Posts by Outlaw_no1

    I modeled a ship in 3dsmax exported it into .3do format. I open it with milkshap add my mats go to export it. Exports fine, however hardcmp crashes when I try and open it. I reimport the created .cmp and my ship has been crushed into a pancake. Whats going on?

    This is why I am stumped, I don't know why any other groups other the fc_lr_grp would be dropping this commodity. I went through fo FLMM and deleted all the back ups to and any ghost files in the Freelance directory.

    I made a new commodity that I intend to give to one group right now its is the liberty rouges for testing.


    Commodities_per_faction.ini


    Problem is every npc faction has the commodity not just the rogues.


    [FactionGood]
    faction = fc_lr_grp


    MarketGood = commodity_bountyhunted, 0, 0


    Goods.ini


    [Good]
    nickname = commodity_bountyhunted
    msg_id_prefix = gcs_gen_commodity_bountyhunted
    equipment = commodity_bountyhunted
    category = commodity
    price = 20000
    combinable = true
    good_sell_price = 2.0
    bad_buy_price = 2.0
    bad_sell_price = 0.8
    good_buy_price = 0.8
    shop_archetype = Equipment\models\commodities\nn_icons\cwire_rawmats_2.3db
    item_icon = interface\neuronet\missionvendor\MV_missionbounty.3db
    jump_dist = 1




    Lootprops


    [mLootProps]
    nickname = commodity_bountyhunted
    drop_properties = 100, 0, 1111, 1, 150, 150


    [PhantomLoot]
    nickname = commodity_bountyhunted
    toughness_range = 0, 100
    percent_chance = 100 -------------> doesn't matter what I set this as the police and BH will still drop it just not everytime
    num_to_drop = 1, 1


    rmlootinfo


    [RMBonusLoot]
    archetype = commodity_bountyhunted
    num_to_drop = 1, 1
    faction = fc_lr_grp
    difficulty_range = 0, 20
    weight = 5



    Why would every ship drop it? I only set it up for the Rogues in per_factions?

    Removing story line scripted movies? or adding player content into story line scripts?



    I still don't get what the activator of the script is? Even after mission one is done, what activates mission 2?

    The lua code sin't required tho? If my mission didn't require a cut scene I could just remove it or wil FL go nutty?


    Couple more follow up question, in the the m01a.ini is it possable to add more then mission and offer condition in each mission script?


    I'm guessing because the m01a.ini is the "spin" or "trunk" of the scripting that you can't really add aditional missions after the storyline has completed. But what about stopping the last mission script from ending and mod missions into that script ?

    From there you just go into coding your events and and conditions? or are the mission events objectives, pass and fail in scripts\story\msn01a_ar01_01_bar_haarkon_offer.lua and this all the combat?

    It might have been just the widescreen issue mod, giving each item an id number doesn't hurt anyways makes it easy to look up stuff later.


    Here she is






    Pretty happy with the end result! :D

    Figure it out how to make it work in Flmm for every item and entery that you want to show up in info card or item names needs a unique number followed by the ;GENERATESTRRES("DISPLAYED TEXT")


    so like this


    ids_name = 9999999999 ;GENERATESTRRES("Machine Gun")


    ids_name = 9999999998 ;GENERATESTRRES("Plasma Cannon")


    ids_name = 9999999997 ;GENERATESTRRES("Swordfish II")


    Now all items will show up in shop and repair show as well as ship info cards, right in the FLMM script!


    This works for any item INFO cards you just need to formate the text correctly


    ids_name = 9999999995 ;GENERATESTRRES("SwordFish II")
    ids_info = 9999999994 ;GENERATESTRRES("<xml><RDL><PUSH/><TEXT/><PARA/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Stats</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT/><PARA/><TEXT>Guns/Turrets: 6/1</TEXT><PARA/><TEXT>Armor: 2200</TEXT><PARA/><TEXT>Cargo Holds: 25</TEXT><PARA/><TEXT>Max Batteries/NanoBots: 63/63</TEXT><PARA/><TEXT>Optimal Weapon Class: 10</TEXT><PARA/><TEXT>Max. Weapon Class: 10</TEXT><PARA/><TEXT>Additional Equipment: M, CM, CD/T</TEXT><PARA/><PARA/><POP/></RDL></xml>")
    ids_info1 = 9999999993 ;GENERATESTRRES("<xml><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>PX-05 Swordfish II MONO Racer</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT> </TEXT><PARA/><TEXT>An old MONO racer, this spaceplane has been modified and refitted extensively to give the craft superior performance and handling. The incredible speed of the Swordfish II enables the craft to rapidly overtake most other aircraft/spacecraft and the ship features numerous high-powered thrusters allowing for quick stops and instant changes in flight. For use in combat, the Swordfish II carries four, sealed internal machine guns for short to medium range firing and one turret mounted, high-powered plasma cannon attached to the ventral side of the fuselage for long range attack. The racer also has the option of using missiles on the two hardpoints mounted on the outside edge of each wing. See You Space Cowboy....</TEXT><PARA/><POP/></RDL></xml>")
    ids_info2 = 9999999992 ;GENERATESTRRES("<xml><RDL><PUSH/><TRA data='1' mask='1' def='-2'/><TEXT>Stats</TEXT><PARA/><TRA data='0' mask='1' def='-1'/><TEXT/><PARA/><TEXT>Gun/Turret Mounts:</TEXT><PARA/><TEXT>Armor:</TEXT><PARA/><TEXT>Cargo Space:</TEXT><PARA/><TEXT>Max Batteries/NanoBots:</TEXT><PARA/><TEXT>Optimal Weapon Class:</TEXT><PARA/><TEXT>Max. Weapon Class:</TEXT><PARA/><TEXT>Additional Equipment: </TEXT><PARA/><POP/></RDL></xml>")
    ids_info3 = 9999999991 ;GENERATESTRRES("<xml><RDL><PUSH/><TEXT/><PARA/><TEXT/><PARA/><TEXT>6/1</TEXT><PARA/><TEXT>2200</TEXT><PARA/><TEXT>25</TEXT><PARA/><TEXT>63/63</TEXT><PARA/><TEXT>10</TEXT><PARA/><TEXT>10</TEXT><PARA/><TEXT>M, CM, CD/T</TEXT><PARA/><POP/></RDL></xml>")


    This doesn't seem to work with the widescreen mod with this activated first don't know why tho?

    The action of giving the player a mission that then triggers the activation of the story line missions is linked to the NPC Juni. This does happen in the bar, then to the equpiment dealer there


    [CharacterEncounter]
    Location = Li01_01_base, Equipment
    offer = scripts\story\s005a_offer_juni_li_01_Equipment_01.thn
    decision = scripts\story\s005e_decision_juni_li_01_Equipment_01.thn
    accept = scripts\story\s005b_accept_juni_li_01_Equipment_01.thn
    reject = scripts\story\s005c_decline_juni_li_01_Equipment_01.thn
    autoplay = true
    mission_text_id = 21805
    nooffer_text_id = 1840
    relocate_player = Cityscape


    This section here is after the little video/script of juni showing you your ship. When you take it


    it references accept = scripts\story\s005b_accept_juni_li_01_Equipment_01.thn this is all the animation and scriptted movies if the player accepts.


    My question in all this is where is missions\m01a referenced and activated?


    It looks like I might have this backwards m01a stars running the second you start a new game??, it references out to the freeport attack, and references out to the bar scene animation, and the equipment room scene and animation, when you launch triggers the Donial attack animation. As well as the dictates the flying mission actions and conditions.


    I though it was NPC---> mission accept/reject-----> mission script.


    It looks more like. Mission script ---->NPC (play bar scene .thn)----> mission script player clicks equpimentshop -----> NPC actions (play equipment hop scene .thn)---->acept/reject (play another.thn)---->mission script player launch ----> NPC Donal atttack .thn -----> mission script flying and shotting conditions for failure and pass.


    Am I on the right logic path?


    hmmmm

    YES FLDev is what I was thinking of, I would still like to make it with FLMM script as it would mean my ship modd coulds be used with other mods. Fled-ids I have no idea how to use even with the manual telling me what everything is, I don't know how to add and entery and then find it...


    EDIT I found a tutorial on how to use fled-ids, I can make it work that way with modified .dll, still doesn't fix the flmm script issue, as I would like to make my mod work able with other mods, once I am done with it for standerd game would like to make it work for Crossfire I want to use my ship in it.




    in Goods.ini


    [Good]
    nickname = swordfish_hull
    category = shiphull
    ship = swordfish
    price = 6000
    ids_name = 0 ;GENERATESTRRES("Swordfish II")


    item_icon = Equipment\models\commodities\nn_icons\bh_heavy.3db


    in shiparch ini
    ids_name = 0 ;GENERATESTRRES("Swordfish II")
    ids_info = 0
    ids_info1 = 0
    ids_info2 = 0
    ids_info3 = 0


    weapon_equip.ini


    [Gun]
    nickname = machine_gun
    ids_name = 0 ;GENERATESTRRES("Machine Gun")


    weapon_good.ini


    [Good]
    nickname = machine_gun
    equipment = machine_gun
    category = equipment
    price = 500
    item_icon = equipment\models\commodities\nn_icons\EQUIPICON_guni.3db
    combinable = false
    ids_name = 0 ;GENERATESTRRES("Machine Gun")
    ids_info = 264152
    shop_archetype = equipment\models\weapons\li_rad_launcher.cmp
    material_library = equipment\models\li_equip.mat



    everythign reads in game as as UNKNOWN OBJECT for everything with the ;generatestrres
    Any ideas?

    I am trying to add info card information in the form of a FLMM script. The ship and weapons work fine however when I try and use IDS Generator to make my ships name and discription I get an error on line 19 that is one of the line that IDS Generator adds. No error if I just leave a 0 there.


    If I add the ids_name = 0 ;GENERATESTRRES("Machine Gun") in for a weapon it will not show up it is blank in flight and at the equipment window.


    Samething for the ship if I manually enter it ids_name = 0 ;GENERATESTRRES("Swordfish II") will give me IDS? ingame any ideas?


    I remeber I use to have a really easy Info card editor for doing all of this it would make new id numbers for you to put into your script. I can't find on here even in the FL_tool packets and SDK people have puyt together. I used for my Privateer ship pack and it would make a new info.dll with all the new entries.

    I will take a look at them and see what I can see. Sounds like the Thn sources the script and activates the story mission script. So I will be looking at the equipment ship scene when trent recives the ship and see how that is sourced. Basicly to get a handle on it I am going to try and move juni from there into the bar, remove all the animations of that scene just have the info card accept deny. If that works then we can add custom mission to every bar. :)

    How do you manage to decode .thn? Is that what you guys did for Crossfire? Or do you have all your new mission play after the stock cutsceens?



    I just finish downloading crossfire I will be playing on monday :D

    In mission 1


    [Trigger]
    nickname = chs_juni_bar
    system = Li01
    Cnd_CharSelect = juni, Bar, Li01_01_Base
    Act_SetNNObj = mlog_equip
    Act_AddRTC = missions\\m01a\\M001a_s005a_Li01_01_offer.ini, repeatable
    Act_AddAmbient = scripts\\Bases\\Li_01_Equipment_ambi_s005_music.thn, Equipment, Li01_01_Base
    Act_AddAmbient = scripts\\story\\Li_01_Equipment_ambi_s005_ship_01.thn, Equipment, Li01_01_Base
    Act_ActTrig = mrp_reject
    Act_ActTrig = mrp_accept
    Act_NNIds = 30015, HISTORY


    Is this not the mission accept link to this


    [CharacterEncounter]
    Location = Li01_01_base, Equipment
    offer = scripts\story\s005a_offer_juni_li_01_Equipment_01.thn
    decision = scripts\story\s005e_decision_juni_li_01_Equipment_01.thn
    accept = scripts\story\s005b_accept_juni_li_01_Equipment_01.thn
    reject = scripts\story\s005c_decline_juni_li_01_Equipment_01.thn
    autoplay = mission_text_id = 21805
    nooffer_text_id = 1840
    relocate_player = Cityscape


    [Reserve]
    spot = Zg/NPC/mFloor2/01/A/Stand
    spot = Zg/NPC/mFloor2/02/A/Stand


    [Char]
    npc = juni
    actor = juni
    fidget = scripts\extras\fidget_stand_female_NULL.thn


    This to the sceen where she gives you your ship player accepts its sources it out to m001a_s005a_li01_01_offer.ini


    Can I not write a script that uses a predefined npc look and charater name that then sources out to my script rather then a vanella mission?

    Say I complete my script, how do I give the mission to the player, I was thinking along the lines of a npc in the bar that is always there. Kind of how Juni gives you the first mission? Do I have to replace the standered mission arc or can add to it?

    Pretty disappoint in that. I think I will just do the quest giver style missions have my targets use legal patrol paths so they stay to the shipping lanes and they just fly around untill engaged by the user, adds some style of randomization to it and hunting aspect.


    How do you connect you missions to a static npc like Juni so that the quests are story missions?

    What about the INFO card .dll aspect of this?


    VignetteParams.ini
    It really doesn't have what I thought it would for information, mostly node information and I don't understand for lack of references,what node and what child connects to on the other side of the numbers.


    There is no NPC ships lists no name of npcs no comms models no nicknames very few conditions.


    Might have to go about it a different way, add a NPC to a bar that hands out my scripted missions? And write in a couple of bounty hunter style missions?

    I guess so, but I want to make it so there are no way points and the player has to hunt for the target. I can script a "Story line" mission that requires the player to fly to different way-points and then have the target spawn when the player is close to the way-point.
    What I can't seem to wrap my head around is how to randomize that for bar missions, and how to connect that randomized mission to info cards mission descriptions.


    Ideally this is what I would like to be able to do.


    Step 1
    Player takes the mission and is given a system that the wanted target "works in".
    Your target <Variable<john smith>> is a <variable <raider pirate smuggler or FL faction>> and is wanted by <Variable <LSF, Navy, Bounty Hunter>>. <variable <she he>> is been known to work in the <variable <California system>> the <Variable <LSF, Navy, Bounty Hunter> wants the target to be returned to <Variable< planet Manhattan>>, then have a script generated that matches that description generated or have an info card generated that matches that generated script.
    Step 2
    The script randomly places the target/s or trigger for the target/s to spawn within 10 k of a base or planet in the system that the player has been given when the player arrives with in 50 km of the trigger location
    Step 3
    The player then flies to the system specified in the info card, way-points are NOT given you just have to ride the trade lanes and look at all the different bases and planets until your target is spotted (Player approaches planet Los Angeles and the target is spawned by taking off and trying to make a run from the player)


    Step 4
    The player then stops the target and takes out the ship in a dog fight, the target ejects player tractors the pod and then has to return it to base specified in the INFO card, not necessarly the one that gave you the mission.



    Easy missions with low credits and easy targets would be in the same system as the mission is given but as before no way-points are given.
    As missions advance and get harder there are ambush ships that work for the "Boss" at other station locations throughout the system pre-spawned at mission acceptance or spawned when you get within 50 k of the space station. As well as multiply systems to search through "known to operate in new york California and Colorado" as well as moving targets where the target is spawned and travels down patrol paths.


    Like I said I am certain I can make "Story Missions" like this and just not give way point in the script and have the spawn triggers around players distance to a base the player just does not know what base is it. Question is can this be done with bar missions where the employer is randomized target location is randomized and return location is randomized.