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A Mod request: New Random Missons

The general place to discuss MOD''ing Freelancer!

Post Fri May 30, 2003 2:19 pm

A Mod request: New Random Missons

I have seen a few mods that include random missons taken from the main story line (attacking capital ships) and was wondering about how easy (or, more to the point, how hard) it is to do. I'd love to see a small mod that did nothing other then increase the number of random misson types in the random mission pool. If it's doable for capatial ship attacks, it should be possible to bring other single player missions into the random pool. And if you can mix and match, that's even better:

* capital ship attacks
* (large) bace attacks
* Paid cargon runs
* Message delivery
* Escort missons
* Drug running

For example, to do drug running, mix the find/capture mission and replace the pod with drugs (that police will see as normal drugs) and set the "return planet" as a planet in a nother place.

Any takers?

Post Sat May 31, 2003 8:18 am

If you can understand this crap in the vignetteparams.ini
then go ahead be my guest...

[DataNode
node_id = 56
child_node = 611

[DataNode
node_id = 48
child_node = 97

[DataNode
node_id = 95
objective_text = guide_to_main_battle, 327734, Hostile_group
child_node = 143

[DecisionNode
node_id = 68
nickname = Big_solar
child_node = 9
child_node = 279

[DocumentationNode
node_id = 69
documentation = Pk_big_solar
child_node = 425

[DecisionNode
node_id = 71
nickname = Defensive_solars
child_node = 73
child_node = 30

[DecisionNode
node_id = 73
nickname = Pk_defensive_solars
child_node = 22
child_node = 38

[DocumentationNode
node_id = 76
documentation = Pk_defensive_solars
child_node = 14

[DecisionNode
node_id = 83
nickname = Friendly_ships_after_30_s
child_node = 104
child_node = 104

[DecisionNode
node_id = 129
nickname = Hostile_ships
child_node = 151
child_node = 614

Post Sat May 31, 2003 11:48 pm

Point taken. :-)
It looks like even the mission INI files are moduler in their compisition, which will make fiddling with them a problem.... if some of the INI files it uses are also used by other program modules.
I really have know idea about scripting or the INI files, which is why I posted here in the first place. I heard through the grape vine that someone was planning a mission editter, and I'd hoped said pearson may have spoken up.

Reading the old Freelancer FAQs there were like 16 different misson types planned. Patrols, excorts, drug runs, area mapping, message deliverey..... it's enough to make me sob with despair. What in god's green earth made them think it would be a good idea to drop the mission template number down to five, all of which are stright ship to ship combat.

Anyhow....
What about the capital ship battle missons form the rebalance mod? Is it possible to use just that feature, and not the somewhat cheesey starwars ships? I don't suppose the rebalance chap is here and able to answer.

Post Sun Jun 01, 2003 6:25 am

There is nothing to stop you getting Rebalance and just not buying the 'cheesy' (i've seen people on the SW TC website that would light sabre you to death for that kind of blasphemy ) star wars ships. All the old ships are there but usually they are different too.

However you will have to accept all the other parts of Rebalance (engine/armour mods, battleship patrols etc). In the end tho, this is a good thing 'cause Rebalance kicks ass. The only thing that would stop me buying the star wars ships is that they seem a tad on the cheap side, but if i cared that much i could 'fine' myself the amount i think it should have cost by buying and selling equip. Obviously tho i dont care that much and had the X-wing by about level 5....

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