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Patrols

The general place to discuss MOD''ing Freelancer!

Post Sun Feb 06, 2005 7:14 am

Patrols

Now, I searched for this but all I found... well, I don't understand a word of it.

1. What do I have to do to make patrols attack trade lanes.

2. What do I have to do to make patrols dock at stations.

3. Is there a list of what the various types of encounters are doing.

4. Some patrols include freighters carrying commodities. How do I include these and where is the commodity defined?

Post Sun Feb 06, 2005 10:31 am

Hey Manhattan_guy, patrols can be annoying buggers, huh?
Do you have FL Explorer or the new System Editor? If you don'ty, try getting onf of them. I know that at least with FLExplorer you can chose the encounter type and who flies it, if they are traders or if they are attackers, etc. But just be careful, b/c sometimes these auto-made patrols and fields are not bug-free. They ususlly cause crashes if they are not edited before you try to fly in them.
But yeah, sry for the discourse - do you have one of these utilities?

Ro9ue
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"Do or do not. There is no try."
- Jedi Master Yoda
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Post Mon Feb 07, 2005 11:44 am

Manhattan_Guy kannste mir mal sagen warum du das nicht ins I.M.G. Forum gepostet hast? Wolltest du dich nicht blamieren oder was?

Greetz burzelmann (Perry Rhodan Mod Team)

Post Tue Feb 08, 2005 11:08 am

@ Rog9ue: Of course I have, I use the Freelancer Explorer.
I will try the whole thing again VERY carefully. Maybe it works.

@burzelmann: Weil mir da auch keiner helfen kann, so siehts aus...

Post Tue Feb 08, 2005 11:30 am

Vergiss es das mit dem FLE zu machen! Ich hab das bei eigenen Mod's schon oft genug versucht und die sind sobald ich größere (sprich längere) "Patrols" gemacht hab in 99,9 % Der Fälle abgestürzt!

Post Tue Feb 08, 2005 11:38 am

@burzelmann: Wir sind hier auf TLR, also sprich bitte entsprechend Englisch, damit alle an der Diskussion teilnehmen können.

We are at TLR, so please speak English, so that all members can be part of the discussion.

-----------------------------

But thanks for the advice. ;-)

Post Tue Feb 08, 2005 1:26 pm

Hi Manhattan_Guy!

Es ist schon verlockend deutsch zu sprechen, wenn man weiß, das du als Modder von RzE deutsch kannst

For the patrols:

These are two links to threads about patrols, which are rather long, but also very informative. With the first one I learned everything about patrol paths and the second one made some things clearer.

1. Patrol Paths 1

2. Patrol Paths 2

Patrols are not easy to make and although I made some in my mod I'm affraid that I do not have the time to describe it here again. But in this thread you should find everything you need. It may seem much to read, but you will be able to do anything related to patrols if you read the important parts of these two threads.

Here are just some general things for patrol paths:

1. If you do them with FLE, you have to overwork them, as FLE is not able to produce bugfree patrols. So just set them up with the program and then get rid of all the mistakes.

2. If you make a patrol path for the Outcasts (only an example) it is absolutely necessary that the base, where the patrol starts has at least one Outcast on it. Patrols WILL crash the game, if they start from a base, which has no NPC of the faction on it. You can of course make an Outcast patrol start from a Rogue base, but there has to be at least one Outcast on the station.

3. Try to make patrols, which start and end at bases or planets. I'm quite sure that this is not necessary, but patrols, which just end in space often crash the game. If you let them start and end at a base everything should work.

4. Even if FLE has some differences to the original FL keep to the original style of FL. It is not wrong if you edit every line, generated by FLE, because the program is not really able to do patrols (I use it just for orientation and position). So keep to the original FL format and look in existing patrols. If you see a difference and do not know if this is right just change it to the same thing like the original FL patrol.

5. For patrols attacking tradelanes you need two lines, which are not generated by FLE:
lane_id = xxx
tradelane_attack = xxx
For detailed description about these two lines look in the two threads.

I hope this helps!

If you need more help, maybe you can post some of your entries. I will come again during the next days and then I may have some more time.

Black Eagle

Post Tue Feb 08, 2005 1:37 pm

Okay, I will try this, once I have time, which, unfortunatly, is not the case now.

Post Sun Feb 20, 2005 2:50 am

Ok thx first for trying to help with this problem. Actually´not Manhatten is the one who has the problems with the patrols couse iam the system modder for his project. As my english isnt the best i asked him to write for me but now i have some questions.

if they start from a base, which has no NPC of the faction on it.

Does this mean i have to write in reputation the faction i want to see flying in the patrols?

Try to make patrols, which start and end at bases or planets

I saw in the game some patrols that started at a base and ended at a line of the same patrol it looks like a leaving (German: Lasso; ich hoffe google hat mir das richtig übersetzt *g*). Does this kind of patrols really crash? cause i made such.

Then another question Manhatten hasnt asked for but is it possible to make a patrol going through a insystemjumphole?
Patrol-->jumpholeA-->jumpholeB-->Patrol



Edited by - Lethal_Dark on 2/20/2005 3:33:57 AM

Post Sun Feb 20, 2005 7:11 am

Yeah, good question:

Some patrols are following a loop-like route, for example: base -> tradelane point A -> tradelane point B -> back to a point on the part from base to tradelane point A.

This is definetly possible, otherwise it wouldn't be used in the game. And I created some of those patrols today and everything worked. I'm slowly getting the hang of this.

----------------------------

You can't make a patrol dissapear in a jump hole and at the same time let it appear on the other end. You can only create an illusion, a patrol from a base to a hole and from the other hole to another base.

Post Sun Feb 20, 2005 7:50 am

but then you will have the problem that the patrols end in free space

Post Sun Feb 20, 2005 7:54 am

No they don't. They end within the zone of the patrol, that leads to the tradelane. So it does not end in free space, but in a zone. Of course only, when you place them precise enough.

Post Thu Mar 03, 2005 10:18 am

Hi!

"Lasso" Patrols are of course possible. What I meant was that you should not create a patrol, which ends just in empty space. The game has some of these, but I encountered some crashs with them. And of course it seems also a bit unrealistic, if a patrol just ends in the middle of nowhere. So just try to end it at a base or planet (if you want the same as the patrol started).

To your first question with the faction:

If you have a patrol that starts at Planet Malta, normally this can only be an Outcast patrol. If you now want for example a Bounty Hunter patrol starting from Planet Malta (I know not very realistic, but it is only an example) you have to add a Bounty Hunter NPC to Planet Malta. This is done in mbases.ini. You need to add the following things:

[MBase --> This is the section you have to work in, as it refers to Planet Malta
nickname = Hi01_01_Base
...
[BaseFaction --> add this to enable Bounty Hunters on the base
faction = gd_bh_grp
weight = 20 --> How often the Bounty Hunters will appear
offers_missions = true --> If they offer missions
mission_type = DestroyMission, 8.110100, 15.197413, 100
npc = hi0101_bounty_001_f --> This refers to your new Bounty Hunter NPC on the base, which you have to add (the last f is for female).

[GF_NPC --> This is the new NPC you add
nickname = hi0101_bounty_001_f --> The nickname, which has to be the same as above
body = pl_female2_journeyman_body --> a body part (I think you know about these)
head = sh_female2_head_gen --> same as above
lefthand = benchmark_female_hand_left --> same as above
righthand = benchmark_female_hand_right --> same as above
individual_name = 220992 --> the name of the NPC
affiliation = gd_bh_grp --> which faction the NPC is (here Bounty Hunters)
voice = rvp541 --> which voice he has
misn = DestroyMission, 8.110100, 15.197413 --> Only if he gives missions (think you know about these)
room = bar --> in which room he is (can also be equipment or other rooms)

You could add rumors or bribes to your new NPC, but you only need the NPC and it will work also, if he does not give missions, rumors or bribes.

After this you can now set up a Bounty Hunter patrol starting at Malta.
If you did not add this NPC to the base in mbases.ini, the game WILL crash!

About the insystem jumphole question, I'm not sure. Never tried this. So just try it out, but it might be difficult to do.

I hope this helps!

Black Eagle

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