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Question: Dynamic Traffic Mod (Request?)

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Post Sun May 04, 2003 3:42 am

Question: Dynamic Traffic Mod (Request?)

Hi all. ^_^

I've been doing the cookie-earning method of learning how to edit for about a week now; mainly reading the tutorials, playing around with this and that, and so forth.

Mainly, what I'm *really* trying to create, is an increased traffic mod with which to play Freelancer with. You know, so that instead of just fighters and transports zipping around all the time, you'll see the odd Luxury Cruise Liner cruise in to Manhattan orbit and dock with the tether, or see a Gunboat patrol heading to the planet, or hitting a trade lane, or scanning cargo. That sort of thing.

Maybe even occasionally see a Battleship roll into port on an inter-system patrol. All in a all, a much more dynamic and realistic feeling NPC universe. But, as things often go, I'm not having much luck with it all yet.

I'm mostly following the Encounter Tutorials, and hoping I can wing it from there. My main question about this to the people in the the know is this: Could I perhaps achieve my goal by simply editing the existing 'traffic' ini files - such as tradelane_trade_transport - and adding another [EncounterFormation block that replaces the Trains with a Luxury Cruiser without having to edit various Star System ini's and making new ones to go with it, or not?

If it's the or not, would it be too much trouble for someone 'in the know' to just quickly whip this Dynamic Traffic mod up for the community? You know, one that just adds said traffic and doesn't change much else?

On the plus side, I've managed to figure out how to edit textures, and screw around with the market_ship.ini file correctly! Yay? ^_^;

Post Sun May 04, 2003 4:24 am

Don't know Kasdia, not my area. I haven't seen much on this. I think people are still trying to figure this part out.

My suggesstion.. Play around with it. You might be the one who figures it out.

Good Luck,
Ceylon

Post Sun May 04, 2003 4:37 am

Well, it's worth a shot. :>

Probably going to make a few people cringe if it works. Owie. ;>

Update: I think I can make it work, though not *quite* in the manner I thought. If all goes well, expect a Dynamic Traffic mod sometime soon.

Edited by - Kasdia on 04-05-2003 06:03:56

Post Sun May 04, 2003 9:46 am

in principle the way you suggested will work, you can replace the existing encounters. But in this case you will loose all the nice transports, so better solution might be to edit the faction_prop.ini. E.g. add a Luxury Liner as possible ship for Spa & Cruise encounter. This means you will still get the normal transports and with a certain propability a Luxury Liner. The game decides to spawn an e.g. Spa&Cruise encounter and then looks into faction_prop which ship to use...play aound with it...it's worth a try. Will check it out myself in the next days maybe...sounds interesting.

Post Sun May 04, 2003 12:27 pm

I have been working on this for a while now and by testing have figured out how to increase all traffic. So if you want I suppose we could share information. The editing of each system is taking me a long time as I want to increase all encounters in every system. But I got it now and it works without causing any problems which was my main concern as I plan to put this out in a mod for everyone to enjoy.

Post Sun May 04, 2003 6:00 pm

Easy question to answer for ships already in the game. For custom ships you need to do a lot more work. See my Hostile universe mod if you want to see xwings used by the liberty police plus some Cyclon pirates

Heres how you add built in ships into the game.

Open data/missions/faction_prop.ini.

Look up the faction you want to have the luxury cruiser and add the ships to their ship list in that file.

You may need to edit

Mshipprops.ini & ncpships.ini from the same directory too.
Also you will need to add the ships loadout to /data/ships/loadout.ini.

The AI typically has several different loadouts per ship hull and the game uses these to sellect the difficulty lvl of the ship it wishes to use.

Oh yes, you will also need a new entry in shiparch.ini.

Thats all thats required.

As you can see, im working along similar lines.

Giskard

Edited by - giskard on 04-05-2003 19:00:49

Post Sun May 04, 2003 7:00 pm

Thanks for the info. ^_^

Nice to know I'm not the only one working on something like this.
The beauty of more than one person doing it is that, though the end result might be the same, we'll probably have differences to share and pool into one final thing. Should be nifty.

I did however witness a Liberty Cruiser smash into Manhattan. That was fun.

Cpt.Kazo: It *does* sound like a much better solution, thanks!
I'm looking into it, though I have a feeling I might have to edit the encounter files to include said Luxury Cruiser so that the AI has a reference for where to look for stuff like formation settings and paths and whatnot.

Edit: Out of interest, could anyone tell me what the [permutation = 0, 3 setting actually does in the Encounter files? I've yet to figure this out, though I'm assuming you need to have one permutation line per block of [EncounterFormation settings, and that each one will relate to the position of the other.

Edited by - Kasdia on 04-05-2003 20:11:25

Post Mon May 05, 2003 3:03 am

Well, not much luck so far. Save for making the Cruiser smash into Manhatten. *Mwahaha*

Oh, and because I neglected to mention it before...
Keith: I'm one person who's *very* much looking forward to your Mod.

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