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Nomad probs.

The general place to discuss MOD''ing Freelancer!

Post Mon Oct 10, 2005 5:49 pm

Nomad probs.

Ok before I post every inch of the ship prop's. I got a question.
I been working now on making my mod just to be enjoyed in SP. Something that you can get away from all those people and do what you want on your own LAN server.
I've wanted to give the nomad's a new ship (That freaky shadow ship).
I've heard that nomads don't work well with missions and forgot about making missions aginst them at this time. I've given then the outcast ship by mistake, but for some reason when I try to give them this custom ship, it doesn't work. I've added the ship to the goods and put it in the ship dealer and it works fine. But not with those NPC. I've checked everything, the addons, the equiped, the loadout, NPCships, SHIParch.
Do the nomad's faction have a problem just like those missions?
I can post all my work I've done, but not til I know.

Thanks for reading.,

Post Mon Oct 10, 2005 10:49 pm

That is because the loadout for the AI must be in the loadouts.ini - it won't usee the players loadout in the goods.ini!!

Also, they don't have "addons" in the loadouts, its equip!

Post Tue Oct 11, 2005 12:50 pm

If you read my whole thing I said LOADOUT. I've added everything, I know it's not addon. I am talking in general, "I've added every addon", (shiparch, loadout, npcship.faction pop.)
*sigh*

[Loadout
nickname = new_no_fighter_01
archetype = shadow_crab
equip = ge_nf_engine_01
equip = infinite_power
equip = ge_s_tractor_01
equip = shield01_mark09_hf, HpShield01
equip = ge_s_scanner_02
equip = armor_scale_4
equip = no_thruster, HpThruster01
equip = special_nomad_gun01, HpWeapon01
equip = special_nomad_gun01, HpWeapon02
equip = nomad_gun01_mark01, HpWeapon03
equip = special_nomad_gun01, HpWeapon04
equip = nomad_gun01_mark01, HpWeapon05
equip = nomad_gun01_mark02, HpWeapon06
equip = fc_or_turret01_mark01, HpTurret01
equip = fc_or_turret01_mark01, HpTurret02

NPC_Ship.ini

[NPCShipArch
nickname = nomad_load_03
loadout = new_no_fighter_01
level = d19
ship_archetype = shadow_crab
pilot = pilot_military_ace
state_graph = FIGHTER
npc_class = unlawful, elite_fighter, 19

Faction thing.

[FactionProps
affiliation = fc_n_grp
legality = unlawful
nickname_plurality = plural
msg_id_prefix = ignore
jump_preference = jumpgate
npc_ship = MSN13_Nomad_Fighter_Populator
npc_ship = fc_n_no_fighter_d19
npc_ship = nomad_load_03 <-----here!!!!*!*!*!*!*
npc_ship = Nomad_Gunboat
npc_ship = Nomad_Battleship
mc_costume = mc_fc
firstname_male = 229608, 229608
firstname_female = 229608, 229608
lastname = 229608, 229608
rank_desig = 197140, 197140, 197140, 10, 15
formation_desig = 197808, 197820
formation = fighters, fighter_wall
formation = gunboats, gunboat_wall
formation = battleships, battleship_wall

SHIP ARCH

[Ship
ids_name = 199661
ids_info = 199662
ids_info1 = 199663
ids_info2 = 199656
ids_info3 = 199664
ship_class = 3
nickname = shadow_crab
LODranges = 0, 300, 600, 4500, 6000, 8000
msg_id_prefix = gcs_refer_shiparch_pirf
mission_property = can_use_berths
type = FIGHTER
mass = 170
hold_size = 90
linear_drag = 1
fuse = intermed_damage_smallship01, 0.000000, 550
fuse = intermed_damage_smallship02, 0.000000, 275
fuse = intermed_damage_smallship03, 0.000000, 183
max_bank_angle = 35
camera_offset = 9, 63
camera_angular_acceleration = 0.05
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1
nanobot_limit = 70
shield_battery_limit = 70
hit_pts= 20000
DA_archetype = ships\shadow\shadow.cmp
material_library = ships\shadow\shadow.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\l_elite.ini
pilot_mesh = generic_pilot
explosion_arch = explosion_li_fighter
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 = 24000, 24000, 58000
angular_drag = 15000, 15000, 35000
rotation_inertia = 2800, 2800, 1000
nudge_force = 300000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
num_exhaust_nozzles = 1
HP_tractor_source = HpTractor_Source
shield_link = b_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, HWeapon02, 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_countermeasure_dropper, HpCM01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01
hp_type = hp_turret_special_10, HpTurret01, HpTurret02
hp_type = hp_turret_special_9, HpTurret01, HpTurret02
hp_type = hp_turret_special_8, HpTurret01, HpTurret02
hp_type = hp_turret_special_7, HpTurret01, HpTurret02
hp_type = hp_turret_special_5, HpTurret01, HpTurret02
hp_type = hp_turret_special_4, HpTurret01, HpTurret02
hp_type = hp_turret_special_3, HpTurret01, HpTurret02
hp_type = hp_turret_special_2, HpTurret01, HpTurret02
hp_type = hp_turret_special_1, HpTurret01, HpTurret02


I've look at everything and can't find a problem. They just don't show up. I waited becuase some of the new custom ships take a min to pop up but they never did.

Post Tue Oct 11, 2005 3:02 pm

I thinks its your npcships entry. The class of the fighter could be changed. Which encounter are you using? The nomads have unique encounters and unique ship classes different to other factions. The typical ship class is "class_fighter", nomads usually use "FIGHTER" instead. Might be worth looking at..

Otherwise.. A good way to find the problem is to do things like take away the weapons and see if the ship spawns. Normally, a problem with the loadout (like a spelling mistake) means a CTD not the ship not showing up.

Post Thu Oct 13, 2005 11:44 am

I've tryed what you said and didn't work. Could it be with the shiparch?

Post Thu Oct 13, 2005 11:57 am

need to see system entry,

what level is in there, thoughness and whatnots, post up the encounter bit in the system file

Post Thu Oct 13, 2005 12:15 pm

Well, you could just exchange the shadow_crab with an eagle for testing purposes. At least then you will know if its a problem with the shiparch entries or or the encounter.

Post Thu Oct 13, 2005 12:17 pm

can you fly the shadow?

Post Thu Oct 13, 2005 1:03 pm

O yea....I flew it and it works fine. Just no luck with the NPC flying it.
Here is the system arch.

[Zone
nickname = Zone_BR18_pop_ambient_02
pos = -28528, 0, -1767
rotate = 0, 0, 0
shape = SPHERE
size = 95000
comment = Ambient Pop
sort = 51
toughness = 19
density = 40
repop_time = 0
max_battle_size = 40
pop_type = Background
relief_time = 0
population_additive = false
faction_weight = fc_n_grp, 20
faction_weight = ku_n_grp, 20
faction_weight = br_n_grp, 20
faction_weight = fc_or_grp, 20
faction_weight = li_n_grp, 20
faction_weight = fc_ln_grp, 20
faction_weight = rh_n_grp, 20
encounter = area_nomads, 19, 1.000000
faction = fc_n_grp, 1.000000
encounter = area_bh_assault, 19, 1.000000
faction = ku_n_grp, 0.100000
faction = br_n_grp, 0.100000
faction = fc_or_grp, 0.100000
faction = fc_n_grp, 0.400000
faction = li_n_grp, 0.300000
encounter = area_assault, 19, 1.000000
faction = fc_or_grp, 0.100000
faction = fc_ln_grp, 0.100000
faction = br_n_grp, 0.100000
faction = ku_n_grp, 0.100000
faction = rh_n_grp, 0.100000
faction = fc_n_grp, 0.500000
encounter = capitalships_Liberty, 19, 1.000000
faction = li_n_grp, 1.000000
encounter = capitalships_Escorts, 19, 1.000000
faction = ku_n_grp, 0.200000
faction = li_n_grp, 0.200000
faction = rh_n_grp, 0.200000
faction = br_n_grp, 0.200000
faction = fc_n_grp, 0.200000
encounter = capitalships_Nomads, 19, 1.000000
faction = fc_n_grp, 0.900000
encounter = capitalships_Rheinland, 19, 1.000000
faction = rh_n_grp, 0.700000
encounter = capitalships_Kusari, 19, 1.000000
faction = ku_n_grp, 0.700000
encounter = capitalships_Bretonia, 19, 1.000000
faction = br_n_grp, 0.700000
encounter = area_bh_defend, 19, 1.000000
faction = fc_n_grp, 0.900000
faction = fc_or_grp, 0.100000
encounter = area_nomads_m13, 19, 1.000000
faction = fc_n_grp, 1.000000


Now now I knopw it;s a huge arch with almost every faction, but it makes the best fighting zone ever.

Post Thu Oct 13, 2005 2:42 pm

try changing it to just have:

encounter = area_assault, 19, 1.000000
faction = fc_n_grp, 1.000000

see if you get anything, save all that loads of stuff to put in later

Post Thu Oct 13, 2005 3:34 pm

I know you have said you looked into it already. But, here's whats happening in area_nomads.ini.
[EncounterFormation
ship_by_class = 1, 1, fighters<----note "fighters" is the ship class
pilot_job = assault_leader_job
make_class = wanderer
ship_by_class = 3, 3, fighters
pilot_job = assault_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite

[NPCShipArch
nickname = nomad_load_03
loadout = new_no_fighter_01
level = d19
ship_archetype = shadow_crab
pilot = pilot_military_ace
state_graph = FIGHTER
npc_class = unlawful, elite_fighter, 19<-- Here your ship class is "elite_fighter". If you change it to be the same as in the encounter it should work ok. I can't see the point in having different ship classes with only two loadouts anyway. You may as well call it class_fighter and use the typical area_assault/area_scout type encounters instead.

Post Sat Oct 15, 2005 10:23 am

I tryed what you said and it still didn't work. IT was worth a try. If you think of anything else please post.
I am going to work on it for awhile today when I get free time and remove everything but the engine in the load out and see if it will at least spwan and if not.....I'll just remake the whole ship arch from start.
I just can't think of anything that would be a problem. For the system......it's suppose to be that way. It's a system called the Killzone and all you do is kill things and the nomads and all those factions fight and it's very cool. Only problem since I'am giving all those faction new ships....the nomads are being killed so easy so I want to even the odds out. (Mostly ganged up and killed so fast that all they do is go into circles. lol )
The thing that drives me nuts is that the ship works perfect......I added it to the market and flew it and it works fine, it's just the NPC don't want to fly it. It's driving me nuts.

Post Sun Aug 06, 2006 4:11 am

What is "That freaky shadow ship"?

Post Mon Aug 07, 2006 10:24 pm

zzzz.....look at the date of the last post. *takes magnet14's gravedigging shovel* nooo, bad boy -.-

mod plz "click" this

T3h n00b

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