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Changing NPC ship

The general place to discuss MOD''ing Freelancer!

DwD

Post Tue Mar 22, 2005 2:34 pm

Changing NPC ship

I have replaced the Rogue pi_fighter with a custom ship and it works as it should, until I enter the system flying another custom ship. Then the rogues appear to be flying the same ship I am, except that in the hud, it says they are flying the correct one. It seems they also have the assigned loadout (engines and guns anyway) except it's on the wrong ship. So far this seems to be only when I enter New York System after I buy one particular ship. I have checked shiparch.ini and goods.ini, all seems to be in order.

Any ideas?

Edited by - DwD on 3/22/2005 2:36:39 PM

Post Tue Mar 22, 2005 2:46 pm

The ships that npcs fly start their definition in missions/faction_prop.ini to say what levels are defined for npc ships. Continue to missions/npcships.ini to say what ship is flown by what level of npc from faction_prop.ini. Continue to ships/loadouts.ini to see the loadout is assigned to npc ship in loadouts.ini. That should do the trick

*Edit - Welcome to TLR by the way Please make use of the search function and multitude of tutorials and begginers threads available as it's tedious repeating oneself to every new modder

Edited by - Anton on 3/22/2005 2:47:30 PM

DwD

Post Tue Mar 22, 2005 3:08 pm

ummmm, ok. like this?

<data file="data\missions\npcships.ini" method="sectionreplace"
<section
[NPCShipArch
nickname = rh_n_rh_elite_d1-11
</section
<dest
npc_class = lawful, class_fighter, d1, d2, d3, d4, d5, d6, d7, d8, d9, d10, d11
</dest
<source
npc_class = lawful, class_fighter, d4, d5, d6, d7, d8, d9, d10, d11
</source
</data

and this

<data file="data\missions\npcships.ini" method="append"
<source
[NPCShipArch
nickname = rh_n_rh_guppy_1-3
loadout = rh_n_rh_guppy_loadout01
level = d2
ship_archetype = guppy
pilot = pilot_military_med
state_graph = FIGHTER
npc_class = lawful, class_fighter, d1, d2, d3
</source
</data

and this

<data file="data\ships\loadouts.ini" method="append"
<source
[Loadout
nickname = rh_n_rh_guppy_loadout01
archetype = guppy
equip = ge_rf_engine_01
equip = npc_shield01_mark02, HpShield01
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = ge_s_thruster_01, HpThruster02
equip = armor02
equip = rh_gun01_mark01_m1, HpWeapon01
equip = rh_gun01_mark01_m1, HpWeapon02
equip = rh_gun01_mark01_m1, HpWeapon03
equip = rh_gun01_mark01_m1, HpWeapon04
cargo = missile02_mark02_ammo, 20
equip = cruise_disruptor01_mark01, HpTorpedo01
cargo = cruise_disruptor01_mark01_ammo, 5
equip = mine01_mark01, HpMine01
cargo = mine01_mark01_ammo, 5
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
addon = LargeWhiteSpecial, HpHeadLight01, 1
equip = DockingLightRedSmall, HpRunningLight01, 1
equip = DockingLightRedSmall, HpRunningLight02, 1
equip = contrail01, HpRunningLight01, 1
equip = contrail01, HpRunningLight02, 1
equip = SlowSmallPurple, HpRunningLight01, 1
equip = SlowSmallPurple, HpRunningLight02, 1
equip = DockingLightRedSmall, HpRunningLight01, 1
equip = DockingLightRedSmall, HpRunningLight02, 1
</source
</data

and this

<data file="data\missions\faction_prop.ini" method="sectionappend"
<section
[FactionProps
affiliation = rh_p_grp
</section>
<source>
npc_ship = rh_n_rh_guppy_1-3
</source
</data

LOL

TY for the welcome, but this ID is several years old. I just don't post much. ;-)

Edited by - DwD on 3/22/2005 3:18:02 PM

Edited by - DwD on 3/22/2005 3:22:17 PM

Post Tue Mar 22, 2005 3:35 pm

Try checking the name of the body of the ship with a UTF Editor, having more than one with the same name can result in problems like that. (The body is the 3DB file inside the CMP)

DwD

Post Tue Mar 22, 2005 3:47 pm

TY dev man. That's a problem I wasn't aware of.

Post Tue Mar 22, 2005 8:36 pm

Np

Neither was I until I had the same problem and tried everything I could think of. Then I gave up and asked Glock36

Post Tue Mar 22, 2005 9:35 pm

DwD,

I agree with devineman, the problem is almost surely a case of .cmp confusion where the ships both have the same name for the first group in .ms3d..so the game simply swaps them. Always place your largest groups first in descending size order and give the first group a unique name.. e.g. the name of the ship. Hardpoints go last..

When the .cmp is exported from ms3d it will then have an unique identity and presto no swap of ships in game..

Glock told me too.. btw.. we all make mistakes when we are learning.. lol

Harrier

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