Yes - you can put porches ship in, which one is it? What mod is it coming out of (porches ship pack?)
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The general place to discuss MOD''ing Freelancer!
at mission 13. Seriously - don't set to 20000 cause that will only possibly cause lag issues if your not careful. You cannot see ANY ship over about 10k (that includes battleships) and most ships cannot be seen phyiscally over 2k Put it this way, if its good enough for the FL game designers, its good enough for players - about 4k max range...............
Yes - you can put porches ship in, which one is it? What mod is it coming out of (porches ship pack?)
Yes - you can put porches ship in, which one is it? What mod is it coming out of (porches ship pack?)
Hey Chips, Thanks this is very usefull, I have understanded most of it, but I have made the faction fly battleships too, what formation name should it have, they fly bretonia battleships, destroyers, gunboats, and I didn't understood the last part about the making them fly in systems, I donno how to make them be in different systems...
To make it fly battleships - follow Nephilims battleships encounters tutorial, but sub in your faction for the times he uses Liberty or Rheinland navy or somethin. That will cover it all. I did a post that involves the formations etc, but it depends upon shipclass and more. Here is THAT part of it anyways:
Formations are harder than they look, and regard many files.
Easiest way is to use existing ones, but if you are dying to make your own (I don't know why ) - then go for it.
[EncounterFormation
ship_by_class = 1, 1, sc_fighters ;ship class - see below
pilot_job = scout_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = all, -tradelane, -object_jump_gate
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation
permutation = 0, 3
Ship class is as per the shipclasses file:
[ShipClass
nickname = sc_fighters
member = class_fighter
This is the entry as per above. The member is class_fighter - and if you look at npcships.ini file:
[NPCShipArch
nickname = gd_z_ge_fighter4_d10
loadout = gd_z_ge_fighter4_loadout01
level = d10
ship_archetype = ge_fighter4
pilot = pilot_pirate_hard
state_graph = FIGHTER
npc_class = lawful, class_fighter , d10
pilot_job = scout_job
make_class = wanderer
formation_by_class = fighters
Pilot job is in the pilots populations:
[JobBlock
nickname = scout_job
wait_for_leader_target = False
maximum_leader_target_distance = 10000
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = True
loot_flee_threshold = equal
attack_subtarget_order = anything
field_targeting = always
loot_preference = lt_all
combat_drift_distance = 10000
attack_preference = fighter, 5000, guns / guided / unguided
attack_preference = anything, 5000, guns / guided / unguided
okay - make class only seems to be in fighters parts, otherwise its just pilot_jobs
make_class does appera in the shipclass though:
[ShipClass
nickname = wanderers
member = wanderer
The formation line is referenced to the faction_prop.ini file:
formation_by_class = fighters
formation = fighters , fighter_li_n
where the fighter_li_n is now referencing the formations.ini file.
[Formation
nickname = fighter_li_n
pos = 0, 0, 0
pos = -45, 0, 14
pos = 45, 0, 14
pos = -90, 0, 26
pos = 90, 0, 26
pos = -135, 0, 40
pos = 135, 0, 40
pl_pos = 0, -50, 105
Which tells them where to be positioned (notice player position as well).
behavior = wander
arrival = all, -tradelane, -object_jump_gate
Okay - arrival is easy, tradelanes - they will spawn out the end of tradelanes (arrival), from jumpgates, from anywhere. Others are different as to where tehy spawn from.
Behaviour - how the behave when they arrive - they "wander" is the fighters, trade is the traders and stuff, and patrol is for patrol paths,
These are always the same i think, but I would guess at them though:
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
Allow more than one to be made (if zone can take population).....yes
zone_creation_distance = 0 - have no idea. Is it really the distance from the zone for the creation to be (ie you need to enter the zone for NPC's to spawn in the zone?!).
times_to_create - not a foggiest - its always infinite.
The permutation part - dunno either - I don't know what permutation means! Suppose i should get out a dictionary and look HOwever - there is a permutation count line in the voices - so i am not sure.
[mVoiceProp
voice = pilot_f_ill_m01a
permutation_count = gcs_scan_happy, 3
Anyway - there is a lowdown on what it means. What you can do is make your own formations and much more - as long as its all referenced. I haven't found the file telling me what the different things are (behaviours) or if i did, as usual, i wasn't paying attention as to what it meant. One thing is for sure though - these files interlink ALOT here, so be careful what you change
Formations are harder than they look, and regard many files.
Easiest way is to use existing ones, but if you are dying to make your own (I don't know why ) - then go for it.
[EncounterFormation
ship_by_class = 1, 1, sc_fighters ;ship class - see below
pilot_job = scout_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = all, -tradelane, -object_jump_gate
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation
permutation = 0, 3
Ship class is as per the shipclasses file:
[ShipClass
nickname = sc_fighters
member = class_fighter
This is the entry as per above. The member is class_fighter - and if you look at npcships.ini file:
[NPCShipArch
nickname = gd_z_ge_fighter4_d10
loadout = gd_z_ge_fighter4_loadout01
level = d10
ship_archetype = ge_fighter4
pilot = pilot_pirate_hard
state_graph = FIGHTER
npc_class = lawful, class_fighter , d10
pilot_job = scout_job
make_class = wanderer
formation_by_class = fighters
Pilot job is in the pilots populations:
[JobBlock
nickname = scout_job
wait_for_leader_target = False
maximum_leader_target_distance = 10000
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = True
loot_flee_threshold = equal
attack_subtarget_order = anything
field_targeting = always
loot_preference = lt_all
combat_drift_distance = 10000
attack_preference = fighter, 5000, guns / guided / unguided
attack_preference = anything, 5000, guns / guided / unguided
okay - make class only seems to be in fighters parts, otherwise its just pilot_jobs
make_class does appera in the shipclass though:
[ShipClass
nickname = wanderers
member = wanderer
The formation line is referenced to the faction_prop.ini file:
formation_by_class = fighters
formation = fighters , fighter_li_n
where the fighter_li_n is now referencing the formations.ini file.
[Formation
nickname = fighter_li_n
pos = 0, 0, 0
pos = -45, 0, 14
pos = 45, 0, 14
pos = -90, 0, 26
pos = 90, 0, 26
pos = -135, 0, 40
pos = 135, 0, 40
pl_pos = 0, -50, 105
Which tells them where to be positioned (notice player position as well).
behavior = wander
arrival = all, -tradelane, -object_jump_gate
Okay - arrival is easy, tradelanes - they will spawn out the end of tradelanes (arrival), from jumpgates, from anywhere. Others are different as to where tehy spawn from.
Behaviour - how the behave when they arrive - they "wander" is the fighters, trade is the traders and stuff, and patrol is for patrol paths,
These are always the same i think, but I would guess at them though:
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
Allow more than one to be made (if zone can take population).....yes
zone_creation_distance = 0 - have no idea. Is it really the distance from the zone for the creation to be (ie you need to enter the zone for NPC's to spawn in the zone?!).
times_to_create - not a foggiest - its always infinite.
The permutation part - dunno either - I don't know what permutation means! Suppose i should get out a dictionary and look HOwever - there is a permutation count line in the voices - so i am not sure.
[mVoiceProp
voice = pilot_f_ill_m01a
permutation_count = gcs_scan_happy, 3
Anyway - there is a lowdown on what it means. What you can do is make your own formations and much more - as long as its all referenced. I haven't found the file telling me what the different things are (behaviours) or if i did, as usual, i wasn't paying attention as to what it meant. One thing is for sure though - these files interlink ALOT here, so be careful what you change
I've been seeking trough these 2 huge threads, found very usefull info, very good stuff, keep up the good work.
Recently dropped myself into modding, very addictive but then when you see all this ini editing and stuff it becomes annoying :p but hey, a modder should learn to master this. Anyway here is what I was wondering more about modding. They are a bunch of questions:
When you kill fighters/freighters and so, does your rank increase ?
How do I disable increased rank due to money, cause when someone gives you 5mill your rank is like 30+ suddenly. I want to base the rank/level only on kills.
and as a addon to this question. Is it possible to build something as in Exp points in the game, like killing enemies earn exp points, after this many exp points u go 1 level up.
Dunno if this was asked before, but I wanted to have an dropping percentage. Example, a nomad gun requires lvl 30 to mount, I want this weapon to be dropped by an enemy who is lvl 30 or higher, so this devides into the next questions:
- Does enemies have also a rank/lvl / ifso where can this info be found or how is it editable.
- I know that the ammount of level is required to buy/mount a weapon is editable but where can you find the dropping chance for this weapon like, a nomad gun has a lower dropchance then a hellfire turret or something.
Edited by - KaPLaN on 3/7/2004 8:20:58 AM
Recently dropped myself into modding, very addictive but then when you see all this ini editing and stuff it becomes annoying :p but hey, a modder should learn to master this. Anyway here is what I was wondering more about modding. They are a bunch of questions:
When you kill fighters/freighters and so, does your rank increase ?
How do I disable increased rank due to money, cause when someone gives you 5mill your rank is like 30+ suddenly. I want to base the rank/level only on kills.
and as a addon to this question. Is it possible to build something as in Exp points in the game, like killing enemies earn exp points, after this many exp points u go 1 level up.
Dunno if this was asked before, but I wanted to have an dropping percentage. Example, a nomad gun requires lvl 30 to mount, I want this weapon to be dropped by an enemy who is lvl 30 or higher, so this devides into the next questions:
- Does enemies have also a rank/lvl / ifso where can this info be found or how is it editable.
- I know that the ammount of level is required to buy/mount a weapon is editable but where can you find the dropping chance for this weapon like, a nomad gun has a lower dropchance then a hellfire turret or something.
Edited by - KaPLaN on 3/7/2004 8:20:58 AM
Chips wrote:
TO CHANGE MAX AMMO CARRYING CAPACITY
MAX_PLAYER_AMMO = a value you like - ie 100 here
Put that in the constants.ini file - under the [constants header thats the one at the top! Therefore - it will look like this:
[Constants
COLLISION_DAMAGE_FACTOR = 0.500000
MUSIC_CROSS_FADE_DELAY = 10.000000
MUZZLE_CONE_ANGLE = 40
PLAYER_COLLISION_GROUP_HIT_PTS_SCALE = 3
PLAYER_ATTACHED_EQUIP_HIT_PTS_SCALE = 5
MAX_PLAYER_AMMO = 10000 ;to be able to carry 10000 missiles
Q: Thats awaible for mines, torpedos too ???
TO CHANGE MAX AMMO CARRYING CAPACITY
MAX_PLAYER_AMMO = a value you like - ie 100 here
Put that in the constants.ini file - under the [constants header thats the one at the top! Therefore - it will look like this:
[Constants
COLLISION_DAMAGE_FACTOR = 0.500000
MUSIC_CROSS_FADE_DELAY = 10.000000
MUZZLE_CONE_ANGLE = 40
PLAYER_COLLISION_GROUP_HIT_PTS_SCALE = 3
PLAYER_ATTACHED_EQUIP_HIT_PTS_SCALE = 5
MAX_PLAYER_AMMO = 10000 ;to be able to carry 10000 missiles
Q: Thats awaible for mines, torpedos too ???
KaPlan: I've been thinking about your post. I'm new at this stuff too but I know your rank is based on ptough.ini in missions. Change those values to make it harder to increase in level. I also know that those values reflect your monetary worth.
Now this is probably nowhere near everything you'd have to do but it seems like you could get your game to give you level increases based on your kills by adding new items to your weapon_equip.
Something like a munition with 100000 hp and 0 volume that was named kill_chip01....kill_chip02 etc all the way up to 19.
Add these as cargo to loadouts based on the level of pilot in npcships.
Make them lootable and add them to lootprops. Also ensure they have a 100% chance of dropping.
Make sure their price in weapon_goods reflects how much experience you want to gain based on the level of kill.
make sure you mod your constants to allow you to hold a bunch of the things.
Of course if you do this you'll probably end up crashing, but I haven't modded anything in my game yet without crashing at least once because of it. half the fun is figuring out where I went wrong.
Now this is probably nowhere near everything you'd have to do but it seems like you could get your game to give you level increases based on your kills by adding new items to your weapon_equip.
Something like a munition with 100000 hp and 0 volume that was named kill_chip01....kill_chip02 etc all the way up to 19.
Add these as cargo to loadouts based on the level of pilot in npcships.
Make them lootable and add them to lootprops. Also ensure they have a 100% chance of dropping.
Make sure their price in weapon_goods reflects how much experience you want to gain based on the level of kill.
make sure you mod your constants to allow you to hold a bunch of the things.
Of course if you do this you'll probably end up crashing, but I haven't modded anything in my game yet without crashing at least once because of it. half the fun is figuring out where I went wrong.
Hmmm thats an intresting way to add exp-points element in the game yes, though when the npc drop the "exp cargo" dont you have to tractor these ? But then it becomes more like cargo instead of having the exp. And if you get killed you will actually lose your cargo (exp).
[edit
Ok, I am still very confused with adding new names into the game. I know you need the FLed-ids tool to get the names for it. But still i've been fooling around and 0 luck. Can someone tell me very short and clear how to add a new name into the game. Just a new name, to be more specefic. I got this gun called Woei, ( just a name for it ) And I want to add this into the game. So i can use the ids number for my Woei_gun.
Edited by - KaPLaN on 3/7/2004 11:04:22 AM
[edit
Ok, I am still very confused with adding new names into the game. I know you need the FLed-ids tool to get the names for it. But still i've been fooling around and 0 luck. Can someone tell me very short and clear how to add a new name into the game. Just a new name, to be more specefic. I got this gun called Woei, ( just a name for it ) And I want to add this into the game. So i can use the ids number for my Woei_gun.
Edited by - KaPLaN on 3/7/2004 11:04:22 AM
Yeah, you'd have to tractor them. And yes they'd be part of your cargo.(why I suggested a volume of 0 and modding of your constants to allow more ammo)
But the games rank increase is based on your monetary value. I can't see any other way to change that.
You might be able to mod your info card that shows how much money you have and what you're actual worth is if you had the ids info #. Then you could change the bit where it says what you're worth to say experience points. But that would be purely cosmetic.
As to being killed when you load your save game it's all back where it was.
Or are you talking MP?
But the games rank increase is based on your monetary value. I can't see any other way to change that.
You might be able to mod your info card that shows how much money you have and what you're actual worth is if you had the ids info #. Then you could change the bit where it says what you're worth to say experience points. But that would be purely cosmetic.
As to being killed when you load your save game it's all back where it was.
Or are you talking MP?
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