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different engine classes? and content.dll?

The general place to discuss MOD''ing Freelancer!

Post Thu May 20, 2004 9:56 am

Thank you very much Chips!
And also sorry for questioning so many times! As you said, I read the threat once more and then added the names to the Offerbribes.dll in the right way!
Now it works! Thanks, I will give you credit in the readme of the next version of the Monkeysmod!

But there is still the thing with NPCs using torpedoes!
Does anyone know something about that?

Post Thu May 20, 2004 12:36 pm

NPC's and torpedos....

you need to mod pilots_population.ini.
for example :

[JobBlock
nickname = assault_leader_job
wait_for_leader_target = False
flee_when_leader_flees_style = True
scene_toughness_threshold = hard
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0.100000
flee_no_weapons_style = True
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = always
loot_preference = lt_potions
combat_drift_distance = 25000
attack_preference = fighter, 5000, guns / guided / unguided
attack_preference = freighter, 5000, guns / guided / unguided
attack_preference = transport, 5000, guns / guided / unguided
attack_preference = gunboat, 5000, guns / guided / unguided
attack_preference = cruiser, 5000, guns / guided / unguided
attack_preference = capital, 5000, guns / guided / unguided <----- this line as example
attack_preference = weapons_platform, 5000, guns / guided / unguided
attack_preference = solar, 5000, guns / guided / unguided
attack_preference = anything, 5000, guns / guided / unguided

example line could be :

attack_preference = capital, 5000, guns / guided / unguided / torpedo

edit* perhaps
attack_preference = capital, 5000, torpedo / guns / guided / unguided
would make torpedos first choice against capital ships


I've not tested it, but it should do the job nicely if the NPC has torpedos on it's loadout

Edited by - Anton on 5/20/2004 1:38:28 PM

Post Thu May 20, 2004 1:06 pm

Thanks Anton!
I will try this, and then post if you were right!

Post Sat May 22, 2004 11:55 am

Hi again!
I tried what you said Anton, but the NPCs seem not to know, how to fire Torpedoes. Now they do not shoot the capitalships with their normal guns (or only sometimes) anymore. But they also do not shoot torpedoes. They fly towards the enemy ships, not firing and then turn back. After that the same again. I scanned them and they have the torpedoes equipped and also lots of ammo.
So I think they do not know how to fire/use torpedoes. Is there any file (maybe pilots_population.ini) where I can add something, so that they will use the Torpedoes?
Thanks to everyone!

Post Sat May 22, 2004 12:16 pm

reclassing torps to
hp_torpedo_special_2 ( =CD ) could work.
i think is the only technical difference between missiles/CDs and torps.
of course this would enable all ships with CD mounts to carry torps...
but it should work.
in pilot_population the [missileblock affects both missiles and CDs, so it might work.

probably MS/DA left out a [torpedoblock section... could have been nice to define AI behaviour for those...
-> wont work unless seomeone finds a clue that such a block exists...

Fjord

---------------------------------
Excelcia Mod Leading Developer

Post Sat May 22, 2004 5:24 pm

Thanks LordFjord!
This is a great idea. I will make new NPC only torpedoes, which are the same as the normal ones, but not buyable. So the players can't mount their torpedoes on CD hardpoints.

But I have another question (I know I'm terrible
If you dock with a planet or a base, there is always showing up a small window with a face of someone, who says something like: Freelancer A1-1, you are clear to dock...
I set up a new base, but noone is showing up and nothing is said to me, if I dock. To the mysystem.ini I added voice space_costume and pilot under the dockingring of my planet. But there is no window showing up. Do I have to add something else?

Another question: I made a new faction with encounters, which are flying around. But I also want them to land on their planet, or also to come out of the Dockingring. Do I have to make patrols for that? Or what do I have to do, to make some of them dock with the planet?

Thanks for your help!!

Post Sun May 23, 2004 4:22 am

Excuse me LordFjord, but your idea does not work.
This is because my encounters have also CDs, that they fire, if I want to go in Cruisespeed. So I can't make the torpedoes like CDs, because they will only shoot them on someone, who starts his cruise. Missiles or guns will also not work, because then the encounters will fire the torpedoes on fighters.

But in the pilots_population.ini there are lines like these:

attack_preference = fighter, 5000, guns / guided / unguided
attack_preference = freighter, 5000, guns / guided / unguided
attack_preference = transport, 5000, guns / guided / unguided
attack_preference = gunboat, 5000, guns / guided / unguided
attack_preference = cruiser, 5000, guns / guided / unguided
attack_preference = capital, 5000, guns / guided / unguided <----- this line as example
attack_preference = weapons_platform, 5000, guns / guided / unguided
attack_preference = solar, 5000, guns / guided / unguided
attack_preference = anything, 5000, guns / guided / unguided

I think guided and unguided is for missiles and CDs. My encounters are only using CDs. So the unguided block is unused. Is there any way to make the game think, that my torpedoes are unguided (in fact they're guided)!

If this isn't possible, are there any other possibilities to make the NPCs fire torpedoes only on capitalships?
Thanks to everyone!

Post Sun May 23, 2004 5:20 am

did you ave torpedo at start or end of attack_preference? i looked at pilots_story when i suggested it, ie :

[JobBlock
nickname = MSN01b_story_job_fighter_a_torpedo
wait_for_leader_target = FALSE
maximum_leader_target_distance = 10000
flee_when_leader_flees_style = FALSE
scene_toughness_threshold = HARDEST
flee_scene_threat_style = HARDEST
flee_when_hull_damaged_percent = 0.000000
flee_no_weapons_style = TRUE
loot_flee_threshold = EQUAL
attack_subtarget_order = ANYTHING
field_targeting = ALWAYS
attack_preference = CAPITAL, 5000, GUNS / GUIDED / UNGUIDED / TORPEDO
attack_preference = SOLAR, 5000, GUIDED / UNGUIDED / TORPEDO
attack_preference = FIGHTER, 5000, GUNS / GUIDED / UNGUIDED
....

and it works in the story with this loadout

[Loadout
nickname = MSN01b_Liberty_Bomber
archetype = li_elite
equip = ge_le_engine_01
equip = npc_shield01_mark01, HpShield01
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = li_gun01_mark01, HpWeapon01
equip = li_gun01_mark01, HpWeapon02
equip = li_turret01_mark01, HpTurret01
equip = torpedo01_mark01, HpTorpedo01
cargo = torpedo01_mark01_ammo, 2
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallBlue, HpRunningLight01
equip = SlowSmallBlue, HpRunningLight02
equip = SlowSmallBlue, HpRunningLight03
equip = SlowSmallBlue, HpRunningLight04
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02

Edit * I had a look for the block defs and found them in content.dll - sadly no torpedo block

Edited by - Anton on 5/23/2004 6:31:28 AM

Post Sun May 23, 2004 1:45 pm

Thanks Anton!
But this does not work. I also looked in the pilots_story.ini, but the NPCs in
the story do also not know how to fire torpedoes. They only do it, because it is
told them by the m01b.ini in the Missions/m01b folder!

So, the same three questions:

First: How to make my encounters fire: On fighters with guns (works)
On everyone, who starts cruise with cruise disruptors (works)
On capitalships with torpedoes (does not work!!!)

Second: How to make a picture of someone appear, when landing on a new base. He should also say something!!

Third: How to make NPCs landing on new Planets or bases (maybe patrols?!!)

Please, everyone, who knows something. Write it here!!!
Thanks to everyone!

Post Mon May 24, 2004 1:23 am

hmm, ok, the torp as cd didnt work, hmmm, well, make it as a normal missile -> as a hp_special_gun_10 for example. just dont make it available for sale for players

NPCs use missiles, there IS a missileblock in pilot_population.ini, so it should work.
this way it wont be a torp but really a missile that is more powerful and slower. well, torps are the same as missiles, just some hardcoded things like the activation key and so on are different.

to ur other questions:
i dont have those things right here, i can tell u later when im back @home...
hmm, we need an online SDK that'd be a nice to have.

Fjord

---------------------------------
Excelcia Mod Leading Developer

Post Mon May 24, 2004 6:31 am

Thanks LordFjord!
The torps as missiles won't work, because my encounters would fire torps on fighters as well. This is not what I want. I want them to shoot torpedoes only on capitalships!

So there are the three same questions!
Thanks again!

Post Mon May 24, 2004 4:47 pm

Have you tried:

attack_preference = CAPITAL, 5000, TORPEDO

I don't know if that will work, but it's worth a try.

Post Tue May 25, 2004 4:41 am

Yes Vype, I tried this. I also tried to make a torpedo block in the pilots_population.ini, but it did not work! The NPCs simply do not know how to fire torpedoes!!!
Please help, and of course thanks to everyone!

Post Tue May 25, 2004 4:47 am

make the torp as missiles and give the AI
attack_preference = FIGHTER, 5000, GUNS

and ONLY guns for the fighter entry.
give it guns / guided / unguided vs capships

"could" work... maybe.. its worth a try

Fjord

---------------------------------
Excelcia Mod Leading Developer

Post Tue May 25, 2004 6:35 am

Thanks LordFjord!
I also thought of that and I will try it now. But I think it would prevent them from firing cruise disruptors on fleeing enemies!
This was also my question! "guided" and "unguided" is for the missiles! With the cruise disruptors, my encounters only use the "guided" part. The only free is "unguided". If I can make the game think, that my torpedoes are unguided, I could use the "unguided" part for my torpedoes. But in fact my torpedoes are guided. So I need to make the game think, that they are unguided!!!

Another question! Can I make the powerplants not transferable between ships, like engines (If you sell a ship and want to keep the engine, the game says:" You can't transfer engines between ships!". I want this sentence also appears, if someone tries to transfer his old powerplant! Is this possible?

Thanks!

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