster" posts instead! Its easier to read, and more considerate as it makes the thread shorter in post count for us all

Okay - check out this thread here - pay close attention to systems shortest path parts, but read the whole thing if you like. It uses a kinda "diagnostic" crash technique method, so when you crash, note what it was, and then go for it.

Post Mon Apr 12, 2004 11:58 pm

I was wondering if FL had something like that. casue everytime Halo crashed it gave exception data so maybe this is what i need. oh and in the future will do with edits

*edit* chips it seems to allow me to at least load the save if i set the z coordinate of the jumpgate (ithink) to 15000 so then its 15 k above manhattan. but then i get stcuk in an endless jump tunnel. if i set the z coordinate(i think) to his (0) then it crashes when loading save

*Edit 2: Return of the Edit..Coming April 13th. See it at a Thetaer near you. * Whatever Ill, either start over, or fix in morning. sleep sleep...sleeeeeeeeeeeeeeeeeeeeeeeeeeeee(head hits keyboard in oddly specific motion)eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee

*Edit 3 the movie noone wants to see that they just released to see if they could get any more money* forgot to close italics. damspeeling. K im done now sorry for all the edits

*Last one i promise* im sorry people. @ people who can help me. so how do i add it into shortest legal path its only connected to New york
Edited by - Aravis on 4/13/2004 1:03:00 AM

Edited by - Aravis on 4/13/2004 1:15:41 AM

Edited by - Aravis on 4/13/2004 1:17:39 AM

Edited by - Aravis on 4/13/2004 1:22:09 AM

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