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Thursday, January 29th 2004, 9:36am

So - we have to build a loadout for it. This is just so the game knows what will be on the ship that they are flying. Obviously you can create MANY loadouts here! not just one. So - what we need - well, all the info we found out of course!!! First up - lets see what you need for a loadout! For a player ship - you do this in the goods.ini file - and it needs three things. Engine, power, scanner. For NPC´s, well, it needs nothing really - but they don´t kill/shoot/move/maim/do anything. They just sit in space. So - what have we got? [Loadout nickname = gd_im_ge_fighter6_loadout01<b>;NICKNAME - must be unique </b> archetype = ge_fighter6 - <b>;Familiar? - its the shiparch.ini nickname EXACT! </b> equip = ge_bwe_engine_01 - <b>;the engine </b> equip = npc_shield03_mark08, HpShield01<b>;its shield </b> equip = infinite_power <b>;power supply </b> equip = ge_s_scanner_02<b>;scanner </b> equip = ge_s_tractor_01<b>not the one you drive, but tractor in loot! </b> equip = ge_s_thruster_01, HpThruster01<b>;thruster </b> equip = armor_scale_2 - <b>;armor - makes their hulls stronger </b> equip = gd_im_gun01_mark05, HpWeapon01<b>;boom sticks </b> equip = gd_im_gun01_mark05, HpWeapon02 <b>;&quot; </b> equip = gd_im_gun01_mark05, HpWeapon03 <b>;&quot; </b> equip = gd_im_gun01_mark05, HpWeapon04 <b>;&quot; </b> equip = gd_im_gun01_mark05, HpWeapon05 <b>;&quot; </b> equip = missile01_mark03, HpWeapon06 <b>;missile </b> cargo = missile01_mark03_ammo, 20 <b>;the shots for missile!! </b> equip = gd_im_turret01_mark03, HpTurret01<b>;turret </b> equip = cruise_disruptor01_mark01, HpTorpedo01<b>;Cruise disruptor </b> cargo = cruise_disruptor01_mark01_ammo, 5<b>;ammo for it </b> equip = mine01_mark01, HpMine01<b>;mine launcher </b> cargo = mine01_mark01_ammo, 20<b>;ammo for mine </b> equip = ge_s_cm_01, HpCM01<b> ;counter measure flare launcher </b> cargo = ge_s_cm_01_ammo, 20<b>;ammo for it! </b> equip = LargeWhiteSpecial, HpHeadlight<b>lights from here down - who cares? </b> equip = SlowSmallOrange, HpRunningLight01 equip = SlowSmallOrange, HpRunningLight02 equip = SlowSmallOrange, HpRunningLight03 equip = SlowSmallOrange, HpRunningLight04 equip = SlowSmallOrange, HpRunningLight05 equip = SlowSmallOrange, HpRunningLight06 equip = SlowSmallOrange, HpRunningLight07 equip = SlowSmallOrange, HpRunningLight08 equip = SlowSmallOrange, HpRunningLight09 equip = SlowSmallOrange, HpRunningLight10 equip = contrail01, HpContrail01 equip = contrail01, HpContrail02 equip = contrail01, HpContrail03 equip = contrail01, HpContrail04 equip = DockingLightRedSmall, HpDockLight01 equip = DockingLightRedSmall, HpDockLight02 Okay - so get rid of the lights for now - cause they don´t matter, and you don´t want to be mounting lights on things that don´t exist. IF you are doing this on custom ships, you will need UTF editor, open it up and SEE what mounts its got, then you can put them in. Okay - for now though - that is an example here. [Loadout ;lets game know that ship loadout is below this thing. It also defines end of one loadout and beginning of another. nickname = gd_im_ge_fighter6_loadout01<b>;NICKNAME - must be unique </b>The reason why this MUST be unique is that it will confuse and crash the game if its not. This is how things are identified in the game. It identifies ships models by the nickname in the shiparch.ini files - which also tells it what mounts etc. This loadout means that if you put loadout = this nickname in another file, it finds ALL that we have in this loadout <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> ship - very very important. This is where the shiparch.ini ships nickname needs to be put EXACTLY. This means that the loadout is for that ship. DO NOT GET THIS WRONG!The loadout is then equipment mounted on the ship. You can work out what they are all for. It doesn´ matter too much about the different types - but if you are replacing them, ONE spelling mistake or error, and its crash time!! Be careful. Okay - what you need to give them to make them worthwhile 1 - Engine. WIthout this they cannot move! 2 - Power - without this they cannot shoot, OR move. 3 - Scanner - if you fail to give them a scanner they NEVER shoot you - why? cause they cannot see you. 4 - Weapons - without these - whats the point. Note that IF you give them missiles of mass destruction that they WILL need ammo. They cannot buy it or work out they need it, you have to GIVE it to them here! 5 - Thruster - without one of these they are dull as anything to fight. Okay - things NOT to do here. 1. give them a torp. It doesn´t work okay - i tried. It might be possible to get them using them, infact it probabily is, but i have better things to do with my time then trying to give an NPC a torp he can use. 2. Adding nano bots and shield bats - this won´t make them use them OR drop them. Add them if you WANT them to, but they go as cargo like this: cargo = ge_s_battery_01, 30 cargo = ge_s_repair_01, 30 Note the comma then the amount of them! That is a necessatiy. See my other threads on newbie questions 2 for how to make them use nano bots and bats. So - you know what to do eh? thats right - make your loadout. If you care about lights - either find other ships loadouts in this file/goods.ini file - or look at CMP file for what mounts Don´t just plug em in and hope Okay - so here is a loadout. [Loadout nickname = mikes_eagle_loadout01 archetype = ge_fighter6 equip = ge_bwe_engine_01 equip = npc_shield02_mark10, HpShield01 equip = infinite_power equip = ge_s_scanner_02 equip = ge_s_tractor_01 equip = ge_s_thruster_03, HpThruster01 equip = gd_z_gun01_mark05, HpWeapon01 equip = gd_z_gun01_mark05, HpWeapon02 equip = gd_z_gun01_mark05, HpWeapon03 equip = gd_z_gun01_mark05, HpWeapon04 equip = gd_z_gun01_mark05, HpWeapon05 equip = gd_z_gun01_mark05, HpWeapon06 equip = gd_z_turret01_mark03, HpTurret01 equip = cruise_disruptor01_mark02, HpTorpedo01 cargo = cruise_disruptor01_mark02_ammo, 50 equip = mine01_mark05, HpMine01 cargo = mine01_mark05_ammo, 50 equip = ge_s_cm_03, HpCM01 cargo = ge_s_cm_03_ammo, 50 okay - mine have decent mines now (screamer) lots of ammo for them, hornet cruise disruptors and adv counter measures. They also have class 10 shield, and a decent thruster - mind you, with the infinite power supply, it won´t matter what thruster they have. Likewise - engine doesn´t matter too much. Okay - so there we go, an eagle loadout for an eagle. now - you can make more if you like. This way you can give your first loadout lighter weapons, and then make several progressively harder loadouts. So they start with crap mines and guns and shield and by loadout 4 you have got rippers, cannonball missiles, firestalker missiles and class 10 shields <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Give them del cids and watch the players vacate omicron gamma <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> So - done for loadout eh? Hope you understood that - it was kinda long winded! lol. Okay - moving on now. You have a ship, and a loadout. now what you need to do is to TELL THE B**GERS TO USE IT!!(self censorship for kids <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> ) Hmm - now we move folders, but make a note of your loadouts nickname, and the ships nickname as in the shiparch.ini file! Now shifting to the missions folder!

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Thursday, January 29th 2004, 10:16am

Okay - so in the missions folder. There are TONS of files here for encounters and more <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> however, we are going to keep this from being mega complicated at the moment, - so we aren´t going to be making new classes or anything else here okay!! We are just making a new fighter for some crap outfit- like the xenos <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> okay - so, we need two files in here, and these two are SO closely interwined that they are inseperable. So, we may have do some cross referencing here <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> okay - pop open the npcships.ini file <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> [NPCShipArch nickname = ku_p_ku_fighter_d9-19 loadout = ku_p_ku_fighter_loadout01 level = d9 ship_archetype = ku_fighter pilot = pilot_police_ace state_graph = FIGHTER npc_class = lawful, class_fighter, d9, d10, d11, d12, d13, d14, d15, d16, d17, d18, d19 There are tons and tons of these things <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle> Doesn´t look good huh? [NPCShipArch<b>Title header - knows whats coming beneath <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> </b> nickname = ku_p_ku_fighter_d9-19<b>the nickname of this </b> loadout =ku_p_ku_fighter_loadout01<b>the nickname of loadout in loadouts.ini file </b> level = d11 <b>level of difficult - goes to d19 </b> ship_archetype = ku_fighter<b>the nickname of the ship from shiparch.ini file </b> pilot = pilot_police_ace<b>pilots - later </b> state_graph = FIGHTER<b>ship type - remember? </b> npc_class = lawful, class_fighter, d9, d10, d11, d12, d13, d14, d15, d16, d17, d18, d19 <b>lawful or unlawful followed by class of encounter it will be in and then the levels of difficulty he can be in too! </b> So some new, some not eh? Nickname - yet again, so it can find this entry. Other files refer to THIS nickname. The loadouts name is the nickname for the loadout in the loadouts.ini file - so that the game sees this, reads the name, then hunts through the loadouts.ini file FOR that nickname. Told you its a reference - and therefore why it needs to be singular <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> The level - this is what level pilots. d1 is dead easy, d19 is hard You know when you see ships flying round with the name and then a 1 or 5 or11 or 19 next to them? this is it here! When your doing missions in gamma against bounty hunters, and you get ones with 17, 18 or 19 next to them, this is the part right here. 19 is the tough guys <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> There is more to this than meets the eye, cause thats not strictly true - but it will do for now <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> Ship_archetype - this is the nickname of the ship you chose in the shiparch.ini file AGAIN!! God, this thing checks, double checks and then makes sure don´t it <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> State_graph - this is linked to the type of ship it is again. Fighter, freighter, transport etc etc Pilot - this is linked to a file called pilots population.ini - and that tells them how good they are at shooting, dodging, evading, manouvering, how long to hold trigger down for, how far to be before attacking, how to attack, what to do if shot, whether to use nano bots and shield bats. So its kinda important. However, that has been done. Further down there are lots of pilots, but generally there are a easy, medium, hard and ace - guess which are the best huh? Okay - so pick what you want. pilot = pilot_pirate_ace pilot = pilot_pirate_hard pilot = pilot_pirate_med pilot = pilot_corsair_ace pilot = pilot_military_ace pilot = pilot_police_ace By the way - i typed those from memory, so DON´T copy them! I might have spelt it wrong, find them in the file! okay - moving on npc_class = unlawful or lawful guess what that is.........yup - for pirates or good guys <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> Now - the part after that is relating to encounters again. This is more envolved than you though huh? It gets worse if you are after making TRULY custom ones, we are doing the easy thing here <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Basically - for now, we will stick to class_fighter so - what are the d10, d11, d12 etc after things in there? That is also related to the level of difficulty of the pilot in encounters. If it says d9-19 - then if you had an encounter zone which says it wants level 10 ships - this might appear there (as long as you are wanting the kusari police in a fighter of course), but if you say its a level 19 zone, he will STILL appaer there. BUT if it only said D9 instead, then he would ONLY appear in level 9 zones, and NOT in hte level 10 or 19 or 18 etc etc okay <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Okay - so now we kinda know some parts about this. So - what are we doing here then? Well - we are making one of these. SO - lets do it. Military pilots are best along with police (they have better shot accuracy and more). So here goes. [NPCShipArch nickname = my_eagle_d17-19 loadout = mikes_eagle_loadout01 level = d19 ship_archetype = ge_Figher6 pilot = pilot_police_ace state_graph = FIGHTER npc_class = unlawful, class_fighter, d17, d18, d19 Okay - so do you follow what has happened? Note that my nickname includes the levels that he will be appearing in. This makes it so much easier to work with if you do this, cause then you can hone in on the right level thing to change stuff. If it works - why change it? this makes it easy to reference- so i don´t <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Good stuff. Okay - so we got MY loadout, and the fighter (remember - nickname from shiparch.ini). Uh oh - its unlawful - that is cause i am going to give it to the xenos <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> Now then - there we go. IF you had more than one loadout - you could make a range like this, see below: [NPCShipArch nickname = my_eagle_d14-15 loadout = mikes_eagle_loadout01 level = d14 ship_archetype = ge_Figher6 pilot = pilot_police_ace state_graph = FIGHTER npc_class = unlawful, class_fighter, d14, d15, d15 [NPCShipArch nickname = my_eagle_d16-18 loadout = mikes_eagle_loadout02 level = d17 ship_archetype = ge_Figher6 pilot = pilot_police_ace state_graph = FIGHTER npc_class = unlawful, class_fighter, d16, d17, d18 [NPCShipArch nickname = my_eagle_d19 loadout = mikes_eagle_loadout03 level = d19 ship_archetype = ge_Figher6 pilot = pilot_police_ace state_graph = FIGHTER npc_class = unlawful, class_fighter, d19 Now you can see why its so handy to have the loadouts named fairly similar - so its easy to keep track of, and also why the nicknames in this file have the difficulty - its easy to keep track of which is which eh? <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> So - will they use this yet? Nope - we have another file to add to at the moment. That file is the faction_prop.ini file - the twin of this one <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Okay - so dive in. this is seperated up by factions okay - so we need to search for our faction. And here are the xenos: [FactionProps<b>;title again - it lets the game know its a new part to be read </b> affiliation = fc_x_grp<b> the faction name <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> </b> legality = unlawful<b>;good or bad guys </b> nickname_plurality = plural <b>;plural? Xeno or Xenos when more of them (you don´t get polices when more do you? </b> msg_id_prefix = gcs_refer_faction_fc_x<b>How they are referred to , so fc_x is the &quot;I am Xenos&quot; voice recording </b> jump_preference = jumphole<b>Bad guys don´t come via jumpgates at the mo npc_ship = fc_x_ge_fighter_d1-2[binteresting bit </b> npc_ship = fc_x_ge_fighter_d3 npc_ship = fc_x_ge_fighter2_d4-7 npc_ship = fc_x_ge_fighter4_d8 npc_ship = fc_x_ge_fighter4_d9 npc_ship = fc_x_ge_fighter4_d10 npc_ship = fc_x_ge_fighter4_d11-19 voice = pilot_f_ill_m01<b>pilots voices here </b> voice = pilot_f_ill_m02 mc_costume = mc_fc space_costume = pi_pirate2_head, pi_pirate5_body, comm_ge_generic1 space_costume = pi_pirate4_head, pi_pirate5_body, comm_pi_pirate space_costume = sh_male4_head, pi_pirate5_body, comm_ge_generic1 space_costume = ge_male2_head, pi_pirate5_body, comm_pi_pirate space_costume = ge_male4_head, pi_pirate5_body, comm_ge_generic1 space_costume = ge_male1_head, pi_pirate5_body, comm_pi_pirate firstname_male = 226608, 226741<b>names - inbetween numbes as well </b> lastname = 227008, 227307<b>ditto, so inbetween these two numbres are all names they use </b> rank_desig = 197101, 197102, 197103, 5, 8<b>corporal, captain, idiot if you make it say so - lol </b> formation_desig = 197808, 197820<b>alpha xenos Jon doe - formation alpha when you have pilots in formation - erm, bloody look when playing! </b> scan_for_cargo = commodity_diamonds, 1<b>what they are after - you can add your own or others here, then they will want it if they scan you and your carrying <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> </b> scan_for_cargo = commodity_food, 0 scan_for_cargo = commodity_gold, 1 scan_for_cargo = commodity_H_fuel, 0 scan_for_cargo = commodity_mox_fuel, 2 scan_for_cargo = commodity_oxygen, 0 scan_for_cargo = commodity_pharm, 0 scan_for_cargo = commodity_sidearms, 2 scan_for_cargo = commodity_water, 0 scan_announce = false<b>no warning - just a drop cargo </b> scan_chance = 0.300000<b>30% chance of them scanning you formation = fighters, fighter_pirate[bformations that they use </b> Okay - so yes you can add commodities, and the 0 or 1 or 2 is priority of things! If you are carrying 3 things then the one with the 2 behind it is MORe important then the others okay. Formation - what formation they fly in - check formations.ini - there the fighter_pirate will specify how far apart and other stuff. okay - the npc_ship = is the part we are interested in okay. This is the meat and bones, and you guessed it, each of those refers to a npcships.ini file nickname okay.So you can see that there are some already there for the levels - but who cares, as longs as ours is named differently - its fine <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Okay - so you can put yours in there. Now you can see how they are all linked! they are also linked via the encounters parameter - but my stubbs that used to be fingers are actually getting some blisters on the end i think!! lol - too much typing <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> okay - add yours in there then! SO you get this: npc_ship = fc_x_ge_fighter_d1-2 npc_ship = fc_x_ge_fighter_d3 npc_ship = fc_x_ge_fighter2_d4-7 npc_ship = fc_x_ge_fighter4_d8 npc_ship = fc_x_ge_fighter4_d9 npc_ship = fc_x_ge_fighter4_d10 npc_ship = fc_x_ge_fighter4_d11-19 npc_ship = my_eagle_d14-15 npc_ship = my_eagle_d16-18 npc_ship = my_eagle_d19 Now your done. Now you need to edit an encounter in system of theirs so that higher classed Xenos popup. Yours will be mixed in with the normal ones - like the hawks cause they STILL have those there. Don´t worry thouhg - you can change that <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Put YOUR loadout into that npcships.ini part, add YOUR ship archetype part in, and bingo - done. I personally edit the nickname to be d11-13, and then do the same in the npcships - also taking down the d14, d15, d16, d17, d18, d19 part as well, and leaving it as d11, d12, d13. Then i make mine go from d14 - 19 instead, and have about three loadouts. Have fun, my fingers are bleeding. Also - back up files, and check spelling - DO NOT COPY AND PASTE, cause i am lazy and didn´t bother to check if i spelt somethings correctly etc, so although the weapons in the loadouts should exist, maybe hours of typing drove me made and made it so they didn´t Chips Edited by - Chips on 10/31/2004 3:33:52 PM

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Thursday, January 29th 2004, 10:16am

******************************RESERVED FOR FUTURE ADDITIONS!***********************

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Thursday, January 29th 2004, 10:17am

*****************************RESERVED FOR FUTURE ADDITIONS!************************ Sorry, will edit it in later if i feel like adding anymore to this, or if demand wants me to add more <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>

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Friday, January 30th 2004, 12:19pm

Hey, I thank you for going through all this trouble. This is what every modder needs--a &quot;NPC encounters for dummies&quot; reference list that breaks down everything and anything about encounters. Could you cover the formation files and explain each line as well? the battleship encounter topic listed the changes, but didn´t really say what each line means. And what the bloody hell is permutations anyway? Also, could you list how to set encounter for either a random spawn or for mission spawn? I heard you need to set the difficulty high so missions will recognize them. ___________________________________ There is no knowledge that is not power.
Signature from »Captain Tylor« ___________________________________ There is no knowledge that is not power.

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Friday, January 30th 2004, 2:04pm

Will do tomorrow (eating diner now) - but if you just have zones of population, and then have some nice ol vignettes, then you get missions. There aren´t any zones JUST for missions, they are ANY population can be used for missions (not sure about base populations), and their aint a restriction on what they are <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>

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Sunday, February 1st 2004, 11:28pm

Hey Chips, long time no see <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Anway, a few additions for you: In npc_ships.ini: <b>level = d11 </b> This is really just the level that shows up when you target them <b>npc_class = lawful, class_fighter, d9, d10, d11, d12, d13, d14, d15, d16, d17, d18, d19 </b> This is where their difficulty level is pulled from when the encounters figure out which ships to spawn. Also, only &quot;class_fighter&quot; ships will show up in missions so if you assign that to other ships, such as freighters, transports, battleships, etc. you can get them into missions (and all of the other encounters that you don´t want them in if you´re not careful). They´ll use the default mission ship formations and AI though so the results may not be as expected. As a side note, it is entirely possible to have multiple NPC ships with the exact same npc_class within a faction. This is a great way to add variety to the game as you can have several loadouts of the same difficulty and the encounter will randomly choose which of them to use. Or, as I like to do, both light fighters and heavy fighters throughout all of the difficulty levels.

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8

Monday, February 2nd 2004, 9:50am

Thankyou Victor - i take it that class_fighter doesn´t have anything to do with the line in shiparch.ini - erm - is it state = fighter (nothing with me here! lol). If so, in npcships.ini = the stategraph entry (really need to find some files) is the only reference then to whether its a figher/freighter etc etc?? just curious - lol. Thanks again. by the way, I sorted out nearly all of my console error messages thanks to you guys - and also to Silverfires tool for creating the numbers (i scanned around 20 files then did a find the number in those twenty files of numbers compared to the one i get on console readouts <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> - soooo handy <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>, and the problem with the nano bats and bots i had was that in fact nothing - just swapping the order over in the ini file that they appear seemed to fix it :0 Anyway - sorry to whomever is reading this and wanting it finished, but i am in over my head at the mo, and don´t really have time. I have two large mods, a job interview, and a website too - lol, i will hopefully get this done by the weekend <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>

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9

Monday, February 2nd 2004, 10:30pm

Victor, <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>They´ll use the default mission ship formations and AI though so the results may not be as expected. <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> What do you mean by default formation and AI? Is it the default formation of every faction? And the AI default is the pilotjobtest? <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade><A href=´http://www.lancersreactor.org´ Target=_Blank>---------------- E&#183;N&#183;D O&#183;F M&#183;E&#183;S&#183;S&#183;A&#183;G&#183;E ... ---------------- </a> <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> Edited by - firebase on 2/2/2004 10:36:12 PM
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10

Sunday, February 22nd 2004, 9:20pm

Has anyone got skinny on the formation files, and what each line is for? ___________________________________ There is no knowledge that is not power.
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11

Friday, February 27th 2004, 6:26pm

Hey chips, is possible to make spawn an npc encounter with some fx like cloaking devices? Yep like rheinland nomads in the single player? <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> stupid question? B-) ok never mind <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>, keep up the great work anyway <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>
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12

Friday, February 27th 2004, 7:40pm

Ah - fraid not, as you have to look in the storyline mission to see that its told to decloak at specified times. Here: [Trigger nickname = dst_pl_bw01_01 Cnd_DistShip = inside, Player, bw01_01_dock_ring_1, 3000 <b>Act_SpawnFormation = cloaked_fighters </b> Act_GiveObjList = cloaked_rf1, ol_hold Act_CallThorn = missionsm05M05_Sprague_Decloak.thn, cloaked_rf2 Act_PlayMusic = none, none, none, music_stab_danger Act_ActTrig = stop_player Act_NagOff = sprague_nag <b>Act_ActTrig = fighters_decloak </b> The two bold lines refer to the ships in the first block, and then the actions in the second. As you can see, they are told what to do. Which relates to this in the files: [MsnFormation nickname = cloaked_fighters position = -16442, -33, 2907 orientation = 0.998859, 0.046037, 0.003736, -0.012130 formation = fighter_rh_n ship = cloaked_rf1 ship = cloaked_rf2 ship = cloaked_rf3 ship = cloaked_rf4 [Trigger nickname = fighters_decloak Cnd_Timer = 2 Act_PlayerEnemyClamp = 2, 2 Act_GiveObjList = Player, ol_break_formation Act_Cloak = lbl_enc1, false Act_MarkObj = cloaked_rf1, 1 Act_MarkObj = cloaked_rf2, 1 Act_MarkObj = cloaked_rf3, 1 Act_MarkObj = cloaked_rf4, 1 Act_GiveObjList = juni, ol_break_formation Act_ActTrig = bse_bw01_01 Act_ActTrig = d_enc1 Act_LockDock = Player, bw01_01_dock_ring_1, lock Act_SendComm = juni, Player, DX_M05_0260_Juni Act_ActTrig = com_0260 Truth be told - there is alot more references that really deal with it all - but it basically shows that the cloaks used by NPC´s are almost programmed in. If you shove a cloak onto an NPC - he won´t know how to use it at all - he needs to be told........however - give him the loadout, and he will be invisible.......

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13

Friday, February 27th 2004, 8:06pm

Formations are harder than they look, and regard many files. Easiest way is to use existing ones, but if you are dying to make your own (I don´t know why <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle>) - then go for it. [EncounterFormation ship_by_class = 1, 1, sc_fighters ;ship class - see below pilot_job = scout_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 [Creation permutation = 0, 3 Ship class is as per the shipclasses file: [ShipClass nickname = sc_fighters member = <b>class_fighter </b> This is the entry as per above. The member is class_fighter - and if you look at npcships.ini file: [NPCShipArch nickname = gd_z_ge_fighter4_d10 loadout = gd_z_ge_fighter4_loadout01 level = d10 ship_archetype = ge_fighter4 pilot = pilot_pirate_hard state_graph = FIGHTER npc_class = lawful, <b>class_fighter </b>, d10 pilot_job = scout_job make_class = wanderer formation_by_class = fighters Pilot job is in the pilots populations: [JobBlock nickname = scout_job wait_for_leader_target = False maximum_leader_target_distance = 10000 flee_when_leader_flees_style = False scene_toughness_threshold = hardest flee_scene_threat_style = hardest flee_when_hull_damaged_percent = 0 flee_no_weapons_style = True loot_flee_threshold = equal attack_subtarget_order = anything field_targeting = always loot_preference = lt_all combat_drift_distance = 10000 attack_preference = fighter, 5000, guns / guided / unguided attack_preference = anything, 5000, guns / guided / unguided okay - make class only seems to be in fighters parts, otherwise its just pilot_jobs make_class does appera in the shipclass though: [ShipClass nickname = wanderers member = wanderer The formation line is referenced to the faction_prop.ini file: formation_by_class = <b>fighters </b> formation = <b>fighters </b>, fighter_li_n where the fighter_li_n is now referencing the formations.ini file. [Formation nickname = fighter_li_n pos = 0, 0, 0 pos = -45, 0, 14 pos = 45, 0, 14 pos = -90, 0, 26 pos = 90, 0, 26 pos = -135, 0, 40 pos = 135, 0, 40 pl_pos = 0, -50, 105 Which tells them where to be positioned (notice player position as well). behavior = wander arrival = all, -tradelane, -object_jump_gate Okay - arrival is easy, tradelanes - they will spawn out the end of tradelanes (arrival), from jumpgates, from anywhere. Others are different as to where tehy spawn from. Behaviour - how the behave when they arrive - they &quot;wander&quot; is the fighters, trade is the traders and stuff, and patrol is for patrol paths, These are always the same i think, but I would guess at them though: allow_simultaneous_creation = yes zone_creation_distance = 0 times_to_create = infinite Allow more than one to be made (if zone can take population).....yes zone_creation_distance = 0 - have no idea. Is it really the distance from the zone for the creation to be (ie you need to enter the zone for NPC´s to spawn in the zone?!). times_to_create - not a foggiest - its always infinite. The permutation part - dunno either - I don´t know what permutation means! Suppose i should get out a dictionary and look <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> HOwever - there is a permutation count line in the voices - so i am not sure. [mVoiceProp voice = pilot_f_ill_m01a permutation_count = gcs_scan_happy, 3 Anyway - there is a lowdown on what it means. What you can do is make your own formations and much more - as long as its all referenced. I haven´t found the file telling me what the different things are (behaviours) or if i did, as usual, i wasn´t paying attention as to what it meant. One thing is for sure though - these files interlink ALOT here, so be careful what you change <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle>

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14

Friday, February 11th 2005, 7:08pm

Ok i am trying to make the police that patrol manhatten become eagles; it aint working this is what I ghave so far can you please help!!!?????? Shiparch.ini [Ship ids_name = 237019 ids_info = 66570 ids_info1 = 66571 ids_info2 = 66608 ids_info3 = 66572 ship_class = 0 nickname = ge_fighter6 LODranges = 0, 40, 60, 140, 300, 1000 msg_id_prefix = gcs_refer_shiparch_Liblf mission_property = can_use_berths type = FIGHTER mass = 100.000000 hold_size = 25 linear_drag = 1.000000 fuse = li_fighter_gas01, 0.000000, -1 fuse = li_fighter_smoke01, 0.000000, -1 fuse = intermed_damage_smallship02, 0.000000, 400 fuse = intermed_damage_smallship03, 0.000000, 200 max_bank_angle = 35 camera_offset = 6, 22 camera_angular_acceleration = 0.050000 camera_horizontal_turn_angle = 23 camera_vertical_turn_up_angle = 5 camera_vertical_turn_down_angle = 30 camera_turn_look_ahead_slerp_amount = 1.000000 nanobot_limit = 12 shield_battery_limit = 12 hit_pts = 1300 DA_archetype = shipslibertyli_fighterli_fighter.cmp material_library = shipslibertyli_playerships.mat material_library = fxenvmapbasic.mat envmap_material = envmapbasic cockpit = cockpitslibertyl_fighter.ini pilot_mesh = generic_pilot explosion_arch = explosion_li_fighter surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03 surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03 surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03 steering_torque = 24000.000000, 24000.000000, 58000.000000 angular_drag = 15000.000000, 15000.000000, 35000.000000 rotation_inertia = 2800.000000, 2800.000000, 1000.000000 nudge_force = 30000.000000 strafe_force = 20000 strafe_power_usage = 2 bay_door_anim = Sc_open baydoor bay_doors_open_snd = cargo_doors_open bay_doors_close_snd = cargo_doors_close HP_bay_surface = HpBayDoor01 HP_bay_external = HpBayDoor02 num_exhaust_nozzles = 1 HP_tractor_source = HpTractor_Source shield_link = cv_fighter6_shield01, HpMount, HpShield01 hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_elite_shield_special_10, HpShield01 hp_type = hp_thruster, HpThruster01 hp_type = hp_mine_dropper, HpMine01 hp_type = hp_countermeasure_dropper, HpCM01 hp_type = hp_turret_special_10, HpTurret01 hp_type = hp_torpedo_special_1, HpTorpedo01 hp_type = hp_torpedo_special_2, HpTorpedo01 npcships.ini [NPCShipArch nickname = ge_fighter6_d8-17 loadout = kyles_gefighter6_loadout01 level = d10 ship_archetype = ge_fighter6 pilot = pilot_police_med state_graph = FIGHTER npc_class = lawful, class_fighter, d8, d9, d10, d11, d12, d13, d14, d15, d16, d17 loadouts.ini [Loadout nickname = kyles_gefighter6_loadout01 archetype = ge_fighter6 equip = ge_bwe_engine_01 equip = npc_shield03_mark08, HpShield01 equip = infinite_power equip = ge_s_scanner_02 equip = ge_s_tractor_01 equip = ge_s_thruster_01, HpThruster01 equip = armor_scale_2 equip = gd_im_gun01_mark05, HpWeapon01 equip = gd_im_gun01_mark05, HpWeapon02 equip = gd_im_gun01_mark05, HpWeapon03 equip = gd_im_gun01_mark05, HpWeapon04 equip = gd_im_gun01_mark05, HpWeapon05 equip = missile01_mark03, HpWeapon06 cargo = missile01_mark03_ammo, 20 equip = gd_im_turret01_mark03, HpTurret01 equip = cruise_disruptor01_mark01, HpTorpedo01 cargo = cruise_disruptor01_mark01_ammo, 5 equip = mine01_mark01, HpMine01 cargo = mine01_mark01_ammo, 20 equip = ge_s_cm_01, HpCM01 cargo = ge_s_cm_01_ammo, 20 cargo = ge_s_battery_01, 30 cargo = ge_s_repair_01, 30
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15

Friday, February 11th 2005, 7:54pm

<font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>Ok i am trying to make the police that patrol manhatten become eagles; it aint working this is what I ghave so far can you please help!!!?????? <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> MAKE BACKUPS! open npcships.ini and look for: [NPCShipArch nickname = li_p_li_fighter_d1-2 loadout = li_p_li_fighter_loadout01 level = d2 ship_archetype = li_fighter pilot = pilot_police_med state_graph = FIGHTER npc_class = lawful, class_fighter, d1, d2 change that to [NPCShipArch nickname = li_p_li_fighter_d1-2 loadout = gd_im_ge_fighter6_loadout01 level = d2 ship_archetype = ge_fighter6 pilot = pilot_police_ace state_graph = FIGHTER npc_class = lawful, class_fighter, d1, d2 done hav problems and questions? post <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> <img src=´http://www.danasoft.com/sig/vamp679.jpg ´> Email: vamp679@gmail.com MSN: vamp679@hotmail.com
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16

Friday, February 11th 2005, 11:35pm

Did you remember to add in the npc ship= line in factionprop.ini under the Police´s ships?
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17

Saturday, February 12th 2005, 12:34am

no, i directly changed one of the npcships.ini entries. so you dont have to. <img src=´http://www.danasoft.com/sig/vamp679.jpg ´> Email: vamp679@gmail.com MSN: vamp679@hotmail.com
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18

Saturday, February 12th 2005, 3:40am

FLC - looks good, did you add this to the faction_prop.ini file? ge_fighter6_d8-17 [FactionProps affiliation = li_p_grp legality = lawful nickname_plurality = singular msg_id_prefix = gcs_refer_faction_li_p jump_preference = jumpgate npc_ship = li_p_li_fighter_d1-2 npc_ship = li_p_li_fighter_d3 npc_ship = li_p_li_fighter_d4-19 <b>npc_ship = ge_fighter6_d8-17 </b> All you have done if you haven´t added this is simply create the loadout and ship for them. This is where you tell them what to use....that entry is saying ´look at this ship and decide to use if it fits the bill´ kinda thing. The d8-17 here means nothing, it could be npc_ship = jackrabbit - as long as you have an npcship.ini entry called jackrabbit <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Then you will have to go to Manhatten or where-ever you want them to appear, and change some lines: [zone nickname = Zone_Li01_001_Planet_Li01_01 pos = -33020, 0, -27925 rotate = 0, 104, 0 shape = SPHERE size = 7000 comment = Manhattan sort = 1 toughness = 1 density = 10 repop_time = 30 max_battle_size = 6 pop_type = li_p_grp, base_cluster_law relief_time = 30 faction_weight = li_p_grp, 12 faction_weight = co_be_grp, 10 faction_weight = co_hsp_grp, 10 faction_weight = co_kt_grp, 10 faction_weight = co_me_grp, 10 faction_weight = co_nws_grp, 10 faction_weight = co_ni_grp, 10 faction_weight = co_os_grp, 4 faction_weight = co_rs_grp, 10 faction_weight = co_shi_grp, 10 faction_weight = co_ss_grp, 10 faction_weight = co_vr_grp, 8 faction_weight = gd_bh_grp, 3 faction_weight = li_n_grp, 8 faction_weight = co_fw_grp, 5 density_restriction = 4, unlawfuls <b>encounter = area_defend, 1, 0.070000 faction = li_p_grp, 1.000000 </b> Change the bold line above to something like this: <b>encounter = area_defend, 15, 0.070000 faction = li_p_grp, 1.000000 </b> The reason is because this states the difficulty/toughness of the encounters in this zone - so the 15 represents the difficulty as shown in your ´level range´ of npc_class = lawful, class_fighter, d8, d9, d10, d11, d12, d13, d14, d15, d16, d17 What you will get is the level = d10 (so they show up with a 10 over their heads), in the encounter. These guys could appear if the 15 in the example was any of those numbers in the npc_class = part, so from 8 to 17 would have these guys appearing. Note that there is another one covering this level? The d4-19 of the police? this means that these should be ´interspersed´ with the eagles, or it maybe a complete eagle spawn, or a complete patriot spawn instead. Variety is always good <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Hope that helps you out somewhat, and good call by the guys above too <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> Edited by - Chips on 2/12/2005 3:43:18 AM

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19

Saturday, February 12th 2005, 5:42pm

No but where is the Fraction Prop at?
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20

Sunday, February 13th 2005, 2:16am

<font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>Okay - so in the missions folder. There are TONS of files here for encounters and more <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> It does say in the tutorial <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>

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