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Random Modding Issues + Random Question

The general place to discuss MOD''ing Freelancer!

Post Thu Jul 28, 2005 9:32 pm

Random Modding Issues + Random Question

I’ve been working on a mod for Freelancer that balances the game with the different houses and with PCs and NPCs. I’ve looked for FAQs or guides on how to do these things, but I couldn’t find anything. If there are other forum entries just like this, sorry for cluttering the forum.

Well, I’ve pretty much figured everything out myself except for a few things.
· NPC's shields regeneration
· NPCs use nanobots and batteries
· maximum class of equipment ships can carry

And just for fun I would like these too…
· flyable gunboats
· capital ship patrols (just a few preferably)

I’m sorry if this is too much to ask for. I’ve tried to do some of these things myself, but I would always mess it up somehow. I’ve seen other people do these things, so I hope its not that complicated.

And while I’m at it, here’s the random question -Does anybody know what happened to the Hispania sleeper ship?

Post Thu Jul 28, 2005 10:49 pm

Dunno what your code is.. but English not L33t is the preferred language here..

Suggest you use the search funtion and not be lazy.. for a fact I know that at least 2 of your questions are covered in tutorials.. and or previous threads..

Maximum class of equipment = class10, but given that any value can be used it may well be class 100 but class 10 is as high as it goes..

Harrier..

Post Fri Jul 29, 2005 3:46 am

@harrier: I think his browser messed up his apostrophes, nothing more.

@Lotoran:
Like harrier said, search the forums- especially the tutorials forum. I will give you a couple hints, though.

· NPC's shields regeneration
edit loadouts.ini and change npc_shield<stuff> to shield<stuff>

· NPCs use nanobots and batteries
don't know, but somewhere in the AI files

· maximum class of equipment ships can carry
edit shiparch.ini

and random answer:
it broke up a bit.

Chris Bates
Lead scripter,
Stargate BFM: Freelancer

Edited by - cjabates on 7/29/2005 4:47:12 AM

Post Fri Jul 29, 2005 6:52 am

AI :
[RepairBlock
nickname = repair_fighter_hull
use_shield_repair_pre_delay = 0
use_shield_repair_post_delay = 0
use_shield_repair_at_damage_percent = 0
use_hull_repair_pre_delay = 0.200000
use_hull_repair_post_delay = 1.500000
use_hull_repair_at_damage_percent = 0.200000

[RepairBlock
nickname = repair_fighter_shield
use_shield_repair_pre_delay = 0.200000
use_shield_repair_post_delay = 5
use_shield_repair_at_damage_percent = 0.200000
use_hull_repair_pre_delay = 0
use_hull_repair_post_delay = 0
use_hull_repair_at_damage_percent = 0

[RepairBlock
nickname = repair_fighter_both
use_shield_repair_pre_delay = 0.200000
use_shield_repair_post_delay = 5
use_shield_repair_at_damage_percent = 0.200000
use_hull_repair_pre_delay = 0.200000
use_hull_repair_post_delay = 1.500000
use_hull_repair_at_damage_percent = 0.200000

Change these into Missions\pilots_population.ini Make these all the same if you want to use equally, or make them different and fiddle with the references in each of the AI.
"at_damage_percent" is important as it checks at which hull % value the AI will use bots and batts. Up it to make them bot and batt before it is too late. The rest, I'd suggest to playtest

And the random question :
Alpha

EDIT : And for the Searching, well let's say it is harder than before... That's why I help a little

Edited by - FriendlyFire on 7/29/2005 7:53:12 AM

Post Fri Jul 29, 2005 9:33 am

Well, no idea what the above post is supposed to do in helping at all , makes zero sense to me! I would have thought pointing out that pilot entries all start with [Pilot, and that in these sections he should replace the line saying "repair_id = repair_fighter_never" with "repair_id = repair_fighter_both" would actually be useful. The file is the right one though - pilots_population.ini file, in the data\missions folder of your Freelancer install.

Newbie Questions 2 thread has, well, both the AI regens and I think it has the shields as well on the first page.

There is a thread claiming to have it all, its either this forum or the newbie modders forum that it is stickied in. There are links in one of the stickies to the information you seek - just search through the "index" there.

Good luck, and to see what forum codes the forum uses - see below the Message: part whilst posting!

Post Fri Jul 29, 2005 10:22 am

@Chips : I was simply pointing out the RepairBlock itself, as, when stock, it is pretty useless... After all, most of the time, the NPCs regen way too slow. They die before they ever regen. And I was lazy to post all While we'Re at it...

This is the Pilot entry Chips was talking about :
[Pilot
nickname = pilot_xenos_easy
gun_id = gun_xeno_easy_style_a
missile_id = missile_fighter_easy_style_a
evade_dodge_id = evade_dodge_fighter_vert_easy
evade_break_id = evade_break_fighter_style_a
buzz_head_toward_id = buzz_head_toward_fighter_vert
buzz_pass_by_id = buzz_pass_by_fighter_style_a
trail_id = trail_fighter_style_a
strafe_id = strafe_fighter_style_a
engine_kill_id = engine_kill_fighter_style_a
mine_id = mine_light_fighter_a
countermeasure_id = countermeasure_handicap_3
damage_reaction_id = damage_reaction_fighter_style_a
missile_reaction_id = missile_reaction_fighter_style_a
formation_id = formation_swarm
repair_id = repair_fighter_never
job_id = basic_job_no_formation

From the Xenos. The bold line is what is interesting : It tells how should the AI repair itself. This Xenos... never does! It is pretty self-explaining...
Choices are :
repair_fighter_never
repair_fighter_hull
repair_fighter_shield
repair_fighter_both

But as I pointed out, you should also look at the [RepairBlock that are found into pilots_population and change the "use_shield_repair_at_damage_percent" and "use_hull_repair_at_damage_percent" for a much higher value, maybe 0.6

I hope this looks clearer, sorry if it was looking foggy before, I'm not totally awaken

EDIT : Added a few things I forgot! I told I wasnt waken up!

Edited by - FriendlyFire on 7/29/2005 11:22:36 AM

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