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Scanning Bases?

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Post Mon Nov 29, 2004 10:06 am

Scanning Bases?

I have been bouncing an idea in my head for some time now...in my systems i have patrols scanning for contaband and black market stolen goods...etc..etc..

Now my actual question here is this, Can you add a base or a stationary non-dockable npc controlled either base, outpost, capship or fighter group that scans you without announcing when you get in range of them.. i am mainly wanting to do this so when you dock with planets, tradelanes, jumpgates...etc..etc.. the local police can nab smugglers sneaking their contraband in..

my thought on how to make it work is making a base in the fracton_prop.ini and the relevant entry in the npc_ships.ini and in the fraction prop making the scan announce = true to scan_announce = false...and raising the scan chance to the mid 70's early 80's..

is this a plausable way to do so....and if so will it make the ambient fighters attack you once the "station" has confirmed you are carrying illegal goods?

i figure it would make for some interesting ambient battles as well as tougher to make smuggling runs..etc..etc..




"To live is to die....but living is to die slowly..why waste time on trivial things just play as hard as you can"

Post Mon Nov 29, 2004 10:34 am

Suppose it's possible in theory if you made all solars into immobile and indestructable ships... dunno what effect that'll have on rest of FL though!

+++ out of cheese error - redo from start +++

Xtreme Team Studios

Post Mon Nov 29, 2004 11:03 am

But those would spawn randomly, that means even at a chance of 100% at a repop time of 0 seconds, they would never be at the same spot, it would be very weird. You could rather increase police patrols in a specific area and increase the chance of them scanning you.

Post Mon Nov 29, 2004 1:12 pm

so i guess you cannot make a regular base scan people? or a non dockable solar scan people?

"To live is to die....but living is to die slowly..why waste time on trivial things just play as hard as you can"

Post Mon Nov 29, 2004 1:32 pm

Now, so far it seems impossible. But you can create encounters there with 100% chance to be there with a repop time of 1 second and a relief time of 1 second, and then set that factions scan chance to 100%. Theoretically, you should get scanned everytime you get there.

Post Mon Nov 29, 2004 1:53 pm

I thought of an idea i might try later....do the 100%...repop time practically immediate...but a TINY encounter zone so the "base" or "ship" will respawn in pretty much the same place every time....lower the density to like 1 or so so only 1 appears at a time...might work...?

"To live is to die....but living is to die slowly..why waste time on trivial things just play as hard as you can"

Post Mon Nov 29, 2004 2:06 pm

Yes it should work. And if you make the spawned "Ship" invisible with no sur, you can say it is the base that is scanning you, while it is an invisible ship in fact.

Post Mon Nov 29, 2004 2:23 pm

Well, it will still appear in the ship list, though!

Post Mon Nov 29, 2004 3:58 pm

I got it to work!!

I made a custom Encounter specifically for the "guard"...i made 10 different references...1 for every house faction in my mod...

The encounter zone is really small....maybe 1k or so across
In teh encounter files...Simultanious_Creation = false was added (kept it down to 1 ship)

made the scan 80% for the contraband/blackmarket items (100% was annoying ALWAYS caught) the 80% range made it possible to slip by once in a while.

also turned the scan announcement off. So it is basically you fly by...and you have a 8 out of 10 chance to get popped for having illegal cargo, and the escort ships attack you once it is announced to drop the cargo...

kinda a nifty little thing...the ONLY bug....sometimes the ship spawns...then disappears really fast...but other than that it works....if anyone has any other ideas please feel free to chime in



"To live is to die....but living is to die slowly..why waste time on trivial things just play as hard as you can"

Post Mon Nov 29, 2004 4:56 pm

Very good

To refine that idea, I have a suggestion... which you can ignore or not, of course.

Make your spawning area larger, and give the "station" some ability to turn in one direction (take a look at my "ships" in Warriors of the Sky). Obviously, they should have a veeeeeeery slow arc of turn, but you can't make AI-controlled things have a turn of zero (FL gets unhappy with this in certain situations).

At any rate... make it able to move a teensy bit. And change the area that its Rumble is heard to a very large radius, so that you can hear it coming from 1000 M off or so. Then it will seem much more believable when it appears at various odd places within the volume described by the spawn zone, as well as appearing/staying much more consistantly

Post Mon Nov 29, 2004 9:29 pm

Cool idea....i changed the unit that scans you from a "base" to a cap ship kind of like teh Ashcroft Mission in SP. S a normal battleship spawns and scans you in the designated area...

But i will fiddle with the rumbles its a great idea argh!

you outta throw this in your mod as well, since it is planetary based, having destroyers and cruisers scannin the fighters could make it really more like ww2

"To live is to die....but living is to die slowly..why waste time on trivial things just play as hard as you can"

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