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Random Battleship missions

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Post Fri May 21, 2004 5:12 am

Random Battleship missions

i was reading some previous threads about adding random battleship missions to the game....i had a thought and was hoping chips you could shed a little light on this for me

in the killablesolars.ini it contains all the data for spacestations and such. i noticed (like everyone has) that it already has battleships in it. However they are not the ones used in the battleship encounters covered by nephilum.

Is it possible to add said capship data in the killable solars file and would it possibly spawn a cap ship with a random mission....biggest question....will it actually shoot back if at all it is spawned?

i know everyone has been trying to get this to work and it would be great if it did.

Post Fri May 21, 2004 5:32 am

Making solars shoot back : see here

In short :
Killablesolars.ini -
solar_type = Big_Solar entries
become
solar_type = Defensive_Solar

Solararch.ini
in nickname= rm_whatever entries
type = MISSION_SATELLITE
become
type = STATION

then play with fire rates etc as you please

For battleships in missions see Wasabe's mod for example script here

Post Fri May 21, 2004 6:07 am

What does string_id = x in [killablesolar entries do? Any insights would be nice

Post Fri May 21, 2004 6:25 am

Battleships missions are simply changing the lines in the shiparch from TYPE = CAPITAL to TYPE=FIGHTER.

Then you can elaborate somewhat. Personally - i make "clones" of the ships, so copy the entries (not the [simple parts, just the main ship part and collision boxes) and paste to bottom of file. Then rename the nickname to something new - like i used te_ku_gunboat or something. Change the type round, gave them a loadout in the loadouts.ini file pointing towards my new "fighter", then added it to NPCships.ini file - so that the ship and loadout were both for level 19 ships, removed the level 19 encounters parameters from the systems (ie - around planet malta or cretes docking ring) - made them into level 18 - so that the capships weren't appearing all over the place (otherwise they will!), and ensured that the link from npcships.ini to faction_prop.ini was made so they actually use the ships. Then sit back, go find an extremely high paying mission, and have fun.

That guy who made the script is a little late - already done that MONTHS before - with the admins mod, where they choose what the heck they want for players

As for the missions - think it was Michael Dan who worked that one out - about 13 months ago!!

Post Fri May 21, 2004 8:13 am

lol fair enough Chips Seriousy though mate, if every modder went through every bit of code every other modder made we'd never get our own stuff done! I (and i don't think anyone else in the referenced thread) was trying for any credit, we were just working stuff out between ourselves instead of expecting you or accushot to sort it out for us

I think this thread was aimed at BS solars really... I've played mods with BSs that have snuck in as fighters but they always seem to get stuck in a huddle as the creation positions are too close together.... Three or four BSs stuck like a hair-ball isn't what i want for my mod A combination of the ideas may work very well though for high paying missions - A BS solar with decent AI and gunboats instead of fighters could be fun...

Edit* I chose Wasabe's script for two reasons - i) it was in mind as it was his thread ii) it is a simple and clear example to work from

Edited by - Anton on 5/21/2004 9:18:25 AM

Post Fri May 21, 2004 8:17 am


A BS solar with decent AI and gunboats instead of fighters could be fun...


I think you should change that to WOULD be fun

Post Fri May 21, 2004 1:58 pm

Thanx chips and Anton, i have taken your advice and ran with it a few strange things happened kinda amusing to say the least. Example- i made 2 copies of my mod and did the capship mission idea in both the ways you 2 explained....strangely enough it worked both ways...cept the changing the type for the ships IE from CAPITAL-Fighter made a bunch of cap ships appear but no escorts...(an expected result)

No i have no idea why but i added all the info in the killable solars ini....the battleships other misc capships appeared...but NEVER fired...i gave all the cap ships a pilot...(basically copying the exact way to do a station but with a cap ship insted)....do you guys know WHY the did not fire back??

Post Fri May 21, 2004 2:42 pm

hard to say without seeing what you have done - the way I outlined above worked fine for the usual stations... post a battleship entry from each ini for analysis (Anton tries hard to sound like he knows what he's talking about lol )

*Edit - Did you check the BSs loadouts? The station loadouts are fine but have not looked at the BSs as not done that to my mod yet (busy with some encounter stuff and another project).

Edited by - Anton on 5/21/2004 3:44:33 PM

Post Fri May 21, 2004 4:04 pm

i'll check teh loadouts and post them as well as the other ini's you requested...thanx for your time

Post Sat May 22, 2004 7:00 am

Hey Anton you were right my loadouts were flubbed up....they work great now, but sadly they don't manuver but i guess that was t obe expected...but at least i can blast the crap out of rheinland battleships in random missions lol thanx for the help.....


ps. do you know how to make em move??? such as manuvering and such?

"To live is to die....but living is to die slowly..why waste time on trivial things just play as hard as you can"

Post Sat May 22, 2004 7:07 am

Not certain it's possible i'm afraid, but this bit of my mod is coming up soon so if I find anything good I'll post it (I do have some ideas to try like changing type = STATION to type = CAPITAL and filling in some extra fields but it will have to wait for a few days at least - have a go yourself and see what happens ). It's nice to know I only need to sort the loadouts to slip the BSs in, cheers

Edited by - Anton on 5/22/2004 8:08:07 AM

Edited by - Anton on 5/22/2004 8:10:10 AM

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