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Custom faction encounters

The general place to discuss MOD''ing Freelancer!

Post Sat Jun 04, 2005 1:53 pm

Custom faction encounters

Was wondering if anyone could kind of direct me ot or help me out with a custom faction encounter. I have the faction made and works in game.
I can give a base or planet my new faction and if you shoot it it turns red so that works.
But now i cant get my faction to show up with custom ships. Every time I try my game freezes when I come in contact with the zone that they are supposed to be in.
Any help would be appreciated!

_____________________________

Experience is the worst teacher!
It gives the test before the lesson.

Post Sat Jun 04, 2005 3:11 pm

Could you post what you have done so far? If you give the details for just one ship that should be enough to see how its going. There are tutorials on this, but i don`t mind helping.

Post Sat Jun 04, 2005 5:16 pm

This is what I have!

(shiparch.ini)

[Ship
ids_name = 261801
ids_info = 66634
ids_info1 = 66635
ids_info2 = 66608
ids_info3 = 66636
ship_class = 1
nickname = Deimos
LODranges = 0, 1000
msg_id_prefix = gcs_refer_shiparch_hfighter
mission_property = can_use_berths
type = FIGHTER
DA_archetype = Ships\Deimos\Deimos.cmp
material_library = ships\Deimos\Deimos.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\civilian\civilian.ini
fuse = intermed_damage_smallship01, 0.000000, 2300
fuse = intermed_damage_smallship02, 0.000000, 1150
fuse = intermed_damage_smallship03, 0.000000, 767
max_bank_angle = 30
camera_offset = 11, 35
camera_angular_slerp_multiplier = 0.040000
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 17
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 25
camera_turn_look_ahead_slerp_amount = 1.000000
nanobot_limit = 60
shield_battery_limit = 60
hit_pts = 16200
pilot_mesh = generic_pilot
mass = 150.000000
linear_drag = 1.000000
hold_size = 125
explosion_arch = explosion_co_elite
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 43000.000000, 43000.000000, 230000.000000
angular_drag = 41000.000000, 41000.000000, 141000.000000
rotation_inertia = 8400.000000, 8400.000000, 8400.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_pi_elite
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
shield_link = co_elite_shield01, HpMount, HpShield01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_elite_shield_special_10, HpShield01
hp_type = hp_elite_shield_special_9, HpShield01
hp_type = hp_elite_shield_special_8, HpShield01
hp_type = hp_elite_shield_special_7, HpShield01
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_torpedo_special_1, HpTorpedo01, HpTorpedo02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1


(loadouts.ini)

[Loadout
nickname = my_Deimos_Loadout01
archetype = Deimos
equip = ge_coe_engine_01
equip = npc_shield01_mark06, HpShield01
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_04, HpThruster01
equip = armor_scale_2
equip = fc_rh_gun01_mark04, HpWeapon01
equip = fc_rh_gun01_mark04, HpWeapon02
equip = fc_rh_gun01_mark04, HpWeapon03
equip = fc_rh_gun01_mark04, HpWeapon04
equip = fc_rh_gun01_mark04, HpWeapon05
equip = fc_rh_gun01_mark04, HpWeapon06
equip = torpedo01_mark02, HpTorpedo01
cargo = torpedo01_mark01_ammo, 50
equip = ge_s_cm_03, HpCM01
cargo = ge_s_cm_03_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallPurple, HpRunningLight01
equip = SlowSmallPurple, HpRunningLight02
equip = SlowSmallPurple, HpRunningLight03
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = contrail01, HpContrail03
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02
equip = DockingLightRedSmall, HpDockLight03


[Loadout
nickname = my_Deimos_Loadout02
archetype = Deimos
equip = ge_coe_engine_01
equip = npc_shield02_mark08, HpShield01
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_04, HpThruster01
equip = armor_scale_2
equip = gd_bh_gun01_mark06, HpWeapon01
equip = gd_bh_gun01_mark06, HpWeapon02
equip = gd_bh_gun01_mark06, HpWeapon03
equip = gd_bh_gun01_mark06, HpWeapon04
equip = gd_bh_gun01_mark06, HpWeapon05
equip = gd_bh_gun01_mark06, HpWeapon06
equip = torpedo01_mark02, HpTorpedo01
cargo = torpedo01_mark01_ammo, 50
equip = ge_s_cm_03, HpCM01
cargo = ge_s_cm_03_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallPurple, HpRunningLight01
equip = SlowSmallPurple, HpRunningLight02
equip = SlowSmallPurple, HpRunningLight03
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = contrail01, HpContrail03
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02
equip = DockingLightRedSmall, HpDockLight03


[Loadout
nickname = my_Deimos_Loadout03
archetype = Deimos
equip = ge_coe_engine_01
equip = npc_shield02_mark10, HpShield01
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_04, HpThruster01
equip = armor_scale_2
equip = special_nomad_gun02, HpWeapon01
equip = special_nomad_gun02, HpWeapon02
equip = special_nomad_gun02, HpWeapon03
equip = special_nomad_gun02, HpWeapon04
equip = special_nomad_gun02, HpWeapon05
equip = special_nomad_gun02, HpWeapon06
equip = torpedo01_mark02, HpTorpedo01
cargo = torpedo01_mark01_ammo, 50
equip = ge_s_cm_03, HpCM01
cargo = ge_s_cm_03_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallPurple, HpRunningLight01
equip = SlowSmallPurple, HpRunningLight02
equip = SlowSmallPurple, HpRunningLight03
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = contrail01, HpContrail03
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02
equip = DockingLightRedSmall, HpDockLight03



(npcships.ini)

[NPCShipArch
nickname = oy_l_Deimos_d1-3
loadout = my_Deimos_Loadout01
level = d3
ship_archetype = Deimos
pilot = pilot_military_med
state_graph = FIGHTER
npc_class = lawful, class_fighter, d1, d2, d3

[NPCShipArch
nickname = oy_l_Deimos_d4
loadout = my_Deimos_Loadout01
level = d4
ship_archetype = Deimos
pilot = pilot_military_hard
state_graph = FIGHTER
npc_class = lawful, class_fighter, d4

[NPCShipArch
nickname = oy_l_Deimos_d5
loadout = my_Deimos_Loadout01
level = d5
ship_archetype = Deimos
pilot = pilot_military_ace
state_graph = FIGHTER
npc_class = lawful, class_fighter, d5

[NPCShipArch
nickname = oy_l_Deimos_d6
loadout = my_Deimos_Loadout02
level = d6
ship_archetype = Deimos
pilot = pilot_military_med
state_graph = FIGHTER
npc_class = lawful, class_fighter, d6

[NPCShipArch
nickname = oy_l_Deimos_d7
loadout = my_Deimos_Loadout02
level = d7
ship_archetype = Deimos
pilot = pilot_military_hard
state_graph = FIGHTER
npc_class = lawful, class_fighter, d7

[NPCShipArch
nickname = oy_l_Deimos_d8
loadout = my_Deimos_Loadout02
level = d8
ship_archetype = Deimos
pilot = pilot_military_ace
state_graph = FIGHTER
npc_class = lawful, class_fighter, d8

[NPCShipArch
nickname = oy_l_Deimos_d9
loadout = my_Deimos_Loadout03
level = d9
ship_archetype = Deimos
pilot = pilot_military_med
state_graph = FIGHTER
npc_class = lawful, class_fighter, d9

[NPCShipArch
nickname = oy_l_Deimos_d10
loadout = my_Deimos_Loadout03
level = d10
ship_archetype = Deimos
pilot = pilot_military_hard
state_graph = FIGHTER
npc_class = lawful, class_fighter, d10

[NPCShipArch
nickname = oy_l_Deimos_d11-19
loadout = my_Deimos_Loadout03
level = d11
ship_archetype = Deimos
pilot = pilot_military_ace
state_graph = FIGHTER
npc_class = lawful, class_fighter, d11, d12, d13, d14, d15, d16, d17, d18, d19


(faction_prop.ini)

[FactionProps
affiliation = oy_l_grp
legality = lawful
nickname_plurality = singular
jump_preference = jumpgate
npc_ship = oy_l_Deimos_d1-3
npc_ship = oy_l_Deimos_d4
npc_ship = oy_l_Deimos_d5
npc_ship = oy_l_Deimos_d6
npc_ship = oy_l_Deimos_d7
npc_ship = oy_l_Deimos_d8
npc_ship = oy_l_Deimos_d9
npc_ship = oy_l_Deimos_d10
npc_ship = oy_l_Deimos_d11-19
voice = pilot_f_mil_m01
voice = pilot_f_mil_m02
voice = pilot_f_leg_f01
voice = pilot_f_leg_f01a
mc_costume = mc_li
space_costume = li_captain_head, li_male_elite_body, comm_ge_generic2
space_costume = li_rockford_head, li_male_elite_body, comm_li_hatcher
space_costume = li_sales_head_hat, li_male_elite_body, comm_ge_generic2
space_costume = ge_male4_head, li_male_elite_body, comm_li_hatcher
space_costume = pl_male2_head, li_male_elite_body, comm_ge_generic2
space_costume = ge_male3_head, li_male_elite_body, comm_li_hatcher
space_costume = li_newscaster_head_gen_hat, li_female_elite_body, comm_ge_generic2_female
space_costume = li_newscaster_head_gen_hat, li_female_elite_body, comm_li_hatcher_female
space_costume = br_newscaster_head_gen_hat, li_female_elite_body, comm_ge_generic2_female
space_costume = br_newscaster_head_gen_hat, li_female_elite_body, comm_li_hatcher_female
space_costume = pl_female2_head, li_female_elite_body, comm_ge_generic2_female
space_costume = pl_female2_head, li_female_elite_body, comm_li_hatcher_female
firstname_male = 226608, 226741
firstname_female = 226808, 226952
lastname = 227008, 227307
rank_desig = 197002, 197003, 197004, 6, 9
formation_desig = 197808, 197820
large_ship_desig = 196976
large_ship_names = 202608, 202647
scan_for_cargo = commodity_alien_artifacts, 1
scan_for_cargo = commodity_cardamine, 2
scan_announce = true
scan_chance = 0.300000
formation = fighters, fighter_li_n


(empathy.ini)

[RepChangeEffects
group = oy_l_grp
event = object_destruction, -0.030000
event = random_mission_success, 0.085900
event = random_mission_failure, -0.045000
event = random_mission_abortion, -0.067500
empathy_rate = li_n_grp, 0.400000
empathy_rate = li_lsf_grp, 0.400000
empathy_rate = li_p_grp, 0.350000
empathy_rate = br_n_grp, 0
empathy_rate = br_p_grp, 0
empathy_rate = ku_n_grp, 0
empathy_rate = ku_p_grp, 0
empathy_rate = rh_n_grp, 0
empathy_rate = rh_p_grp, 0
empathy_rate = co_shi_grp, 0.050000
empathy_rate = co_khc_grp, 0
empathy_rate = co_kt_grp, 0.050000
empathy_rate = br_m_grp, 0
empathy_rate = co_me_grp, 0.275000
empathy_rate = co_be_grp, 0.050000
empathy_rate = co_rs_grp, 0.050000
empathy_rate = co_vr_grp, 0.250000
empathy_rate = co_ni_grp, 0.300000
empathy_rate = rh_m_grp, 0
empathy_rate = co_ti_grp, 0.050000
empathy_rate = co_ic_grp, 0.250000
empathy_rate = co_ss_grp, 0.300000
empathy_rate = co_hsp_grp, 0.250000
empathy_rate = co_alg_grp, 0.050000
empathy_rate = co_os_grp, 0.200000
empathy_rate = co_nws_grp, 0.050000
empathy_rate = fc_c_grp, 0
empathy_rate = fc_ou_grp, -0.400000
empathy_rate = fc_rh_grp, 0
empathy_rate = fc_bd_grp, 0
empathy_rate = fc_j_grp, -0.050000
empathy_rate = fc_h_grp, 0
empathy_rate = fc_m_grp, 0
empathy_rate = fc_x_grp, -0.450000
empathy_rate = fc_b_grp, 0
empathy_rate = fc_g_grp, 0
empathy_rate = fc_lh_grp, -0.350000
empathy_rate = fc_u_grp, -0.025000
empathy_rate = fc_gc_grp, 0
empathy_rate = fc_lwb_grp, 0
empathy_rate = fc_fa_grp, 0
empathy_rate = fc_lr_grp, -0.250000
empathy_rate = fc_or_grp, 0
empathy_rate = gd_gm_grp, 0
empathy_rate = fc_uk_grp, 0
empathy_rate = fc_n_grp, 0
empathy_rate = fc_ln_grp, 0
empathy_rate = fc_kn_grp, 0
empathy_rate = fc_rn_grp, 0
empathy_rate = fc_ouk_grp, 0
empathy_rate = fc_q_grp, 0
empathy_rate = fc_f_grp, 0
empathy_rate = gd_im_grp, 0
empathy_rate = gd_z_grp, 0
empathy_rate = gd_bh_grp, 0.050000


(initialworld.ini)

[Group
nickname = oy_l_grp
ids_name = 196946
ids_info = 66232
ids_short_name = 196947
rep = 0.91, li_n_grp
rep = 0.91, li_lsf_grp
rep = 0.91, li_p_grp
rep = 0.65, br_n_grp
rep = 0.65, br_p_grp
rep = 0.65, ku_n_grp
rep = 0, ku_p_grp
rep = 0.65, rh_n_grp
rep = 0, rh_p_grp
rep = 0.65, co_alg_grp
rep = 0.65, co_be_grp
rep = 0.65, br_m_grp
rep = 0.65, co_nws_grp
rep = 0.91, co_hsp_grp
rep = 0.91, co_ic_grp
rep = 0, co_khc_grp
rep = 0.65, co_kt_grp
rep = 0, rh_m_grp
rep = 0.91, co_me_grp
rep = 0.91, co_ni_grp
rep = 0.91, co_os_grp
rep = 0.65, co_rs_grp
rep = 0.65, co_shi_grp
rep = 0.91, co_ss_grp
rep = 0.65, co_ti_grp
rep = 0.91, co_vr_grp
rep = 0, fc_bd_grp
rep = 0, fc_b_grp
rep = -0.65, fc_c_grp
rep = 0, fc_fa_grp
rep = 0, fc_g_grp
rep = 0, fc_gc_grp
rep = 0, fc_h_grp
rep = 0, fc_j_grp
rep = -0.65, fc_lh_grp
rep = -0.65, fc_lr_grp
rep = 0, fc_lwb_grp
rep = 0, fc_m_grp
rep = -0.65, fc_ou_grp
rep = 0, fc_rh_grp
rep = 0, fc_or_grp
rep = -0.65, fc_u_grp
rep = -0.65, fc_x_grp
rep = 0, gd_gm_grp
rep = 0, fc_uk_grp
rep = -0.65, fc_n_grp
rep = 0.91, fc_ln_grp
rep = 0.65, fc_kn_grp
rep = 0.65, fc_rn_grp
rep = 0, fc_ouk_grp
rep = 0, fc_q_grp
rep = 0, fc_f_grp
rep = 0, gd_im_grp
rep = 0, gd_z_grp
rep = 0, gd_bh_grp
rep = 0.91, oy_l_grp

Thanks for your help

_____________________________

Experience is the worst teacher!
It gives the test before the lesson.

Post Sun Jun 05, 2005 4:21 am

Well, it looks pretty good. Nothing much leaping off the page. I would say that LOD 1600 is a bit low, i usually use LOD 4999 for custom ships.
Do you know if the ship is ok? Can you buy the ship or spawn with it?
One way of testing the ship and loadout is to use m13.ini from \DATA\MISSIONS\M13\, in there if you modify:
[Trigger
nickname = bse_initialize_init_li01
InitState= Active
Cnd_True= no_params
system = li01
Act_ForceLand = li01_01_Base
Cnd_BaseEnter = li01_01_Base
Cnd_SpaceExit = no_params
Act_SetShipAndLoadout = ku_fighter, mp_ku_fighter2<---------------
Act_LockDock = Player, Li01_to_Li02, unlock
..etc

to be:
Act_SetShipAndLoadout = my_Deimos_Loadout01
or
Act_SetShipAndLoadout = my_Deimos_Loadout02
or
Act_SetShipAndLoadout = my_Deimos_Loadout03

With a bit of luck you`ll know if the ship is ok. The loadouts themselves look ok. Could you also post the zone where the encounter is added as well please?

Post Mon Jun 06, 2005 1:26 am

Here is the zones and the vignette!


[Zone
nickname = Zone_BR09_path_olympuslegions01
pos = 6903, 0, 31163
rotate = 90, -85, 180
shape = CYLINDER
size = 750, 70825
sort = 99
toughness = 17
density = 5
repop_time = 30
max_battle_size = 4
pop_type = lane_patrol
relief_time = 20
path_label = olympuslegions_01, 1
usage = patrol
mission_eligible = false
faction_weight = oy_l_grp, 10
density_restriction = 1, patroller
density_restriction = 1, police_patroller
density_restriction = 1, pirate_patroller
density_restriction = 4, lawfuls
density_restriction = 4, unlawfuls
encounter = patrolp_gov_patrol, 0, 0.200000
faction = oy_l_grp, 1.000000
[Zone
nickname = Zone_BR09_path_olympuslegions02
pos = 42208, 0, 35502
rotate = 90, 0, 180
shape = CYLINDER
size = 750, 3156
sort = 99
toughness = 17
density = 5
repop_time = 30
max_battle_size = 4
pop_type = lane_patrol
relief_time = 20
path_label = olympuslegions_01, 2
usage = patrol
mission_eligible = false
faction_weight = oy_l_grp, 10
density_restriction = 1, patroller
density_restriction = 1, police_patroller
density_restriction = 1, pirate_patroller
density_restriction = 4, lawfuls
density_restriction = 4, unlawfuls
encounter = patrolp_gov_patrol, 0, 0.200000
faction = oy_l_grp, 1.000000
[Zone
nickname = Zone_BR09_path_olympuslegions03
pos = 8678, 0, 36488
rotate = -90, 88, 0
shape = CYLINDER
size = 750, 67069
sort = 99
toughness = 17
density = 5
repop_time = 30
max_battle_size = 4
pop_type = lane_patrol
relief_time = 20
path_label = olympuslegions_01, 3
usage = patrol
mission_eligible = false
faction_weight = oy_l_grp, 10
density_restriction = 1, patroller
density_restriction = 1, police_patroller
density_restriction = 1, pirate_patroller
density_restriction = 4, lawfuls
density_restriction = 4, unlawfuls
encounter = patrolp_gov_patrol, 0, 0.200000
faction = oy_l_grp, 1.000000
[Zone
nickname = Zone_BR09_path_olympuslegions04
pos = -26034, 0, 32346
rotate = -90, 18, 0
shape = CYLINDER
size = 750, 7485
sort = 99
toughness = 17
density = 5
repop_time = 30
max_battle_size = 4
pop_type = lane_patrol
relief_time = 20
path_label = olympuslegions_01, 4
usage = patrol
mission_eligible = false
faction_weight = oy_l_grp, 10
density_restriction = 1, patroller
density_restriction = 1, police_patroller
density_restriction = 1, pirate_patroller
density_restriction = 4, lawfuls
density_restriction = 4, unlawfuls
encounter = patrolp_gov_patrol, 0, 0.200000
faction = oy_l_grp, 1.000000
[Zone
nickname = Zone_BR09_path_olympuslegions05
pos = -27415, 0, 28599
rotate = -90, 45, 0
shape = CYLINDER
size = 750, 557
sort = 99
toughness = 17
density = 5
repop_time = 30
max_battle_size = 4
pop_type = lane_patrol
relief_time = 20
path_label = olympuslegions_01, 5
usage = patrol
mission_eligible = false
faction_weight = oy_l_grp, 10
density_restriction = 1, patroller
density_restriction = 1, police_patroller
density_restriction = 1, pirate_patroller
density_restriction = 4, lawfuls
density_restriction = 4, unlawfuls
encounter = patrolp_gov_patrol, 0, 0.200000
faction = oy_l_grp, 1.000000
[Zone
nickname = Zone_BR09_destroy_vignette_01
pos = 6310, 0, 39446
shape = SPHERE
size = 10000
mission_type = lawful, unlawful
sort = 99.500000
vignette_type = open


_____________________________

Experience is the worst teacher!
It gives the test before the lesson.

Post Mon Jun 06, 2005 8:16 am

I suggest that you run Accushots FLScan tool, and see if that pulls up any issues. Obviously something is wrong, but I am not going to read through each line you posted to try and find it for you am affraid

FLScan is here FLScan

Post Mon Jun 06, 2005 9:53 am

Got the problem straight away, its the encounter.
...
density_restriction = 4, lawfuls
density_restriction = 4, unlawfuls
encounter = patrolp_gov_patrol, 0, 0.200000 <-----The 0, 0.2000 means level 0
faction = oy_l_grp, 1.000000

If you want to see the ships, you need to try other difficulty levels to match the system. As a guide line:
D1-3 starflier
D4-7 startracker
D8-11 hawk
D12-14 falcon
D15-19 eagle
So, for liberty try something like
encounter = patrolp_gov_patrol, 4, 0.200000 <--- Meaning level 4
After that it should work ok. Let me know if its fixed..

Post Mon Jun 06, 2005 1:58 pm

In your system ini file,make sure you verify the encounter at the begining of the file,by this I mean add :-

[EncounterParameters
nickname = patrolp_gov_patrol
filename = missions\encounters\patrolp_gov_patrol.ini

With out it you'll crash.

**shuffles of with a new headache**

Post Tue Jun 07, 2005 3:42 am

Sorry M-A-C-E 166 but that did not fix the problem and I can fly the ship around!

Chips Sorry it was not my intention to have you fix it for me. Iv'e been trying for four weeks to figure this out on my own. I think I know Newbie 1 and 2 almost by heart now from looking all over the forums. As for Accushot's program it seem to not like me at all! It tells me I have only 7200 errors. Then gives me a unhandled exception error.

Bejaymac
Yes that encounter parameter is in the system ini.

I do know if I take the zones and the vignette out I can go throu the same space and not freeze up. Oh well back to the drawing board!

Thanks for all your help and input! it is much appreciated!

_____________________________

Experience is the worst teacher!
It gives the test before the lesson.

Post Tue Jun 07, 2005 11:25 am

Next things to try, you could try to change the faction in the encounter and see if they show up. It would be best to try a faction totally not in that system.
If they show then its the faction, not the encounter ( i think it is the encounter).

Then try, as another one. Back up your files and exchange your faction_prop ships with a different faction. Just to see if the faction can spawn ok (I doubt if that will be much help).

Or, try adding the faction using ambient pop which is more reliable than paths an causes less problems, just to see if we can get them on the screen.

Which system is it in by the way? Not that it makes much difference, but it might help with difficulty levels. So, you have changed the encounter to have a number between 1 and 19 for difficultly. Did you use freelancer_explorer to do the paths? Its a great program, but it can get a bit confused with paths. You need to make sure that the path name "olympuslegions_01, 1" is unique and one of the things FLE can do sometimes is not check for existing paths within the system. If you can look through the system.ini file and check any names for doubles, you might find a culprit. Paths seem to work better for me if i have 0.05 on the end rather than 0.2000, don`t ask me why, but it just seems a lot more stable and you see the paths anyway.
Well, i`ve given you a bunch of ideas, hopefully, some of it is useful. Let me know how it goes, Mace

Post Tue Jun 07, 2005 12:52 pm

In that case, strip it RIGHT back. Use only Bounty hunter entry as your factions ships (ie, copy everything below the bounty hunter nickname in the faction_prop.ini, and paste it below the nickname of your custom faction).

Does it now work? If not (and BH encounters do) - then your empathy or initial_world.ini have the problem.

If it does work - then remove those entries, and just use ONE custom entry for npc_ship =

In the npcships.ini - create the corresponding entry for that, giving it the whole gamut of levels to appear (id d1, d2, d3 etc to d19).

Check your ships loadouts - ONLY give it an engine, power supply and scanner.

Now try it.

If that works, start to rebuild from there - check at each stage (I would recommend all your ncp_ship = entries to be done next, all using the same basic loadout. After that, build the loadouts up etc.

Hope that helps, and my explanation about not reading - it wasn't a "Don't expect people to bother helping" - it was more along the lines of "Sorry I am not giving more advice, but use Accus prog". The exception was probabily an encrypted file - although I thought there was a newer version that decrypts on the "fly" so to speak...

Often isolating the problem is quicker than attempting to find it.

Edited by - Chips on 6/7/2005 1:53:36 PM

Post Wed Jun 08, 2005 1:02 pm

Chips. MACE

I thank you For all the help

Here's what the problem was!

[FactionProps
affiliation = oy_l_grp
legality = lawful
nickname_plurality = singular
msg_id_prefix = gcs_refer_faction_oy_l <----------{{{{{{{{{ Was li_n
jump_preference = jumpgate
npc_ship = my_Deimos_d1-3 Changed from oy_l_Deimos
npc_ship = my_Deimos_d4 /
npc_ship = my_Deimos_d5 /
npc_ship = my_Deimos_d6 To
npc_ship = my_Deimos_d7 /
npc_ship = my_Deimos_d8 /
npc_ship = my_Deimos_d9 /
npc_ship = my_Deimos_d10 /
npc_ship = my_Deimos_d11-19 my_Deimos
voice = pilot_f_mil_m01
voice = pilot_f_mil_m02
voice = pilot_f_leg_f01
voice = pilot_f_leg_f01a
mc_costume = mc_li
space_costume = li_captain_head, li_male_elite_body, comm_ge_generic2
space_costume = li_rockford_head, li_male_elite_body, comm_li_hatcher
space_costume = li_sales_head_hat, li_male_elite_body, comm_ge_generic2
space_costume = ge_male4_head, li_male_elite_body, comm_li_hatcher
space_costume = pl_male2_head, li_male_elite_body, comm_ge_generic2
space_costume = ge_male3_head, li_male_elite_body, comm_li_hatcher
space_costume = li_newscaster_head_gen_hat, li_female_elite_body, comm_ge_generic2_female
space_costume = li_newscaster_head_gen_hat, li_female_elite_body, comm_li_hatcher_female
space_costume = br_newscaster_head_gen_hat, li_female_elite_body, comm_ge_generic2_female
space_costume = br_newscaster_head_gen_hat, li_female_elite_body, comm_li_hatcher_female
space_costume = pl_female2_head, li_female_elite_body, comm_ge_generic2_female
space_costume = pl_female2_head, li_female_elite_body, comm_li_hatcher_female
firstname_male = 226608, 226741
firstname_female = 226808, 226952
lastname = 227008, 227307
rank_desig = 197002, 197003, 197004, 6, 9
formation_desig = 197808, 197820
large_ship_desig = 196976
large_ship_names = 202608, 202647
scan_for_cargo = commodity_alien_artifacts, 1
scan_for_cargo = commodity_cardamine, 2
scan_announce = true
scan_chance = 0.300000
formation = fighters, fighter_li_n

It seem that that line with arrow is needed for the voice. I did not have it in thier so did not show anything.
But it works now.

Chips this reminds me of a earlyer time. Don't know if you remember this.

Well - my housemate isn't happy. Mainly as i just fell off my chair as i pissed myself laughing at the problem, that was staring me directly in the face........... i had just not thought until i was comparing. You see..............you copied the liberty light fighter entry i assume for this......
The reason i say assume is a good one though..........................
You don't HAVE one!!! You used it up for this!

The reason you are crashing on launching is cos every time you launch it is looking for a li_fighter for the police to be flying, and it doesn't exist!!!!!!!!!!

Man - i was almost pulling out my hair! I had stripped the package to nothing, checked the spelling of CMP files and everything else as well!!!! Eventually i was checking that everything in the shiparch.ini was spelt right, and that nothing was 'left' out...........Then i found what was left out!! LOL

Anyways - to help you out a little more!! Here are some numbers to do some custom info for the ships with!. number 261795 is a free ids name number - use that, and for the info!
66616, 66617, 66618 are free (the other is 66608 and is the standard layout structure of the info cards (ie the bit saying turrets, nano bot etc) )
Use those numbers like below, then change your dll for it;

[Ship
ids_name = 261795
ids_info = 66616
ids_info1 = 66617
ids_info2 = 66608
ids_info3 = 66618
ship_class = 0
nickname = Cronic

If you wish to keep it simple that is, otherwise you can create a new dll instead and plonk it in there (keeps the mod smaller, but shabbier as well - extra dll file - this is neater, its already there (the numbers))
Will email it back to you!
Chips


It seems that now it's my turn lol

Again thanks for all the help.

Yeti


_____________________________

Experience is the worst teacher!
It gives the test before the lesson.

Post Wed Jun 08, 2005 2:54 pm

Glad to hear that you have got it all sorted, i can`t believe it was such a small thing like that.

Post Wed Jun 08, 2005 8:17 pm

The biggest problems are almost always tiny little things once you track 'em down. Example:

I was working tech support for a major PC company with a cool looking box (they've patented it!) and a customer called complaining of no sound. Now... we had replaced his speakers twice, and his sound card three times... he was not a happy chipmunk. Guess what the problem was?


it was muted. that's right, the SOUND WAS TURNED OFF! took me longer to take the guy's info and document the case than it did to fix it. The moral of the story: always try the simple fix first. if that works, you've saved yourself hours and hours of frustration. if it don't, You've only spent a few minutes.

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