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Fighter Escorts

The general place to discuss MOD''ing Freelancer!

Post Wed Oct 01, 2003 11:46 pm

Fighter Escorts

Ok, here is what I would like to know. Is there anybody on these forums who thinks they could make a gun, that when fired, created an NPC controlled ship. I have tried myself but to no avail. Although this would not work very well in the basic freelancer, I was hoping that if I could figure out how to do so, I could create a carrier class ahip, capable of launching fighters (sort of). You would deside upon the aligence of the ships pilots when you "bought" them. If anybody has any ideas of how to do this, please post it here.

Thanks - Thallelus

Post Thu Oct 02, 2003 1:18 am

Fire what? It's not possible as far as I can see. Ships come in packages; there are no way to get ship spawn in space. I can spawn most of the items but not ship hulls or anything to do with ship package.

Peace doesn't exist between the livings, but the dead.

Post Thu Oct 02, 2003 2:40 am

nah, it wont work for a ship. It could work in theory for a stationary space base. you would have to create an encounter that "arrives" by launching from base.

Post Thu Oct 02, 2003 3:56 am

the SP game of freelancer is heavy on triggers and scripting, so yes, it's possible to spawn a certain type of ship under conditions you specify.

for MP servers? heh, I wouldn't waste my time trying. I think all the major scripting is turned off to support other players, or something. Maybe it's possible, maybe not. *shrug*

I tend to settle for the player equivalent of an escort, since I'm seen trading a lot instead of dogfighting others.

___________________________________
There is no knowledge that is not power.

Post Thu Oct 02, 2003 2:51 pm

Yes, however, scripting is limited to fixed locations. Unless you were able to have the script active in every "zone" in every system......hmmmmm that would take a lot of work though. In theory, it could work....

___________________________________________

"In space, no-one can hear you scream!"

Post Thu Oct 02, 2003 3:58 pm

Would it be possible to change the encounters parameters so that whilst the capship was still alive in the encounter, any fighters that died (formations for the capship can have fighters appearing with it) they would just keep on respawning instead? That would give the 'launch of fighters' effect without the large problems you are making here - which is spawning ships from guns - you need zones and encounters parameters to spawn ships...........
Just a thought
Chips

"I don't suffer from insanity, I enjoy every minute of it!"
oh yeah - cos otherwise you will have obvious problems with zone sizes etc etc - cos if you increase the amount of ships a zone can handle, more frequent the encounters appear to fill the zone up. So along comes your ships to fill zones up with a load of fighters instead = zone overpopulation and eventual crashing (ie percentage chance of encounters and other stuff would be 'knackered' to put it politely)

Edited by - chips on 02-10-2003 17:00:24

Post Thu Oct 02, 2003 5:01 pm

First off, the ships would not be spawning from the guns, but from "docking bays" placed on the ship. One of the encounter parameters called "arrival" allows ships to spawn from tradelanes, jumpgates, out in the open (meaning they cruised in) and docking bays among other ways. So they would be spawning from the ship as if it were a space station.

Second, you would have to have quite a few ships to spawn in order to crash the game. All you would have to do is raise the probability of your ships appearing, and lower the probablilites of all other encounters in the area. You can also set a limit to how many ships can be in the area at one time. For example, set_limit li_elite = 4 (or something along those lines). Im not on my own computer, so I cant look at the files to say for sure. Ill get back to you on this....

Post Thu Oct 02, 2003 5:07 pm

thats okay then cause all battleships have a docking bay handily specified in the shiparch.ini - nice of em!

Hence - Rh-battleship here then;
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
docking_sphere = berth, HpDockMountA, 2, Sc_open dock A
docking_camera = 0
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1

Get spawning guys - sounds simple from here out!

just make sure it aint a stationary station you are creating here okay - i wanna see this bad boy move about and spawn fighters!!, regardless of zones

Edited by - chips on 02-10-2003 18:15:00

Post Thu Oct 02, 2003 6:06 pm

But like i said before, for it to work anywhere, you must edit EVERY zone in the game. You're talking anywhere from 20-100 zones per system. Each tradelane section has a zone for example. That could be a lot of work. But I guess starting out at Manhattan and just playing with one zone at a time to get the encounter to work would be a reasonable thing to do.....

Wait, i just had another idea/problem. Space bases are afiliated with a certain group, and therefore, spawn those kinds of ships. Im not sure if you can affiliate a ship you pilot with a fixed group. And if you can, that will make the enemies of that group your permanent enemies.......... Just a thought

Post Thu Oct 02, 2003 7:06 pm

Curious... Wouldn't it be easier just to create one new zone in each system... one that spans the size of the entire system? Is that possible or is my head in the clouds again?

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