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Help understanding some code

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Post Fri Dec 03, 2004 4:00 am

Ok
I need to start making a list of the cant-do's so that I can determine other ways.

- We cant do the Buy Commodity idea - cant trigger cargo commoditys
- We cant use the Escort Base idea - cant use level triggers
- We cant really use the bar idea - confuses the mission code

But what you can do, if I recall is force a spawn if an item gets tractored in.

Can we create wrecks?
Or Edit current wrecks?

If so,create a new commodity, then put the commodity in the wreck, shoot the wreck and when you beam the commodity in, it spawns an escort fighter. Its a weak idea but it could be passed-off in story, as if to emply that the newly spawned escort is actually a ghostly entity of the pilot from the wreck.

Could call the commodity "Ghost Ship" or "The Pilots Name"

Sometimes by examining wrecks you find out who the pilot was.

[Continued
Or create a story line about why this is possible, talk about a squadron of fighters who got wiped out in a tragic accident but rumers of continu'ing sitings of this squadron is frequently heard of..

Create 6 wrecks and call it the ghost squadron or something like that

blaa lol optionaly find somebody who's a good story teller




Edited by - Freedom9 on 12/3/2004 4:04:07 AM

Post Fri Dec 03, 2004 4:05 am

Yes, you can create and edit Wrecks. The Tut. Section has a whole lesson on how to implement them- it's quite easy

Post Fri Dec 03, 2004 4:32 am

Argh, when you say the random mission code, do you mean all the stuff in vignetteparams.ini, with all the nodes etc.?
Also, I have no idea how to mess around withh dll's, apart from using fled-ids to change ids names and info.

Post Fri Dec 10, 2004 12:28 pm

do u people realize that this is the beginning to having bots follow u around?
almost as amazing as when Apollo 11 landed on the moon

Post Sat Dec 11, 2004 2:21 am

We're thinking alike, versoth. It sounds like this would be to complicated to make persistent - you probably can't acquire a fleet - but something like a one-shot mobile missile platform or the like that you could purchase for difficult missions might be possible.
Finally, an automatic turret.

Post Sun Dec 12, 2004 9:56 am

this wont be an auto turret, just wingmen

//INTERCEPTED TRANSMISSION//
//LOCATION= HALO PULSE GENERATOR, FACILITY A5//
You wanna keep you brain inside you head I'd tell those boys to CHILL
from Halo 2

Post Sun Dec 12, 2004 1:38 pm

Same effect, though. might even be able to make it _look_ like a turret if it can fly _really_ close in formation...

Post Mon Dec 13, 2004 12:20 pm

true, but i think that the people working on this(forgot whos working on this and whos ust providing advice) should focus the efforts of understanding the code, thn turning it over to Harrier or Chips to make an app that will decode it.

anyway, thats my opinion on how this would best be used for the good of the FL community

Post Thu Dec 23, 2004 2:16 pm

I was the person who wanted help on this in the first place. Basically the idea of having wingmen could work, but unfortunatly every single idea we come up with regarding how it might be implemented, pretty much became impossible thanks to the endless frustrations with the can do's and cant do's with the code.

I would love if somebody continued to work on it though!

As I am sure you have noticed, a lot of ideas were brought up but only one of those ideas is really going to be worth the time and effort, the idea of buying an escort as a commodity, then when you launch into space, the commodity triggers an event (spawn escort)

2 ways

It automatically spawns the ship when you leave the planet
It automatically spawns the ship when you drop the commodity in space.

Ideally this is the best way, wether its a possible way can only be decided by those who have very serious ammounts of knowledge concerning the code.











Edited by - Freedom9 on 12/23/2004 2:24:24 PM

Post Fri Dec 24, 2004 3:41 am

I've still been messing around with this a bit, but I don't think it is possible for you to be able to buy an escort as a commodity.
If you want to be able to activate a trigger when you obtain/lose a commodity then it needs to be defined elsewhere in the code, and then spawned somewhere or dropped by something in another trigger. I doubt it's possible to make it so you buy it from a base.
I've been working on a better way of making them join or break formation, and at the moment I've got it the same (they break when you're shot at) but also so you can scan them to tell them to rejoin formation and stay there even when you're still being attacked (for 20 seconds). Also, you can tell them to break formation at any time by scanning them. I wanted to do this with hailing, rather than scanning, but I can't find any code for that.
The only way i can think of for buying escorts is by having special base(s) or bar(s) where after you've talked to an escort they will join formation once you launch. However, once you've clicked on them, you won't have a choice of accepting/rejecting. Also, it may be difficult to take off the cash (if you haven't got enough cash to pay, it would probably just take off what you have got, or just crash...)

Post Tue Dec 28, 2004 10:04 am

Wow, this opens all new possibilities for custom randommissions

I say, Check URL in sig

Make Freelancer a better game:
http://www.lancersreactor.com/t/forum/t ... Freelancer[%2C+the+perfect+platfrom[%3F&forum_title=Freelancer+General+Editing+Forum&cat_title=Freelancer+Editing&M=False

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