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Ships not spawning

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Post Sat Sep 18, 2004 4:15 am

Ships not spawning

I realise that this is a long shot, because not many people know about story missions, but I'm working on one at the moment, and I can't get a particular set of ships to spawn. Everything works fine up to that point, trade lanes, formations, jump gates, objectives. The trigger is this:

[Trigger
nickname = tl_disable
Cnd_Timer = 10
Act_DisableTradelane = Br01_Trade_Lane_Ring_89
Act_DisableTradelane = Br01_Trade_Lane_Ring_88
Act_DisableTradelane = Br01_Trade_Lane_Ring_87
Act_DisableTradelane = Br01_Trade_Lane_Ring_86
Act_DisableTradelane = Br01_Trade_Lane_Ring_85
Act_SpawnShip = attack1
Act_SpawnShip = attack2
Act_SpawnShip = attack3
Act_MarkObj = attack1, 1
Act_MarkObj = attack2, 1
Act_MarkObj = attack3, 1
Act_GiveObjList = attack1, attack_player
Act_GiveObjList = attack2, attack_player
Act_GiveObjList = attack3, attack_player
Act_LockManeuvers = false
Act_Trig = hostiles_attack

10 seconds after entering the trade lane, the lane gets disabled. What's then meant to happen is that three pirate ships spawn and attack you. I've placed them in the right place, I've made sure of that, but the ships just won't spawn. I've looked up the correct usage of the SpawnShip trigger in other mission files, and it's all the same. And the trigger has clearly been activated, because the lane gets taken down. Anyone have any ideas? If you don't have a clue when it comes to story missions, don't worry. As I said, it's a long shot.

Post Sat Sep 18, 2004 8:31 am

Post up the ship & NPC declarations, it's most likely them causing the trouble. Also, is the tradelane actually being disabled? If not, then it could well be the trigger not being called in the first place.

Post Sat Sep 18, 2004 8:41 am

The tradelane's being disabled, they're just not spawning

[NPC
nickname = attacker1
space_costume = li_scrote_head, li_scrote_body, comm_li_hatcher
affiliation = fc_c_grp
npc_ship_arch = MSN01a_King
individual_name = 1

[NPC
nickname = attacker2
space_costume = li_scrote_head, li_scrote_body, comm_li_hatcher
affiliation = fc_c_grp
npc_ship_arch = MSN01a_King
individual_name = 1

[NPC
nickname = attacker3
space_costume = li_scrote_head, li_scrote_body, comm_li_hatcher
affiliation = fc_c_grp
npc_ship_arch = MSN01a_King
individual_name = 1


[MsnShip
nickname = attack1
NPC = attacker1
label = enemy
position = -22126, 0, 37328
random_name = true

[MsnShip
nickname = attack2
NPC = attacker2
label = enemy
position = -22276, 0, 37328
random_name = true

[MsnShip
nickname = attack3
NPC = attacker3
label = enemy
position = -22426, 0, 37328
random_name = true

Post Sat Sep 18, 2004 8:55 am

Hmm...all looks fine. Try changing the npc_ship_arch line to a ship that you KNOW works and have used previously in the mission.

Post Sat Sep 18, 2004 9:47 am

I have. I've spawned a ship with that archetype before. I know it's not a problem with that. I also remembered to change it to unlawful, because it's the Corsairs.

Post Sat Sep 18, 2004 6:35 pm

is the NPC section meant to have the loadout? try adding that...

Post Sat Sep 18, 2004 11:44 pm

No, the NPC section references something in the mission's npcships.ini, the loadout's there. I've made sure it's valid.

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