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mission vendor

The general place to discuss MOD''ing Freelancer!

Post Mon Mar 17, 2003 8:00 pm

mission vendor

Anyone knows how to get the mission vendor to work in a newly created system???

I can select random missions by clicking on persons in my bar that have a suitcase, but the vendor (the list) isn't working...

Post Mon Mar 17, 2003 9:20 pm

*bump*

Post Tue Mar 18, 2003 12:46 am

noone knows how the job board works?????

Post Wed May 07, 2003 5:56 pm

any1 know how to do it? some1 must

Post Wed May 07, 2003 9:59 pm

You need some mission areas in zones with encounters who are foes of the base you want to sell the missions...have a look into li01.ini there are some zones like e.g.:
[zone
nickname = zone_li01_destroy_vignette_1
pos = -23536, 0, -52599
shape = SPHERE
size = 10000
mission_type = unlawful, lawful
sort = 99.500000
vignette_type = open

...you need some of them in your new system...also they have to be in an encounter zone like i mentioned above. There are three vignette_types, open, field and exclusion...field and open is easy, but what's exclusion, maybe someone else nows?? For now to be save place one of every type.
Next you have to add the mission vendor to your mbases.ini ...the line entry should look like:
[MVendor
num_offers = 8, 12

...first number is minimum offered, second maximum...Enjoy!

Post Fri May 09, 2003 11:07 am

@Cpt.Kazo
do you know where to edit the level of the missions offered?

Post Fri May 09, 2003 11:43 am

...sorry i just realized that some lines are missing in the above description:

example for mbases.ini (in /DATA/MISSIONS/):
*********************************************************
[MBase
nickname = rs000_0_base
local_faction = br_p_grp
diff = 1
msg_id_prefix = gcs_refer_base_Li01_01_Base

[MVendor
num_offers = 8, 12

[BaseFaction
faction = br_p_grp
weight = 100
offers_missions
mission_type = DestroyMission, 0.000000, 0.442387, 100

...this is from my mod. As you can see the base belongs to Bretonia Police...the block with the BaseFaction defines the faction which offers you mission at the board. You can have multiple of them (see Li01_01) each with it's weight.
The level of the mission is defined in the last line:

mission_type = DestroyMission, 0.000000, 0.442387, 100

first value = minimum level, here 0
second value = maximum level, here 0.442387
third value = weight of this entry

...to get the level of the mission (from this game internal level system) open the file "npcranktodiff.ini" in /DATA/RANDOMMISSIONS

Post Wed Oct 19, 2005 3:17 pm

should not offers_missions be offers_missions = true?

thnks for this

Post Thu Oct 20, 2005 4:45 pm

There are a ton of other crucial points to this...

1.) You must make sure that the encounters you are putting your mission objectives into have opposing factions in them. So, for example, an encounter must contain the Liberty Rogues and Liberty Police in order to get a mission objective to work... Here's a sample from my mod....

[Zone
nickname = Zone_BR08_pop_ambient_01
pos = -394, 0, -10650
rotate = 0, 0, 0
shape = SPHERE
size = 22484
comment = JG Battle
sort = 51
toughness = 19
density = 12
repop_time = 10
max_battle_size = 8
pop_type = jumpgate
relief_time = 10
population_additive = false
faction_weight = li_n_grp, 1
faction_weight = li_p_grp, 1
faction_weight = fc_lr_grp, 20
encounter = area_bh_assault, 19, 0.250000
faction = li_n_grp, 0.500000--------> This is the Liberty Navy faction
faction = li_p_grp, 0.500000--------> This is the Liberty Police faction
encounter = area_bh_defend, 19, 0.250000
faction = fc_lr_grp, 1.000000-------> This is the Liberty Rogue faction
encounter = area_gunboats, 19, 0.250000
faction = fc_lr_grp, 1.000000
encounter = capitalships_Liberty, 19, 0.100000
faction = li_n_grp, 1.000000
encounter = capitalships_Escorts, 19, 0.100000
faction = li_n_grp, 1.000000

It took me a while to figure this out. Also, you can't take two encounters and over lap them to get your "opposing factions" For example, you can't take an encounter that only contains Liberty Navy factions, and another encounter that contains Liberty Rogue factions, over lap them, and stick mission objections in the over lapping areas.

2.) This is very important. The missions that are being offered must be oppropriate difficulty levels. If they aren't, your missions WILL NOT work. Here's an example from my mod. I found it best to just enter in difficulty 1-32 or whatever the hardest level is...

[MBase
nickname = LI06_04_Base
local_faction = fc_lr_grp
diff = 1
msg_id_prefix = gcs_refer_base_LI06_04_Base

[MVendor
num_offers = 8, 12

[BaseFaction
faction = fc_lr_grp
weight = 64
offers_missions = true-------> This should always say TRUE if you want this base to offer missions...
mission_type = DestroyMission, 0.000000, 100.000000, 100

Now, look at the "mission_type" section. The first set of numbers, 0.000000, is the lowest difficulty setting for the missions being offered at this base. 0 meaning difficulty level 1. The second set of numbers is the highest difficulty setting for the missions being offered. 100.000000 being 32 or whatever.

Now look at the num_offers section under [MVender. These two numbers determine how many missions are offered at your base. An 8,12 setting is for a more busy planet. A 5,7 setting is more of a steady setting. And 2,4 being a slow setting.

3.) Make sure none of you mission objective zones overlap. If they do, your missions WILL NOT work.

I always make the difficulty setting 0.000000, 100.000000. Also, to make lower leveled missions, I will set the difficulty to about 1-3 instead of 1-32. I've always found it better to always start my minimum level to 1. Experiment a little. See what works best for your systems. Hope this helps you guys! Cheers!

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