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Questions about powerplants and patrols!

The general place to discuss MOD''ing Freelancer!

Post Thu Jun 10, 2004 1:54 pm

Questions about powerplants and patrols!

Hi everyone!
I have two questions for the next version of my mod (The Monkeys 1.1)

1. Is it possible to make the powerplants of ships not transferable between
two ships. I don't want anyone to be able to transfer his old powerplant, if
he buys a new ship, but also want to see the powerplants on my ship or on NPC
ships if they are scanned. Maybe there is any way to do this like with the engines, which are not transferable in the original game.

2. If you fly near to planets you sometimes see an NPC landing there. Is it possible to make my NPCs landing on a planet, without setting up patrols to this planet? I have some encounters of my new faction and want them to sometimes land on a planet in the same system. Do I need patrols to make them land or is there another way?

Thanks to everyone!

Post Fri Jun 11, 2004 2:03 am

1. The only thing that I can recommend is that you make the engines fit in a loadout slot so that you can make only some engines fit on some ships.

2. I think that zones with NPC's in them will dock to bases.

Post Sat Jun 12, 2004 3:13 pm

Thanks BlazeMe!
I will try to make encounters with only one NPC. Maybe they will land on bases and planets sometimes!

But I'm not really sure, what you mean with the first answer. What exactly do you mean with a "loadout slot"? And I was asking, how to make powerplants not transferrable! Of course it would be better if you can make powerplants or engines only fit on some ships, but till now I wasn't able to do this. It would be really nice if you can tell me how to do this!
Thanks!

Post Sat Jun 12, 2004 9:29 pm

Hey there, Black Eagle, I can help you with your second question, but I'm afraid I can't help you with the first.

To make NPCs dock with a planet or base, say planet Gammu, all you should have to do is add a Population Zone around either the entire planet, or only around the dockring and the front area of the planet (maybe about 3 Km in diameter); doing the latter will work just as effectively.
I *highly* recommend FLExplorer for this job, as it lets you see very accurately where your zone is and lets you set all the encounters very easily. In case you didn't know

I have a pop-zone set up around my base, and all I had to do was assign a few factions to fly in freighters and armored transports (I think the encounters are called "area_trade_transport" and "area_trade_freighter" in FLE).
Now I have Zoners, Republican, Universal, AGL, and other corporations/trading factions coming and going from my base - a real commercial center now
Oh, by the way, all you have to do is make encounters like these 2 in a population zone; once you have ships flying around in that zone, and if your zone includes the dockring, they will land and launch.

Hope this helps; good luck!

"Do you see the slightest evidence anywhere out there that man was the climax towards which creation had been straining from the beginning? That creation came to a screeching halt with the birth of man?"
- Ishmael

Edited by - Ro9ue on 6/12/2004 10:29:11 PM

Post Sun Jun 13, 2004 3:30 am

Eagle,

About your second question. If your new faction is a civilian transport faction like ALG, Ageira, Universal Shipping etc, the encounters Rogue mentioned will do.

If your faction is something like the House police or military and you want them to land on your planet you need a patrol to do that. Just start a patrol from a base towards the planet you want them to go to and at the end of their patrol they will usually dock with a nearby station or land on a planet.

Post Sun Jun 13, 2004 4:49 am

Thanks Rogue and Mystical Gram!
This really helps. I will try this now.

But is there anyone, who knows about the first question? BlazeMe, maybe you want to explain your first answers to me!
A big thanks!

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