yes, all other objects are correctly labeled and identified. It's just the tradelane rings and the jumpgates that aren't.
Again, it might be that I'm testing it using an MP server that does not have the files on that side yet.
Posts by Robocop
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Well, that's what I would've said but although everything looks all right in the code, the objects don't show the intended IDs.
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I have a similar problem with a system i've added.
The tradelane rings and the jump gates show only 'texas system sector g4' or similar.
The ids_name for the jumpgate is correctly referenced in the dll
The space_tradelane_name for the rings are also referenced appropriately.This is on an MP server so I can only assume that the reason the info doesn't show up as intended is that it doesn't yet exist on the server side. Once I get the test server back I can verify.
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I'll keep that in mind if what I'm doing now doesn't work.
My only hesitation with that change is that none of the other CDs use that setting and the NPCs seem to spam those well enough. -
I will try to get that implemented today or this weekend. Thanks for looking and contributing.
In the meantime, here's the Nomad CD info.
[Motor]
nickname = nomad_cruise_disruptor01_motor
lifetime = 0.625
accel = 1152
delay = 0[Explosion]
nickname = nomad_cruise_disruptor01_explosion
effect = no_cruisedis01_impact
lifetime = 0, 0
process = disappear
strength = 100
radius = 25
hull_damage = 530
energy_damage = 0
impulse = 0[Munition]
nickname = nomad_cruise_disruptor01_ammo
explosion_arch = nomad_cruise_disruptor01_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_no_cruise_disruptor
detonation_dist = 6.25
lifetime = 3.125
Motor = nomad_cruise_disruptor01_motor
force_gun_ori = false
const_effect = no_cruisedis01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 2700
seeker_fov_deg = 120
max_angular_velocity = 8.71
cruise_disruptor = true
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass = 1
volume = 0[Gun]
nickname = nomad_cruise_disruptor01
ids_name = 263526
ids_info = 264526
DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp
HP_child = HPConnect
hit_pts = 4215
explosion_resistance = 1
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 50
mass = 10
damage_per_fire = 0
power_usage = 132.5
refire_delay = 0.5
muzzle_velocity = 360
toughness = 10.6
projectile_archetype = nomad_cruise_disruptor01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = false
LODranges = 0, 20 -
Please take a look at this and tell me if you see anything that would prevent these pilots from launching CDs...
Nothing jumps out at me as being the cause. I'm going to implement this today and see what happens. *keeps fingers crossed*from faction_prop.ini
[FactionProps]
affiliation = fc_n_grp
legality = unlawful
nickname_plurality = plural
msg_id_prefix = ignore
jump_preference = jumphole
npc_ship = MSN13_Nomad_Fighter_Populator
npc_ship = fc_n_no_fighter_d13-19
npc_ship = Nomad_Gunboat
npc_ship = Nomad_Battleship
mc_costume = mc_fc
firstname_female = 229608, 229608
lastname = 229608, 229608
rank_desig = 197140, 197140, 197140, 10, 15
formation_desig = 197808, 197820
formation = fighters, fighter_guild
formation = gunboats, gunboat_wall
formation = battleships, battleship_wallfrom npcships.ini
[NPCShipArch]
nickname = fc_n_no_fighter_d13-19
loadout = no_fighter_loadout02
level = d13
ship_archetype = no_fighter
pilot = FLU_Nomad_Fighter
state_graph = FIGHTER
npc_class = unlawful, class_fighter, d13, d14, d15, d16, d17, d18, d19from pilots_population.ini
[Pilot]
nickname = FLU_Nomad_Fighter
inherit = pilot_fighter_very_hard[Pilot]
nickname = pilot_fighter_very_hard
job_id = fighter_very_hard_job
formation_id= formation_fighter_very_hard
missile_reaction_id = missile_reaction_fighter_very_hard
missile_id = missile_fighter_very_hard
evade_dodge_id = evade_dodge_fighter_very_hard
evade_break_id = evade_break_fighter_very_hard
damage_reaction_id = damage_reaction_fighter_very_hard
countermeasure_id = countermeasure_fighter_very_hard
repair_id = repair_fighter_very_hard
gun_id = gun_fighter_very_hard
mine_id = mine_fighter_very_hard
buzz_head_toward_id = buzz_head_toward_fighter_very_hard
buzz_pass_by_id = buzz_pass_by_fighter_very_hard
trail_id = trail_fighter_very_hard
strafe_id = strafe_fighter_very_hard[MissileReactionBlock]
nickname = missile_reaction_fighter_very_hard
evade_missile_distance = 2000
evade_break_missile_reaction_time = 1
evade_slide_missile_reaction_time = 1
evade_afterburn_missile_reaction_time = 2[MissileBlock]
nickname = missile_fighter_very_hard
missile_launch_interval_time = 2
missile_launch_interval_variance_percent = 0
missile_launch_range = 2000
missile_launch_cone_angle = 60
missile_launch_allow_out_of_range = Falsefrom loadouts.ini
[Loadout]
nickname = no_fighter_loadout02
archetype = no_fighter
equip = ge_nf_engine_01
equip = infinite_power
equip = ge_s_scanner_01
equip = no_thruster, HpThruster01
equip = armor_scale_11
equip = nomad_cruise_disruptor01, HpTorpedo01
cargo = nomad_cruise_disruptor01_ammo, 20
equip = nomad_gun01_mark03, HpWeapon01
equip = nomad_gun01_mark03, HpWeapon02
equip = nomad_gun01_mark03, HpWeapon03
cargo = special_nomad_gun01, 1
cargo = special_nomad_gun02, 1from area_nomads.ini
[EncounterFormation]
ship_by_class = 1, 1, sc_fighters
pilot_job = assault_leader_job
make_class = wanderer
ship_by_class = 5, 5, sc_fighters
pilot_job = assault_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite[Creation]
permutation = 0, 3Thanks much for the help.
R
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Can you be a little more specific please?
I'm of the opinion that it either has to be the encounter (area_nomads.ini), or the pilot but I don't know what I'm looking for.
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Funny you should mention that...
After I posted, I noticed that the other MSN nomad loadouts did have the ammo so I added the line giving them ammo.
The Nomads still don't fire but the once.
I didn't figure they needed ammo as the gun is default with the uses_ammo = false line but even after adding it, they still don't shoot the CDs. With 12-18 Nomads flying around me I'd expect a veritable hailstorm of CDs coming my way every time I try to go to cruise but after the initial ambush, if I can evade them long enough to go into cruise, they don't use the CD again until the next time I log in. Then once again, they only use it once.
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My Nomad encounters are working fine, and the Nomads have the Nomad Cruise Disruptor in their loadout. The problem is they don't use it but more than once or twice.
Here's basically what's going on.
The Nomads do fire a CD, but only once... I logged into the system and went into cruise. The first Nomad group that I encountered CD'd me and I had to evade and go back into cruise. They never stopped my attempts to go into cruise, and once I was in cruise I was able to cruise around them until I got bored... They never fired a second shot.
Next I flew away until they were no longer on my scanner. A couple minutes later I encountered another group. Despite me flying around them for a couple minutes, they never fired a CD at me, only their guns.
I F1'd and came back in and the same behavior repeated. It seems they're only firing one CD and done.
Here's the important info:
[Zone]
nickname = Zone_St05_pop_ambient_01
pos = -22972, 0, -25117
rotate = 0, 46, 0
shape = ELLIPSOID
size = 45639, 24198, 24198
sort = 51
toughness = 19
density = 12
repop_time = 25
max_battle_size = 20
pop_type = Background
relief_time = 35
population_additive = false
faction_weight = fc_n_grp, 1
encounter = area_nomads, 15, 0.5
faction = fc_n_grp, 1[Zone]
nickname = Zone_St05_pop_ambient_02
pos = 25270, 0, -18990
rotate = 0, -27, 0
shape = ELLIPSOID
size = 45486, 28486, 28486
sort = 51
toughness = 19
density = 12
repop_time = 25
max_battle_size = 20
pop_type = Background
relief_time = 35
population_additive = false
faction_weight = fc_n_grp, 1
encounter = area_nomads, 15, 0.5
faction = fc_n_grp, 1[Zone]
nickname = Zone_St05_pop_ambient_03
pos = 4441, 0, 25117
rotate = 0, -15, 0
shape = ELLIPSOID
size = 53450, 30324, 30324
sort = 51
toughness = 19
density = 12
repop_time = 25
max_battle_size = 20
pop_type = Background
relief_time = 35
population_additive = false
faction_weight = fc_n_grp, 1
encounter = area_nomads, 15, 0.5
faction = fc_n_grp, 1[zone]
nickname = zone_st05_pop_nomads
pos = 112, 2000, 547
shape = BOX
size = 53277, 4000, 57373
sort = 51
toughness = 19
density = 12
repop_time = 30
max_battle_size = 12
pop_type = Background
relief_time = 12
faction_weight = fc_n_grp, 10
encounter = area_nomads, 15, 0.85
faction = fc_n_grp, 1
encounter = capitalships_Nomads, 15, 0.15
faction = fc_n_grp, 1Nomads spawn just fine, they shoot their guns, they just don't use CDs.
from faction_prop.ini
[FactionProps]
affiliation = fc_n_grp
legality = unlawful
nickname_plurality = plural
msg_id_prefix = ignore
jump_preference = jumphole
npc_ship = MSN13_Nomad_Fighter_Populator
npc_ship = fc_n_no_fighter_d15-18
npc_ship = Nomad_Gunboat
npc_ship = Nomad_Battleship
mc_costume = mc_fc
firstname_female = 229608, 229608
lastname = 229608, 229608
rank_desig = 197140, 197140, 197140, 10, 15
formation_desig = 197808, 197820
formation = fighters, fighter_guild
formation = gunboats, gunboat_wall
formation = battleships, battleship_wallfrom npcships.ini
[NPCShipArch]
nickname = fc_n_no_fighter_d15-18
loadout = no_fighter_loadout02
level = d15
ship_archetype = no_fighter
pilot = MSN13_Nomad_Fighter_Ace
state_graph = FIGHTER
npc_class = unlawful, class_fighter, d15, d16, d17, d18from loadouts.ini
[Loadout]
nickname = no_fighter_loadout02
archetype = no_fighter
equip = ge_nf_engine_01
equip = infinite_power
equip = ge_s_scanner_02
equip = no_thruster, HpThruster01
equip = armor_scale_11
equip = nomad_cruise_disruptor01, HpTorpedo01
equip = nomad_gun01_mark03, HpWeapon01
equip = nomad_gun01_mark03, HpWeapon02
equip = nomad_gun01_mark03, HpWeapon03
cargo = special_nomad_gun01, 1
cargo = special_nomad_gun02, 1from pilots_story.ini
[Pilot]
nickname = MSN13_Nomad_Fighter_Ace
inherit = story_light_fighter_hard
[Pilot]
nickname = story_light_fighter_hard
gun_id = gun_story_fighter_hard_style_a
missile_id = story_missile_fighter_ace
evade_dodge_id = evade_dodge_fighter_style_c
evade_break_id = evade_break_fighter_style_b
buzz_head_toward_id = buzz_head_toward_fighter_style_b
buzz_pass_by_id = buzz_pass_by_fighter_style_b
trail_id = trail_fighter_style_a
strafe_id = strafe_fighter_style_a
engine_kill_id = engine_kill_fighter_style_a
mine_id = mine_light_fighter_a
countermeasure_id = countermeasure_a
damage_reaction_id = damage_reaction_fighter_style_a
missile_reaction_id = missile_reaction_fighter_style_a
formation_id = formation_fighter_style_a
repair_id = repair_fighter_both
job_id = story_job_fighter_aThe pilots exist, they recognize as hostile, they shoot guns, they shoot at least the one CD, and after that it's as if they don't even have a CD anymore.
What am I missing, what should I do?
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Well then my suggestion would be this:
Deactivate all of your mods.
Rerun the SDK or the JFLP, whichever patch you're using (JFLP is best), and then apply this mod alone to see if it works.
One thing that interests me... Whenever I attempted to ADD something to either the shiparch or the solararch is caused all kinds of problems. I always had to modify an unused entry in those arches to make things work properly. I don't know how extensive your mod is, mine is mostly just a modification of the vanilla files and is set up as an optional client mod so any unmodded player can play on our server.
What would happen if you were to change something unused such as holoviral_counterfeiting_technology or something to your bountyhunted item? Would it work then?
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in commodities_per_faction.ini
MarketGood = commodity_bountyhunted, 0, 0 should be MarketGood = commodity_bountyhunted
Other than that I can't see anything you've missed.
I presume the info is added to market_commodities.ini and select_equip.ini.
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oh, nm... I see you already addressed that.
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look at rmlootinfo.ini and make sure the archetype is not a universally present commodity for each faction.
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I have no experience modding singleplayer, but in multiplayer if the ship doesn't have a pilot assigned (the correct pilot and rank), or the ship is missing a critical piece of hardware such as an engine, tractor, scanner, etc. it doesn't appear.
For me, whenever a NPC didn't appear it was because of one of those two things.
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We use FLAC...
I'm not aware of a method of implementation, are you?
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I'm looking at this as a MP application, not for SP. Is there a way to have a jump drop you out to those specific coordinates?
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I'm trying to make the nomad lair airlocks work properly.
It's a simple matter of course to have them jump to St02c, but the ship doesn't come out inside the core. It pops into the system outside the core, facing out towards empty space.I've tried making the dyson_airlock_inside solararch use the jump_out_hp = HpDockPointA01 as that should be far enough away from the jumpgate to place the ship inside the core, but no matter which Hp I use as the jump_out_hp, I always end up outside the core.
Here's my solararch entry:
[Solar]
nickname = dyson_airlock_inside
ids_name = 10917
ids_info = 10918
type = JUMP_GATE
DA_archetype = solar\dockable\jump_hole.3db
material_library = solar\Solar_mat_misc02.mat
LODranges = 0, 20000
mass = 10000
;open_anim = Sc_open dock
open_sound = null
close_sound = null
jump_out_hp = HpDockPointA01
solar_radius = 600
shape_name = NAV_jumpgate
docking_sphere = jump, HpDockMountA, 100
hit_pts = 1e36
phantom_physics = trueThe original jump_out_hp is HpDockMountA. I've tried Hporient and HpDockPointA01 and they all dump me outside the core.
The jumps work just fine although for some reason the jumptunnel effect from the lair to the core is messed up. If I position my ship inside the core and jump out, I end up where I'm supposed to be (outside the lair) and the jump tunnel effect works fine.
Both jumps use:
jump_effect = jump_effect_bretonia
and the goto uses gate_tunnel_bretoniaThe Lair seems to be using a different jumphole effect as well. The docks on the Lair are surrounded by a white glowing ring, the beginning jump effect is a goldish plasma swirl, and the tunnel is completely messed up. Mostly a white screen with a blue snake twisting around at the bottom of the screen.
Does anyone have this working properly?
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I'm sorry, was confused. Downloading Crossfire now.
R
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I presume you're referring to your 88 FLAK mod. I'll check it out. Thanks for the tip.
R
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I'm not seeing any discussion on this at all searching for nomad shield, tekagis shield, tekagis arch, lair shield, etc.
Has anyone come up with a way to make the base shields destructible/regennable? I'd like to make the shields so that either destroying something like a shield generator, or even just pounding away at the shield would make it drop permitting passage for a limited period of time, let's say 2-3 minutes, after which time it would prevent passage again until repeated.