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Can anyone tell me why these paths cause a CTD when encounte

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Post Thu Aug 18, 2005 3:31 pm

Can anyone tell me why these paths cause a CTD when encounte

Can anyone tell me why these paths cause a CTD when encountered ?

[Zone
nickname = Zone_AD01_path_admin01
pos = -12443, 0, -38641
rotate = -90, -40, 0
shape = CYLINDER
size = 750, 3748
sort = 99
toughness = 4
density = 5
repop_time = 30
max_battle_size = 4
pop_type = field_patrol
relief_time = 20
path_label = admin_01, 1
usage = patrol
mission_eligible = false
faction_weight = li_admin_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_pirate_patrol, 4, 1.000000
faction = li_admin_grp, 1.000000

[Zone
nickname = Zone_AD01_path_admin02
pos = -10069, 0, -40264
rotate = -90, -80, 0
shape = CYLINDER
size = 750, 2357
sort = 99
toughness = 4
density = 5
repop_time = 30
max_battle_size = 4
pop_type = field_patrol
relief_time = 20
path_label = admin_01, 2
usage = patrol
mission_eligible = false
faction_weight = li_admin_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_pirate_patrol, 4, 1.000000
faction = li_admin_grp, 1.000000

[Zone
nickname = Zone_AD01_path_admin03
pos = -8688, 0, -39804
rotate = 90, -18, 180
shape = CYLINDER
size = 750, 1378
sort = 99
toughness = 4
density = 5
repop_time = 30
max_battle_size = 4
pop_type = field_patrol
relief_time = 20
path_label = admin_01, 3
usage = patrol
mission_eligible = false
faction_weight = li_admin_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_pirate_patrol, 4, 1.000000
faction = li_admin_grp, 1.000000

[Zone
nickname = Zone_AD01_path_admin04
pos = -10990, 0, -38059
rotate = 90, 66, 180
shape = CYLINDER
size = 750, 5491
sort = 99
toughness = 4
density = 5
repop_time = 30
max_battle_size = 4
pop_type = field_patrol
relief_time = 20
path_label = admin_01, 4
usage = patrol
mission_eligible = false
faction_weight = li_admin_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_pirate_patrol, 4, 1.000000
faction = li_admin_grp, 1.000000

[Zone
nickname = Zone_AD01_path_admin05
pos = -13510, 0, -37042
rotate = -90, 0, 0
shape = CYLINDER
size = 750, 146
sort = 99
toughness = 4
density = 5
repop_time = 30
max_battle_size = 4
pop_type = field_patrol
relief_time = 20
path_label = admin_01, 5
usage = patrol
mission_eligible = false
faction_weight = li_admin_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_pirate_patrol, 4, 1.000000
faction = li_admin_grp, 1.000000

Post Fri Aug 19, 2005 6:54 am

The only thing I can see is your encounter type, is your faction lawful or unlawful, if their lawful then using a pirate patrol is a bad idea and viceversa.

**shuffles of with a new headache**

Post Fri Aug 19, 2005 7:08 am

The crashes I had occured for many reasons :

1st : Are you paths STARTING and ENDING at a base or a jumphole/gate?

2nd : Is/are the base(s) having at least 1 NPC in the bar that belongs to the faction of the patrol path? If a jumphole/gate is used, is the system linked by it possessing encounters of the faction of the patrol path?

Answer both.

FF

Post Fri Aug 19, 2005 1:56 pm

Seriously? I've had a few probs with patrols, but i haven't found it to be that picky. I don't think having lawful ships doing a pirate patrol would cause the crash, the only difference that i am aware of is that pirates tend to go around in bigger numbers so its just refering to the sc_fighter levels. I could be wrong though I guess its possible its hard coded somewhere..

The biggest problem that i find with patrols is the label. Its pretty easy to add several patrols to a system and have two corridors with the same label on them. If you are totally sure that the loadouts spawn ok without doing patrols, i'd try using a different type, like an attack patrol for instance.

Also i'd think about reducing your levels a bit. I'd never set them that high, try setting the levels to something like:
..
encounter = patrolp_pirate_patrol, 4, 0.050000
faction = li_admin_grp, 1.000000
..
for each of them and see what happens. Don't worry I guarrantee the little bleeders will show up all of the time whether you want them to or not.

Post Fri Aug 19, 2005 2:05 pm

@FriendlyFire

1. They start and end at same base, about 500k from base really

2. yea there is a few of same faction in base.


Edited by - unicornz on 8/19/2005 3:07:00 PM

Post Fri Aug 19, 2005 2:38 pm

Just a random check point, have you remember to declare the encounter types you are using at the beginning of the same file. There should be a block of information that looks something like:

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

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

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

every encounter type you are going to be using later in zones and patrol paths needs to be declared at the beginning in this manner. It is probably there already, but is is worth double checking.

Freeworlds Mod Developer
Author of Modular Station

'There is no Good nor Evil in the universe, just perceptions and circumstances.'

Post Fri Aug 19, 2005 7:08 pm

@Friendlyfire..

you where right m8

2. i thought the factions where in the base, but i forgot my machine reset before i saved it, so they where not in there. Put them in and it appears to work.

cheers

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