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Post Wed Jan 14, 2004 4:40 am

Hate to say it guys - but the patrol paths are still causing CTD - sure i see the path, but if i hang around for the encounter = crash. Its in a new system - with nothing else in there, and the correct patrolp_assault reference in the top as well. None of the values are too high, and its the bretonian navy. So - what other stuff is there? lol. What have you got that makes it work that i don't have?! cause its got me baffled - and i don't have the patience at the mo to try and figure it out - am more towards the 'ack - would have been cool but can live without it' kinda thought.............

Post Wed Jan 14, 2004 7:07 pm

Chips
make sure that the usage = patrol not trade

a typical entry for an attack_patrol

[zone
nickname = Zone_Hi01_path_outcasts3_1 <---- must be unique
pos = -21593, 0, 10139 <----needs to be calculated
rotate = -90, 89, 0 <----- sometimes it reads 90, 89, 180, the only number that always change is the middle one.
shape = CYLINDER
size = 750, 15039 <---- size of the cylinder
sort = 76
toughness = 18
density = 3
repop_time = 90
max_battle_size = 4
pop_type = attack_patrol <----- must have this type of pop for patrol and trade_path for trade
relief_time = 30
path_label = outcasts3, 1 <------ this thing must be unique, no copies of it within a system.
usage = patrol <----- this is the path's usage
mission_eligible = true
faction_weight = fc_ou_grp, 10
density_restriction = 1, patroller
density_restriction = 1, police_patroller
density_restriction = 1, pirate_patroller
density_restriction = 4, lawfuls <----- delete this if the path is for trade
density_restriction = 4, unlawfuls <----- delete this if the path is for trade
encounter = patrolp_assault, 18, 0.290000 <---- encounter... you must be sure that the encounter parameter is for patrol
faction = fc_ou_grp, 1.000000

of course you must have that correct encounter parameter declared in a system for an encounter to work.

Steve....
I think the systems needs to be connected for it to work... This is only theory... anyway when you hail a common trader in a system he will tell you where he came from and his destination. You will often here that he comes from another system and is going to another system... example. i'm a trader from the New York Sytem and going to Honshu System... and he is located between these systems. And if you try to tail him when he goes to a jumphole or jumpgate he will often time apear in the next system as you are.

All I do for LOVE

Edited by - firebase on 1/14/2004 7:37:32 PM

Post Thu Jan 15, 2004 6:33 am

That is what i had! lol, and i still crashed. I saw the patrol path no problem - but as soon as they spawned - it crashed.

Post Thu Jan 15, 2004 11:51 pm

I have created many patrol path in HI01 system and it did not crash. Are you sure that the path label is unique.

Did one of your path is connected in a wormhole or jumpgate. That might be the one that is causing the problem

A hint... make a zone pop for that system that includes all area encounters not patrol encounters and hail those ships that are spawning. listen for where they came from or where they are going to. That you will know where to put those paths. I used this idea for my trade route.

All I do for LOVE

Post Fri Jan 16, 2004 8:55 pm

Firebase.
I'll give it a try. I put the shortest paths in my new systems (I've done 3), to the capital world systems, London. Tokyo and Berlin. It didn't work. I'll have to try adding all the other paths.

S

Post Sat Jan 17, 2004 3:33 am


I guess noone will answer my question!!! (
what do I have to do so that an admin of mine have access to change with IONCROSS things on my server ? what does he have to do ?

Post Sat Jan 17, 2004 7:18 am

go to www.ioncross.com and ask in the forums there. Fraid that although i would love to have had the ability required, i personally aint a programmer, but that site contains the poeple who are. they can tell you - best way, find a post by Joe Boomz and IM him




Post Sun Jan 18, 2004 7:04 pm

steve...

make a zone pop only and create an area_trade encounter... they will tell you where they came from and where they are going too. In that way, you can create trade routes without crashing. If it still crashes the game, all i can say is fl must have coded those trade routes....

Hence. I have created a trade route from Omicrion Alpha (HI01) to Omicron theta (EW04) using the omicron theta jumphole. the otherside of the jumphole is unknown when you view the map of Omicron Theta. This route crashes the game constantly so i removed it and placed a trade route from Tau 37 instead that sold my problem.

I looked at all the system connections (legal, illegal, shortest path). only in illegal there is an entry (Hi01, Ew04, Hi01, Ew04). fl's AI in omicron alpha doesn't know that there is a jumphole that goes too omicron theta directly.

All I do for LOVE

Post Mon Jan 19, 2004 6:11 pm

can anyone give any help regrading getting new faction encounters to consist of custom formations of custom ships, ie create a faction (done and working btw), create a base with that faction (also done), create an encounter with that faction outside the base in which the npcs are flying a custom ship in a custom formation(the prob). Everything that I thought needed to be done has been modified such as shiparch.ini, faction_props.ini, encounter paramameters in <mysystem>.ini, shipclasses.ini, formations.ini, a custom encounter has been created, a custom formation has been created. I think the issue lies in shipclasses.ini. So far all of the modding I have learned has been from these wonderful tutorial forums. I figured when all else fails, ask the teachers. Also, thanks for everything all of j00 modders! Your patience is a virtue. After I started doing this then coming back to some of the posts, well lets just say i woulda stopped trying to help some people. Hopefully I am not currently one of those

when in doubt, ask the right questions

Post Mon Jan 19, 2004 6:13 pm

Well anyways, NM, my roomate got it. OMG hours of repetetive ini searching finally yields results! Ima go back to adding more to our mod. <3 Lancers Reactor, Chips, accu, and everyone who contributes their marvelous tutorials!

Post Mon Jan 19, 2004 9:56 pm

great idea. thanks Firebase.

I've just had a thought as I'm writing this, so it may be a load of rubbish, but I wonder, would using pirate trade type routes make any difference. Would the AI see other (illegal) trade routes if the route used a pirate type; tradep smuggler, freighter_pirate etc. Just a thought. Thanks again firebase.

S

Post Tue Jan 20, 2004 8:25 pm

Steve,

No, the tradep encounter parameter is for trade patrol routes.

i have created one zone_pop in Tau 37 jump hole with an area trade encounter, now this is odd, everytime one of my faction ships appears (lsf, i used it as my faction) they use the trade route that the outcast uses. They seem not to find my route. BTW the route is from my base to Tau 37 Hole.

All I do for LOVE

Post Wed Jan 21, 2004 11:49 pm

Firebase.
is that your base in Alpha? Does that mean you have an additional hole from tau37 into Alpha? If thats the case then maybe the game only sees one route from one system to another. Maybe you'll have to make a hole from tau 23 to alpha instead. I know that when I made one-way jumpholes by returning one side to itself, the graphics messed up a bit (solar hit effects) until I saved and reloaded within the system. A slightly different thing I know, but I took it that the game was a bit fragile around jumphole routes. So I've always made my additional ones follow a non-parallel path. I've made a jumphole hub in Alaska, so my pathes kind of fit in with the overall system. If you kind of know what I mean. I can draw it but not explain it too well. Best of luck.

S

Post Thu Jan 22, 2004 9:01 pm

thanks steve,

but the jumphole is originally there, tau 37 and omicron theta...

the problem lies in the omicron theta jumphole.

All I do for LOVE

Post Fri Jan 23, 2004 6:53 am

Hey chips!!! How do I change the firestalker missle so it won't take any ammo ? i made that requires_ammo = false, but when i come back on server ammo is missing! how much I used thats how much it takes when i come back on server...

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