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Dropped equipment/commodities, how to increase the probabili

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Post Sat May 22, 2004 1:23 am

Dropped equipment/commodities, how to increase the probabili

I've been using Chip's idea of bounty hunters with escape pods dropped by pirate factions. Each faction drops it's own specific pod, and each pod, now a commodity, has various prices around the galaxy depending on the pirate and location.

BUT, I have a problem. The bastards almost never drop one! I have seen it, so I know the idea works. But what variable sets the probability of an item being dropped?

Here's what I got for a Corsair Escape Pod:

>> data\equipment\commodities_per_faction.ini

[FactionGood
faction = fc_c_grp
MarketGood = commodity_alien_artifacts, 0, 0
MarketGood = commodity_basic_alloys, 0, 0
MarketGood = commodity_consumer_goods, 0, 0
MarketGood = commodity_engine_components, 0, 0
MarketGood = commodity_fertilizers, 0, 0
MarketGood = commodity_food, 0, 0
MarketGood = commodity_gold, 0, 0
MarketGood = commodity_H_fuel, 0, 0
MarketGood = commodity_oxygen, 0, 0
MarketGood = commodity_pharm, 0, 0
MarketGood = commodity_water, 0, 0
MarketGood = commodity_pirates_c, 0, 0 <<<< Appended this.

>> data\randommissions\rmlootinfo.ini

[RMBonusLoot
archetype = commodity_pirates_c
num_to_drop = 1
faction = fc_c_grp
difficulty_range = 0, 100
weight = 5

Here's the deal. So far the only variable I think affects the "drop rate" is difficulty_range, but even how that works has so far eluded me.

Any help would be great!

Tan

Post Sat May 22, 2004 1:33 am

the commodities per faction mean that they carry them as cargo - you DON'T want that - they will carry stacks of them! Put them as cargo in the loadouts for the ships instead (ie - loadouts.ini file)

[Loadout
nickname = gd_bh_bh_fighter_loadout01
archetype = bh_fighter
equip = ge_pf_engine_01
equip = npc_shield02_mark02, HpShield01
equip = bh_fighter_power01
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = gd_bh_gun01_mark01, HpWeapon01
equip = gd_bh_gun01_mark01, HpWeapon02
cargo = ge_s_battery_01, 3
cargo = ge_s_repair_01, 3
cargo = commodity_bounty, 1 ; obviously i removed some lines of lights etc to make this shorter here!

Next, you add this to lootprops.ini file in the missions folder:
[mLootProps
nickname = commodity_bounty
drop_properties = 100, 0, 185, 1, 150, 150

They will drop pretty darn frequently now.

Post Sat May 22, 2004 1:35 am

I remember this. It was foggy to everyone, but someone managed to come up with the answer. You may have heard around here that you have to be a certain level to get Nomad weapons to drop when you destroy them. Take a look at the entry in lootprops.ini (in the Missions folder)

[mLootProps
nickname = special_nomad_gun01
drop_properties = 10, 646965, 646965, 0, 2, 1

If memory serves, the large numbers indicate the number of credits you have to have as your total worth to stand a chance of them dropping (in this case, that corresponds to level 28). The "10" means that at this amount of money, the chance is 1/10. I'm not sure about the other numbers though

Post Sat May 22, 2004 2:42 am

first is percentage chance (ie - 100 = 100%) if I remember rightly, second is amount of credits value (worth) I think - not sure, but third SEEMS to be identical for most weapons....dunno if its a range thing or not...

Not really played around with the others at all...

Post Sat May 22, 2004 3:57 am

The posts are in newbie questions2 as i recall nearish the end of what is there now...

Post Sun May 23, 2004 1:45 am

Still doesn't work the way I'm looking. So far the pods only drop in random missions, which I understand is the cause of rmlootinfo.ini

So my problem is, I want the buggers to drop them in encounters too, not just when in a mission. I've read around some more, and I'm still not sure if I've got it figured out.

I've added this to LootProps.ini:

[mLootProps
nickname = commodity_bounty_c
drop_properties = 100, 0, 185, 1, 150, 150

along with the entry for RMBonusLoot above, and the loadouts for cargo, etc.

Now, the post I was supposed to look for by Paniohitus in the newbie2 thread says pretty much the above, but a later post by steve5113 that commodities specifically have to have a [PhantomLoot entry. So to that effect, something like this:

[PhantomLoot
nickname = commodity_bounty_c
toughness_range = 0, 1
percent_chance = 7.520000
num_to_drop = 1, 1

Now, a question about this entry. First off, the toughness_range, what does that mean? If you look through, you'll notice that there is a seperate entry for most commodities, from 0,1 and above to something like 19,19. Do I have to make a [PhantomLoot for every toughness_range? (I hope not! average of 15 entries times 14 factions.... my brain hurts.)

Of course, the real question is, will this solve the ultimate problem, in that NPCs will FINALLY start dropping these things outside of missions?

Tan





Edited by - Tandur on 5/23/2004 2:47:58 AM

Post Sun May 23, 2004 2:43 am

toughness_range is (as the name says) a range lol

it is connected to the difficulty classes of NPCships - see in npcships.ini
each ship there has some entries that define which diffclass(es) they belong to, the same numbers are used in toughness_range.
0 is lowest, 19 the highest (used one) in FL.
by giving them
toughness_range = 0, 19
they will drop it regardless of diffclass (and u dont have to make ~15 seperate entries)

hope this helped,
Fjord

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

Post Sat Jun 05, 2004 7:52 pm

Nope, sure didn't. They still are only dropped in random missions.

Tan

Post Sun Jun 06, 2004 2:11 am

Did you add them as cargo to the ships loadouts??? That ensures they are dropped all the time. I mentioned this before, but you never said if you did or not.

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