Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

need help with some server side mods

The general place to discuss MOD''ing Freelancer!

Post Sun Jun 06, 2004 10:52 pm

need help with some server side mods

The mods i speak of are entirely server side, no client modifications wanted or required.

My goal is to make an MP server to extend the life of the game -- for those of us, including myself, who have been playing since the game came out. this is important.

I've played with the AI ship loadouts and given them player shields that regenerate.
I've given all "elite" fighters shield killing guns.

I now want to go a couple steps further and need some help from you all --

First I want to create new encounters. If someone could post a link to a TUTORIAL on NEW encounters or something that'd be good. I don't just want a mod file, or a post that shows how to make encounter XYZ happen. I don't understand those kinds of posts. I need a "In this file, this and that is controlled. You put this for this and that for that", NOT "put this in this file"..... example : I want to spawn nomad fighters around the wreckage of freeport 7 example : i want to spawn bounty hunters at crete just like they spawn at malta.

Second : (I know cloaks are touchy with some people, but IT IS NOT HUMAN-PLAYER RELATED related : it should be ok) : I want to have some of my ships that are involved in encounters, have cloaking devices. I know how to add a cloaking device to the cargo or equipped on an NPC ship, but i am unsure how i would get the NPC's to activate/deactivate those cloaks. Via script? hmmm? I'm unsure. The goal of this is to create some GMG versus cloaked rheinland ship encounters at sigma-13. The cloaked ships could possibly have some of the 'codename' type weapons mounted, as being cloaked at some times would make it hard for players to kill them to get the 100% drop rate of the weapons. Just an idea *PLEASE* help me.

thanks,
Philip

Post Sun Jun 06, 2004 11:16 pm

oh, what i said above.. i think i may be able to piece together the encounters from some helpful posts by CHIPS. any information regarding the AI using cloaking devices, different scanner equipment, etc. would be greatly appreciated.

Post Mon Jun 07, 2004 12:45 am

documenting my changes:

i now have a custom encounter at crete with groups of bounty hunters..
still working out what level and how many i should have.. the 8 level 18's i have spawning are wiping out all the corsairs

i have them coming in via cruise only. is there a way to have them come in via a decloak ?

Post Mon Jun 07, 2004 9:03 am

You cannot get them to decloak at all. The only way for that to happen is use the Single player scripting, which cannot work with Multiplayer at all.

Post Mon Jun 07, 2004 11:15 am

so disappointing!

Post Mon Jun 07, 2004 1:29 pm

okay, i'm making more progress. i've got some gas miner guild eagles and rheinland military valkeries coming together at the gas miner naha -- now i want to customize the loadouts for JUST those valkerie ships involved in the encounter, and not all of rheinland. i'm not quite sure how to do this.. perhaps spawn a certain type of ship instead of spawn ship by class ? how to do that ?

in bw05.ini :

[EncounterParameters
nickname = custom_naha_battle
filename = missions\encounters\custom_naha_battle.ini

[zone
nickname = zone_bw05_pop_naha
pos = -4391, 0, -12115
shape = SPHERE
size = 4000
sort = 3
toughness = 11
density = 9
repop_time = 10
max_battle_size = 6
pop_type = gd_gm_grp, single_base_law
relief_time = 20
density_restriction = 4, unlawfuls
encounter = custom_naha_battle, 19, 0.220000
faction = gd_gm_grp, 0.500000
faction = rh_n_grp, 0.500000



in my custom file :

[EncounterFormation
ship_by_class = 1, 1, sc_fighters
pilot_job = assault_leader_job
make_class = wanderer
ship_by_class = 2, 2, sc_fighters, -1
pilot_job = assault_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = all, -cruise
allow_simultaneous_creation = no
zone_creation_distance = 0
times_to_create = infinite

[EncounterFormation
ship_by_class = 1, 1, sc_fighters
pilot_job = assault_leader_job
make_class = wanderer
ship_by_class = 6, 6, sc_fighters, -1
pilot_job = assault_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = all, -cruise
allow_simultaneous_creation = no
zone_creation_distance = 0
times_to_create = infinite

[Creation
permutation = 0, 3


what do i change to get a specific ship type, instead of by level. i don't want the default level 19 npc ships, i want a certain specific ship i have defined ( i know how to define those in npcships and loadouts.ini )

Edited by - bawnpa on 6/7/2004 2:56:00 PM

Post Mon Jun 07, 2004 6:13 pm

once again, stuff chips has posted in the past leads me down the path to success

thanks CHIPS you rule

Post Mon Jun 07, 2004 9:03 pm

this is frustrating, so far i see the ability to change what ships of what faction fly with what loadout, but what if i want a specific loadout being flown only at a specific base, etc. not that same loadout for that level ship in that faction, everywhere

Return to Freelancer General Editing Forum