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Problem

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Post Fri Jul 30, 2004 2:27 pm

Problem

I created the Civilian faction, and created a patrol to test them:
[Zone
nickname = Zone_Br01_path_civilian03
pos = -20773, 0, 56515
rotate = 90, 49, 180
shape = CYLINDER
size = 750, 4607
sort = 99
toughness = 10
density = 5
repop_time = 30
max_battle_size = 2
pop_type = lane_patrol
relief_time = 20
path_label = civilian_01, 3
usage = patrol
mission_eligible = false
faction_weight = civ, 10
density_restriction = 1, patroller
density_restriction = 1, police_patroller
density_restriction = 1, pirate_patroller
density_restriction = 4, lawfuls
density_restriction = 4, unlawfuls
encounter = area_assault, 10, 1.0
faction = civ, 1.0
I changed the encounter to area_assault, what else needs changing? The game worked fine, but just before the Civilian ship appeared on scanner, the game crashed.

--------------------------------
Leader of the Republic Mod Team.
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency

Post Fri Jul 30, 2004 3:46 pm

*bangs head on table*

Well, i guess you haven't been able to look in EVERY thread that references patrols, but still


Patrols do NOT work unless they are set up 100% correctly.

They need to go to and from somewhere - but i haven't tried this myself, its only what i understood from Firebase/Sunstriker.
If they don't - they crash the game.

Post Fri Jul 30, 2004 4:08 pm

I had a thread on this a while back, Chips. I changed it to what they said: the area_assault, and I started and ended the patrols at New London.

--------------------------------
Leader of the Republic Mod Team.
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency

Post Fri Jul 30, 2004 6:20 pm

HEy Zack

When ever i try to do something like this i always find its best to make an EXACT duplicate of what u need. Then add your changes 1 by 1, checking it each time. Do this until you get comfortable with changing it so that it wont crash each time. I would firstly start by simply duplicating the zone you want and change the position - essentially make the same patrol, only in a different location. The you can start to muck around with the other aspects of it.

Post Fri Jul 30, 2004 9:56 pm

Zack,

Try making your encounter = patrolp_assault... this should work...

BTW... unlike trade paths, patrol paths can end anywhere the only thing you should do is it must come from somewhere, ie. base, jumhole, jumpgates, planets and etc.

Also, be sure that the npc ship and its loadouts are correct.


a message from firebase...

Post Sat Jul 31, 2004 6:55 am

Thanks. I'll try.
I was told it was a good idea to change it to area_assault
I'm going to try patrolp_assault, if that doesn't work I'll try with an existing faction. If the existing faction, works, I might need some help troubleshooting my new one.

--------------------------------
Leader of the Republic Mod Team.
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency

Post Sat Jul 31, 2004 11:07 am

It is now official: the problem is with the faction.

--------------------------------
Leader of the Republic Mod Team.
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency

Post Sat Jul 31, 2004 3:04 pm

First of all use encounter types you use must fit the area's types and the jobs they are designed for.
Next make sure the the faction you use has the ship(s) for this encounter type in their fleet, in other words is there reference the npcships.ini.
E.g. you can't have an aera_repair encounter for the Outcasts, because there is no entry in npships.ini for this combination. So nothing will happen.
Now for encounters there are 3 main types: area, path and tradelanes related.
In your case you created a path, so you must use encountertypes starting with partolp, miningp or tradep.

BuckDanny

Edited by - Buck Danny on 7/31/2004 4:06:46 PM

Edited by - Buck Danny on 7/31/2004 4:07:55 PM

Post Sat Jul 31, 2004 3:08 pm

@buckdanny: the patrol works fine: it's just the faction. I followed Chip's tutorial on it, but it just won't work. (Away for a week now: will come back to this)

--------------------------------
Leader of the Republic Mod Team.
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency

Post Mon Aug 09, 2004 4:36 am

Ok, back: can anyone look over the faction coding for me?

--------------------------------
Leader of the Republic Mod Team.
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency

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