Help with Missions.

  • I was wondering if anyone had any guides involving the single player missions. Because after applying all the official and unofficial patches and even cleaning up some files myself there's 15 errors left in the mission files.


    I'm also thinking of making a SP mod with more storyline missions so it would be two birds one stone kind of deal.

  • one thing to add is the freelancer quick fix from eoa and that is available in the archives -- also goin and uninstall and reload from scratch and just use the quick fix -- it covers the sound problems and all the other things -- This Does not apply to the VISTA Op system which is a diff topic all together


    here is a link to a web quide to the basic game


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    once you play through there are various single player and multi player mod threads to explore -- good luck

    Cotidie damnatur qui semper timet - The man who is constantly in fear is every day condemned. (Syrus)

  • Cheer up m8! i just added a buttload of Info on storylining, check it in the tutorials section, here's the general one:


    General Storyline Editing by Rasauul:


    A Storyline mission is generally made up of several standard parts:


    1. [Mission]
    This is the storyline starter it states that everything below here is a mission
    file.


    2. npc_ship_file = X
    (fx: npc_ship_file = missions\m04\npcships.ini)
    This line placed just below the mission statement tell the program what folder to go to for ship loadouts


    3. [NPC] introductions
    The [NPC] statement means that this is a NPC
    and we can include info on what name, ship, voice and pilot-look is attached to it.
    (activated by [MsnShip]entries)


    4.[MsnShip] Behaviour
    In these entries we assign behaviour to the NPCs, Location in 3d space, orientation, groups that the
    npc belongs to and wheter the npc can use jumpgates or not.
    (activates by [Trigger]s)


    5. [MsnFormation]s
    The [MsnFormation] statement is an extension on the [MsnShip] files and grabs several [MsnShip]s and ties
    em together in one of many possible formations, assigns a position (in 3d space) and possibly sets their orientation a.k.a
    direction.
    (activates by [MsnShip]entries and [Trigger]s)


    6. [NNObjective]s
    Now we make the entries for the general storyline objectives for the Player: Go here, then go here
    , then dock with this object, then kill this guy, and so forth.
    (activates by [Trigger]s)


    7. [objlist] orders
    This resembles the above entry header, BUT now we are giving orders to the NPCs, these differs from the player [NNObjective]s
    in the way that the NPCs are "forced" to obey these as opposed to the player objectives that can be "Ignored"
    .....if ure a comple moron.....
    (activates by [Trigger]s)


    8. [Trigger]s
    These guys are the core of the mission file and can be thought of as the "Event-tree"
    or the "event-progress" of the mission file, these files activate all the above named entries.


    The "event-tree" activates by the "InitState = active" command included in the starter [Trigger]
    and ends with the "Act_ChangeState = SUCCEED" command in the final mission file [Trigger].


    9. summing it up
    Think of the mission as a tree, growing in one general direction but
    branching out too, dividing into smaller branches that end (or loop)......until u arrive with ur chainsaw and cut it into
    savegame firewood with the "Act_ChangeState = SUCCEED" command, Have Fun :)

    Rasauul."storylining is fun...PASS THE CONCRETE FOOTBALL!"