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Story missions (not random) - INI structure?

The general place to discuss MOD''ing Freelancer!

Post Thu Mar 20, 2003 2:58 pm

Story missions (not random) - INI structure?

I've found your forum today and saw that you are discussing about modding random missions. Well, I'm interested in regular story missions.

I've also find your INI decompressor and took a look into mission INI files. It looks complicated at first look, but some keys ([xxxxx) are quite logical, though, I haven't figure out how to start my story - except that I modify the existing ones - this would be limited to current story mission number.

One key is particulary interesting; can't figure out what the numbers mean (probabbly location, etc.) at the parameter type:

Example:
[NNObjective
nickname = mlog_stop
state = HIDDEN
type = rep_inst, Li01, 21835, 24835, -30552, 263, -26859, Li01_Trade_Lane_Ring_146

Has anyone already took a look at this and figured out the structure of these INI files. I don't want to loose time to reinvent something.

S.

Post Thu Mar 20, 2003 7:07 pm

Yes, I did take a look. Looks incredibly complicated, especially the trigger stuff. Somehow I doubt the devs used Notepad to create mission flow.
I think the one you posted (NNObjective) defines the location and type of those purple waypoints. (not 100% sure) This one seems to set a waypoint on a tradelane ring (obviously) and keeps it hidden for the time being.

Edited by - X-Lancer on 20-03-2003 19:07:52

Post Thu Mar 20, 2003 7:13 pm

From what you know, is it possible to add new mission types like escort or transport? Just a thought.

- The road to darkness is a journey, not a light switch.

Post Thu Mar 20, 2003 7:31 pm

You are talking about random missions which are availables in bars or jobs vendor, right? That I don't know. They seem to be handled differently than SP missions. SP missions are completely scripted in mission INIs, I mean COMPLETELY from A to Z. I would assume that it is possible to re-write SP compaign but I don't know if it's possible to add new missions.

Post Thu Mar 20, 2003 9:10 pm

Regarding adding new random mission types, i'd have to say that's a negative. I was examining how the random missions are structured and they appear to use some sort of a search tree to come up with the final flow for the mission. Looking through it, there are apparently preset mission types in the code, and from what I can find, in order to add in a completely new type of random mission would require hacking the executable. However, the mission types may just reside in a .dll somewhere... This would make it a little easier to add in and edit the existing ones, but would prolly make modding a little interesting... The mod loader would have to know to tell the program to load your specific .dll and not the standard one (if you just appended onto it)

I should add there may be more random missions types supported in the code, but to find em you'd have to get either a decompiler or a hex editor and look through a lot of crap to locate where it's all handled...

As for story missions, I think it would be possible to set up a transport mission. There are several examples from SP campaign that can be looked at in order to create a copy of it. It would likely involve setting a path for the transport you want to protect and then setting a fail condition being the transport getting destroyed. I'm not 100% certain on this, but that's how it appears from what i'm seeing...

All that is gold does not glitter
Not all those who wander are lost
The old that is strong does not wither
Deep roots are not reached by the frost.
--JRR Tolkien

Edited by - imrahil on 20-03-2003 21:11:21

Edited by - imrahil on 20-03-2003 21:27:37

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