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Xenos refuse to dock(I have searched)

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Post Sat Aug 28, 2004 5:38 pm

Xenos refuse to dock(I have searched)

I am aware that there are countless threads about this sort of thing and I have searched all over and can't find an answer as to why this is happening. I have followed all the instructions as far as I can tell about putting in AI. Ok I am creating a server-side mod, and I'll skip the story but basically it involves the Xenos on Liberty's side. I have given them transports and dromedaries in the Manhattan zone. But they will not dock or undock from Manhattan or anywhere else for that matter, they've always come from one system and are heading to another. I have made them a lawful faction as well, but that hasn't helped. They just appear and then leave through a tradelane. I also want the Xenos to scan players for certain commodities, but that's not working either. Here is what I have done.

[zone
nickname = Zone_Li01_001_Planet_Li01_01
pos = -33020, 0, -27925
rotate = 0, 104, 0
shape = SPHERE
size = 7000
comment = Manhattan
sort = 1
toughness = 3
density = 24
repop_time = 10
max_battle_size = 12
pop_type = li_p_grp, base_cluster_law
relief_time = 10
faction_weight = li_p_grp, 6
faction_weight = li_p_grp_prisoners, 4
faction_weight = co_be_grp, 10
faction_weight = co_hsp_grp, 10
faction_weight = co_me_grp, 10
faction_weight = co_nws_grp, 10
faction_weight = co_ni_grp, 10
faction_weight = co_ss_grp, 10
faction_weight = co_vr_grp, 8
faction_weight = li_n_grp, 5
faction_weight = fc_x_grp, 10
density_restriction = 4, unlawfuls
encounter = area_defend, 1, 0.070000
faction = li_p_grp, 1.000000
encounter = area_armored_prisoner, 1, 0.020000
faction = li_p_grp, 1.000000
encounter = area_trade_freighter, 1, 0.090000
faction = co_hsp_grp, 0.260000
faction = co_me_grp, 0.260000
faction = co_ss_grp, 0.260000
faction = co_vr_grp, 0.210000
encounter = area_trade_transport, 1, 0.120000
faction = co_be_grp, 0.100000
faction = co_hsp_grp, 0.100000
faction = co_me_grp, 0.100000
faction = co_nws_grp, 0.100000
faction = co_ni_grp, 0.100000
faction = fc_x_grp, 0.300000
faction = co_ss_grp, 0.100000
faction = co_vr_grp, 0.080000
encounter = area_lifter, 1, 0.030000
faction = co_me_grp, 0.500000
faction = co_ss_grp, 0.500000
encounter = area_repair, 1, 0.030000
faction = co_me_grp, 0.500000
faction = co_ss_grp, 0.500000
encounter = capitalships_Escorts, 19, 0.250000
faction = li_n_grp, 0.500000
faction = fc_x_grp, 0.500000
encounter = area_trade_freighter_pirate, 9, 0.250000
faction = fc_x_grp, 1.000000
encounter = area_scout, 9, 0.410000
faction = fc_x_grp, 1.000000

and

[FactionProps
affiliation = fc_x_grp
legality = lawful
nickname_plurality = plural
msg_id_prefix = gcs_refer_faction_fc_x
jump_preference = jumpgate
npc_ship = fc_x_ge_fighter_d1-2
npc_ship = fc_x_ge_fighter_d3
npc_ship = fc_x_ge_fighter2_d4-7
npc_ship = fc_x_ge_fighter4_d8
npc_ship = fc_x_ge_fighter4_d9
npc_ship = fc_x_ge_fighter4_d10
npc_ship = fc_x_ge_fighter4_d11-19
npc_ship = co_alg_ge_transport_d1
npc_ship = co_alg_ge_transport_d2
npc_ship = co_alg_ge_transport_d3
npc_ship = co_alg_ge_transport_d4
npc_ship = co_alg_ge_transport_d5
npc_ship = gd_z_bw_freighter_d1-6
npc_ship = gd_z_bw_freighter_d7
npc_ship = gd_z_bw_freighter_d8
npc_ship = gd_z_bw_freighter_d9
npc_ship = gd_z_bw_freighter_d10
npc_ship = gd_z_bw_freighter_d11
npc_ship = gd_z_bw_freighter_d12
npc_ship = gd_z_bw_freighter_d13
npc_ship = gd_z_bw_freighter_d14
npc_ship = gd_z_bw_freighter_d15
npc_ship = gd_z_bw_freighter_d16-19
voice = pilot_f_ill_m01
voice = pilot_f_ill_m02
mc_costume = mc_fc
space_costume = pi_pirate2_head, pi_pirate5_body, comm_ge_generic1
space_costume = pi_pirate4_head, pi_pirate5_body, comm_pi_pirate
space_costume = sh_male4_head, pi_pirate5_body, comm_ge_generic1
space_costume = ge_male2_head, pi_pirate5_body, comm_pi_pirate
space_costume = ge_male4_head, pi_pirate5_body, comm_ge_generic1
space_costume = ge_male1_head, pi_pirate5_body, comm_pi_pirate
firstname_male = 226608, 226741
lastname = 227008, 227307
rank_desig = 197101, 197102, 197103, 5, 8
formation_desig = 197808, 197820
large_ship_desig = 196988
large_ship_names = 202648, 202707
scan_for_cargo = commodity_food, 2
scan_for_cargo = commodity_mox_fuel, 2
scan_for_cargo = commodity_sidearms, 2
scan_for_cargo = commodity_water, 2
scan_announce = true
scan_chance = 0.500000
formation = fighters, fighter_pirate
formation = freighters, freighter_guild
formation = freighters2, freighter2_guild
formation = transports, transport_liberty
formation = transports2, transport2_liberty

Edited by - fish4198 on 8/29/2004 9:13:52 PM

Post Sun Aug 29, 2004 12:44 pm

One thing I see is your faction weight...I doubt that's going to affect their docking but the total faction weight cant be over 100 as yours is.

Post Sun Aug 29, 2004 12:54 pm

Did you change intial world and empathy files so that they are all lovey dovey with each other too?

Post Sun Aug 29, 2004 8:08 pm

Yep, the Xenos and Liberty forces love each other. And Xenos and corperations tolorate each other. Ok, I'll change the faction weights. I've updated the original post. And still no luck. I've tried putting them on several different encounters and they refuse to scan people or dock. Why is it that House factions always scan people even when they're friendly but other factions don't? Is there a file I can alter for that?

Edited by - fish4198 on 8/29/2004 9:23:07 PM

Edited by - fish4198 on 8/29/2004 10:17:30 PM

Post Mon Aug 30, 2004 5:24 am

The house police scan for cargo because their entries in faction_prop.ini contain:
scan_announce = true
scan_chance = 0.300000

Plus multiple lines like this:
scan_for_cargo = some_commodity, 1

for each commodity.

Post Mon Aug 30, 2004 11:12 am

Yeah but I mean like they always scan people. Whereas, if you're friendly with the criminal factions, they'll never scan you and demand loot.

Post Tue Aug 31, 2004 10:38 am

Another thing necessary to get the xeno's to land on say manhattan, is that you need to open up your mbases.ini file, find the entry for manhattan (li01_01_base), and then add the xenos as a faction there. Even if you give them just a weight of 1%, that's fine. They don't need any npc's or anything, they just need to have a [Basefaction entry there.

On the note about scanning, another thing that is necessary for the xenos (or any faction) to scan you is for them to be in patrol mode. This means changing the encounter to something like "patrolp_assault" instead of "area_defend". However, I HIGHLY suggest that you just forget about it, because there are lots of things that are necessary for patrols to work right without crashing your server, and I don't have the time to explain it all here. =)

Post Wed Sep 01, 2004 1:38 am

Thanks a bunch Wasabe, that helped a lot. I'll make a mental note to stay away from patrols. Maybe one day I'll graduate to them. Now Xenos land at and take off from Manhattan. Thanks to the rest of you for your input too. Just one last question, how does faction weight work exactly? Or is there a thread you can point me at to find everything I can about that sort of thing?

Post Wed Sep 01, 2004 2:58 am

Faction weight is simply a ratio. So if you have

faction_weight = li_n_grp, 10
faction_weight = li_p_grp, 10
faction_weight = fc_ou_grp, 20

the ratio 10:10:20 cancels down to 1:1:2, meaning for every 1 liberty navy ship there will be one from the liberty police and two from the outcasts. Of course this is just a guidline, since the actual numbers are randomized, but it gives you a rough idea of the number of each faction's ships.

Post Fri Sep 03, 2004 4:30 am

i just had to say it....

Post Fri Sep 03, 2004 1:24 pm

Actually, the faction weight doesn't effect the types or amount of NPC's in that zone. That depends on the actual encounter parameters. The weight could be 100:1 and it wouldn't matter. The weight only effects what faction "owns" that space when you go to the F6 map screen and look at zone ownership. And it doesn't matter in MP either, only SP.

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