I am in need of more help, I added ships to the order in the faction_pop.ini and the npcships.ini. If I use pop zones, or patrols they don't crash the game, but they don't spawn the ships (similar to what the Osiris does cloaked) The pop and patrols show up on in the neural net, but no ships appear. It says here http://the-starport.net/module…php?topic_id=628&forum=27 that you need to change some thing as it is hard coded that they are invisible. I don't have 1.0 (all have 1.1) on any of my computers except for one and I tried on that one and I still can't find it. Any help would be great!
Order ships not appearing
- freemodder
- Thread is marked as Resolved.
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thats actually nonsense
the only reason why some order ships do not appear is because they have a cloaking device in their loadout... there is nothing hardcoded which would prevent that they spawnanother reason why these ships do not appear might be that they are definied wrong in npcships.ini -> the type
or that the encounter zone has the wrong lvl definied -
AH I bet it is the level, here is the code for loadout.ini
Code- [Loadout]nickname = Order_Heavy_Fighterarchetype = or_eliteequip = ge_oe_engine_01equip = npc_shield01_mark07, HpShield01equip = infinite_powerequip = ge_s_scanner_02equip = ge_s_tractor_01equip = ge_s_thruster_01, HpThruster01equip = fc_or_gun01_mark01, HpWeapon01equip = fc_or_gun01_mark01, HpWeapon02equip = fc_or_gun01_mark01, HpWeapon03equip = fc_or_gun01_mark01, HpWeapon04equip = missile01_mark05, HpWeapon05cargo = missile01_mark05_ammo, 20equip = missile01_mark05, HpWeapon06cargo = missile01_mark05_ammo, 20equip = fc_or_turret01_mark01, HpTurret01equip = mine01_mark05, HpMine01cargo = mine01_mark05_ammo, 20equip = ge_s_cm_03, HpCM01cargo = ge_s_cm_03_ammo, 20equip = LargeWhiteSpecial, HpHeadlightequip = SlowSmallYellow, HpRunningLight01equip = SlowSmallYellow, HpRunningLight02equip = SlowSmallYellow, HpRunningLight03equip = SlowSmallYellow, HpRunningLight04equip = SlowSmallYellow, HpRunningLight05equip = SlowSmallYellow, HpRunningLight06equip = contrail01, HpContrail01equip = contrail01, HpContrail02equip = contrail01, HpContrail03equip = DockingLightRedSmall, HpDockLight01equip = DockingLightRedSmall, HpDockLight02
NPCships
faction_pop
Code- [FactionProps]affiliation = fc_or_grplegality = unlawfulnickname_plurality = singularmsg_id_prefix = gcs_refer_faction_fc_orjump_preference = jumpholenpc_ship = fc_or_anubisvoice = pilot_f_ill_m01voice = pilot_f_ill_m02mc_costume = mc_fcspace_costume = pi_pirate1_head, pi_orillion_body, comm_br_guardspace_costume = pi_pirate4_head, pi_orillion_body, comm_rh_alaricspace_costume = sh_male4_head, pi_orillion_body, comm_br_guardspace_costume = ge_male2_head, pi_orillion_body, comm_rh_alaricspace_costume = ge_male4_head, pi_orillion_body, comm_br_guardspace_costume = ge_male1_head, pi_orillion_body, comm_rh_alaricfirstname_male = 226608, 226741lastname = 227008, 227307rank_desig = 197128, 197129, 197130, 10, 15formation_desig = 197808, 197820formation = fighters, fighter_basicformation = freighters, freighter_basicformation = freighters2, freighter2_basic
I am not sure how to define levels and such. I am trying to add zone pop and patrols for missions, which I am also not having much luck with as I get the text "no missions are available right now. Check back later." I set up the zones right per the tut on here but alas no missions. The order is added by default to vignetteparams in a couple of missions, but I also added them to some Destroy all ones that were listed in the mission params tutorial but still no change.
Code- [Zone]nickname = Zone_TO01_pop_ambient_01pos = -56635, 0, 37860rotate = 0, 0, 0shape = SPHEREsize = 9471comment = Ambient Popsort = 51toughness = 16density = 5repop_time = 15max_battle_size = 5pop_type = Backgroundrelief_time = 15population_additive = falsefaction_weight = fc_n_grp, 20faction_weight = fc_or_grp, 20encounter = area_nomads, 16, 1.000000faction = fc_n_grp, 1.000000encounter = area_defend, 16, 1.000000 -> I think that the 16 is the level right? does that have to equal the d12 in the shiparch.inifaction = fc_or_grp, 1.000000
I will try changing that and see what happens.
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Got it! Anyone who wants to make the order ships appear, you have to change : npc_class = unlawful, elite_fighter TO npc_class = unlawful, class_fighter
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so the type was wrong
good that you solved it -
It's a npcship class problem all right, you dont have to change the elite_fighter, just add class_fighter to the list, comma separated.
Or, edit the encounder file to use elites instead of regular, or make a custom encounter just for your order fighters, and specify that new encounter type for the faction entry in the pop zone...
Creating your own encounter type is perhaps the best way for something like this, as you can then specify your own patrol parameters for the order ships, so they turn up in 5's rather than 3's or have two types of fighter in the wing or whatever. But its the most work.
Simple fix, just add ', class_fighter' to the end of the npcship class line (without the quotes)
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Just as a rough example...
<data file="data\missions\shipclasses.ini" method="append">
<source>
[ShipClass]
nickname = sc_destroyers
member = class_destroyer[ShipClass]
nickname = sc_battleships
member = class_battleship[ShipClass]
nickname = sc_gunships
member = class_gunship
;member = class_gunboat[ShipClass]
nickname = sc_frigates
member = class_frigate[ShipClass]
nickname = sc_capital
member = class_battleship
member = class_cruiser
member = class_destroyer
member = class_frigate[ShipClass]
nickname = sc_fleet1
member = class_battleship
member = class_cruiser[ShipClass]
nickname = sc_fleet2
member = class_cruiser
member = class_destroyer
member = class_frigate[ShipClass]
nickname = sc_fleet3
member = class_frigate
member = class_gunboat
member = class_gunship[ShipClass]
nickname = sc_fleet4
member = class_gunship
member = class_fighter
member = elite_fighter</source>
</data>; ************* Patrols + Capships...
<data file="data\missions\encounters\patrolp_assault.ini" method="replace">
<dest>
[EncounterFormation]
ship_by_class = 1, 1, sc_fighters
pilot_job = assault_leader_job
make_class = class_patroller
ship_by_class = 2, 3, sc_fighters, -1
pilot_job = assault_job
formation_by_class = fighters
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite[EncounterFormation]
ship_by_class = 1, 1, sc_fighters
pilot_job = assault_leader_job
make_class = class_patroller
ship_by_class = 2, 3, sc_fighters, -1
pilot_job = assault_job
formation_by_class = fighters
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite[Creation]
permutation = 0, 3
permutation = 1, 1
</dest>
<source>
[EncounterFormation]
ship_by_class = 1, 1, sc_fighters
pilot_job = assault_leader_job
make_class = class_patroller
ship_by_class = 2, 3, sc_fighters, -1
pilot_job = assault_job
formation_by_class = fighters
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite[EncounterFormation]
ship_by_class = 1, 1, sc_fleet2, +1
pilot_job = assault_leader_job
make_class = class_patroller
ship_by_class = 0, 2, sc_fleet3, -1
pilot_job = assault_job
ship_by_class = 0, 2, sc_fleet4, -1
pilot_job = assault_job
ship_by_class = 1, 1, sc_fighters, +1
pilot_job = escort_leader_job
ship_by_class = 1, 3, sc_fighters
pilot_job = escort_job
formation_by_class = sc_fleet2
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite[Creation]
permutation = 0, 3
permutation = 1, 1
</source>
</data>; ************* Area Defend
; ** original fighter encounter
;[EncounterFormation]
;ship_by_class = 1, 1, sc_fighters
;pilot_job = defend_leader_job
;make_class = wanderer
;ship_by_class = 1, 2, sc_fighters, -1
;pilot_job = defend_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; add a second block for encounters with navy patrols with smaller capships n escorts
<data file="data\missions\encounters\area_defend.ini" method="replace">
<dest>
[Creation]
permutation = 0, 3
</dest>
<source>
[EncounterFormation]
ship_by_class = 1, 1, sc_fleet2
pilot_job = defend_leader_job
make_class = wanderer
ship_by_class = 2, 2, sc_fleet3
pilot_job = defend_job
make_class = wanderer
formation = cruiser-4-escort
;formation_by_class = sc_fleet2
behavior = wander
arrival = all, -tradelane, -object_jump_gate
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite[Creation]
permutation = 0, 3
permutation = 1, 2
</source>
</data> -
I'm also having problem making my Order ships appear. I've experimented a little to see which problem I might have. I'm guessing it's something about the Anubis being cloaked by default since when I added Sabres to the Order faction_prop entry, the Order did appear in Sabres.
I've done the same as freemodder has, even going so far as to copy the examples given here, but I still can't make them appear. How do I remove the cloak from the Order ships?
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believe me, they are there
they are using a loadout with a cloaking device so check the npcships.ini and the loadouts.ini -
Well, after looking through the files you mentioned, I still wasn't able to find anything related to cloaking, at least not on the order ships (there were cloak references for Nomad ships). For clarity's sake, I can post the part of the loadouts.ini with the Order ships.
Quote[Loadout]
nickname = MSN01a_Order_Heavy_Fighter
archetype = or_elite
equip = ge_oe_engine_01
equip = npc_shield01_mark02, HpShield01
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = fc_or_gun01_mark01_m1, HpWeapon01
equip = fc_or_gun01_mark01_m1, HpWeapon02
equip = fc_or_gun01_mark01_m1, HpWeapon03
equip = fc_or_gun01_mark01_m1, HpWeapon04
equip = missile01_mark01_rtc, HpWeapon05
cargo = missile01_mark01_rtc_ammo, 2
equip = missile01_mark01_rtc, HpWeapon06
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallYellow, HpRunningLight01
equip = SlowSmallYellow, HpRunningLight02
equip = SlowSmallYellow, HpRunningLight03
equip = SlowSmallYellow, HpRunningLight04
equip = SlowSmallYellow, HpRunningLight05
equip = SlowSmallYellow, HpRunningLight06
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = contrail01, HpContrail03
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02[Loadout]
nickname = MSN12_Order_Heavy_Fighter
archetype = or_elite
equip = ge_oe_engine_01
equip = npc_shield01_mark07, HpShield01
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = fc_or_gun01_mark01, HpWeapon01
equip = fc_or_gun01_mark01, HpWeapon02
equip = fc_or_gun01_mark01, HpWeapon03
equip = fc_or_gun01_mark01, HpWeapon04
equip = missile01_mark05, HpWeapon05
cargo = missile01_mark05_ammo, 20
equip = missile01_mark05, HpWeapon06
equip = fc_or_turret01_mark01, HpTurret01
equip = mine01_mark05, HpMine01
cargo = mine01_mark05_ammo, 20
equip = ge_s_cm_03, HpCM01
cargo = ge_s_cm_03_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallYellow, HpRunningLight01
equip = SlowSmallYellow, HpRunningLight02
equip = SlowSmallYellow, HpRunningLight03
equip = SlowSmallYellow, HpRunningLight04
equip = SlowSmallYellow, HpRunningLight05
equip = SlowSmallYellow, HpRunningLight06
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = contrail01, HpContrail03
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02[Loadout]
nickname = MSN13_Order_Heavy_Fighter
archetype = or_elite
equip = ge_oe_engine_01
equip = npc_shield01_mark07, HpShield01
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = fc_or_gun01_mark01, HpWeapon01
equip = fc_or_gun01_mark01, HpWeapon02
equip = fc_or_gun01_mark01, HpWeapon03
equip = fc_or_gun01_mark01, HpWeapon04
equip = missile01_mark05, HpWeapon05
cargo = missile01_mark05_ammo, 20
equip = missile01_mark05, HpWeapon06
equip = fc_or_turret01_mark01, HpTurret01
equip = mine01_mark05, HpMine01
cargo = mine01_mark05_ammo, 20
equip = ge_s_cm_03, HpCM01
cargo = ge_s_cm_03_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallYellow, HpRunningLight01
equip = SlowSmallYellow, HpRunningLight02
equip = SlowSmallYellow, HpRunningLight03
equip = SlowSmallYellow, HpRunningLight04
equip = SlowSmallYellow, HpRunningLight05
equip = SlowSmallYellow, HpRunningLight06
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = contrail01, HpContrail03
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02These are the one's I've been attempting to use, as well as freemodder's example. Is there anything here that I'm missing?
The npcships.ini entry is identical to freemodder's btw.
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if so then use "npc_class = unlawful, class_fighter"
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That fixed it, thanks!
For some reason I had it marked as "class_heavy_fighter". I guess that was what was causing the problem. XD
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it tried to spawn the wrong encounter