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Attack Zone needed

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Post Sat Oct 22, 2005 1:58 am

Attack Zone needed

I want to create a zone where 2 npc factions fight with each other. Whatever I do the game crash or the ships are not fighting or not there.

In the empathy.ini I adjusted 2 factions already, but the still do not fight.

Perhaps somebody can write me a small zone for this event.

Thanks

Post Sat Oct 22, 2005 3:35 am

Where is the zone to be in? Is it a new system or is it being added to existing systems?
If you tell us the two factions and at what difficulty level I could make you one up. It sounds to me though that its in a new system and you need to add the encounter file to the top. All of these:
[EncounterParameters
nickname = area_scout
filename = missions\encounters\area_scout.ini
[EncounterParameters
nickname = area_defend
filename = missions\encounters\area_defend.ini
.. for each of the encounters in the system.
This is a typical ambient pop zone, taken fron SDK:
[zone
nickname = Zone_Li01_002_Station_Li01_11
pos = 5541, 0, -51581
rotate = 0, -60, 0
shape = SPHERE
size = 3000
comment = Ft. Bush
sort = 3
toughness = 1<------This is the difficulty level
density = 12<------How many encounters, the how busy it is
repop_time = 10<---Time between all encounters
max_battle_size = 8
pop_type = li_p_grp, base_cluster_law<--You'll mostly use "background" instead
relief_time = 10<---Time's grace between each encounter
faction_weight = li_p_grp, 12
..
(cut short to save space)
..
faction_weight = gd_bh_grp, 3
density_restriction = 4, unlawfuls
encounter = area_defend , 1, 0.070000<--the bold is the encounter type
faction = li_p_grp, 1.000000
encounter = area_bh_defend , 1, 0.030000<--these are linked to the files
faction = gd_bh_grp, 1.000000
encounter = area_armored_prisoner , 1, 0.020000<--at the top of the system
faction = li_p_grp, 1.000000
encounter = area_trade_freighter , 1, 0.090000<--If these are missing its
faction = co_hsp_grp, 0.260000
faction = co_me_grp, 0.260000
faction = co_ss_grp, 0.260000
faction = co_vr_grp, 0.210000
encounter = area_trade_transport , 1, 0.120000<--a crash to desktop
faction = co_alg_grp, 0.090000
faction = co_be_grp, 0.090000
faction = co_hsp_grp, 0.090000
faction = co_kt_grp, 0.090000
faction = co_me_grp, 0.090000
faction = co_nws_grp, 0.090000
faction = co_ni_grp, 0.090000
faction = co_rs_grp, 0.090000
faction = co_shi_grp, 0.090000
faction = co_ss_grp, 0.090000
faction = co_vr_grp, 0.070000
The number following the encounter type is the diffuculty level, this is the bit that matters in choosing which ships appear. The "toughness =" bit is (i think)linked to random missions instead. You can have a mixture of different levels within the same zone.
So, to make up a typical fight, here's one:
[zone
nickname = Zone_testy_ambient_zone_01
pos = 5541, 0, -51581
rotate = 0, -60, 0
shape = SPHERE
size = 3000
comment = Outcasts_vs_Bounty_hunters_D10
sort = 3
toughness = 10
density = 8
repop_time = 15
max_battle_size = 8
pop_type = background
relief_time = 25
faction_weight = fc_ou_grp, 10
faction_weight = gd_bh_grp, 10
density_restriction = 4, unlawfuls
density_restriction = 4, lawfuls<--guarrantees the fight
encounter = area_scout, 10, 0.100000<--change the "10" to suit the system
faction = gd_bh_grp, 1.000000
encounter = area_bh_scout, 10, 0.100000
faction = gd_bh_grp, 1.000000
encounter = area_assault, 10, 0.100000
faction = fc_ou_grp, 1.000000
encounter = area_bh_assault, 10, 0.100000
faction = fc_ou_grp, 1.000000
Unlawfuls can use "area_bh_" type encounters too. Its just an encounter that bounty hunter tend to use that is of less ships.
In this case, you would need:
[EncounterParameters
nickname = area_scout
filename = missions\encounters\area_scout.ini
[EncounterParameters
nickname = area_bh_scout
filename = missions\encounters\area_bh_scout.ini
[EncounterParameters
nickname = area_assault
filename = missions\encounters\area_assault.ini
[EncounterParameters
nickname = area_bh_assault
filename = missions\encounters\area_bh_assault.ini
That should be enough to get you started, post up if you need anythink else

Post Sat Oct 22, 2005 9:15 am

This zone brings a pretty nice battle up, thanks but here is the additional question:

The police and the outcasts works fine, but if I change the factions I still have the problems that they dont fight.

faction = ku_n_grp, 1.000000
faction = fc_j_grp, 1.000000

That guys seems to be friends, too.

I use the Solarus-Mod and I want to let a Starfleet group attack the Outcasts(or somebody else that fit)

I want to bring this groups to war (if you got it available)
ss_borg_grp
ss_stfl_grp

Perhaps you got an idea what is to do.

Thanks for the help so far.

5i1

Post Sat Oct 22, 2005 11:33 am

hmm here's one that produces i nice size fight:

[zone
nickname = your_zone_name_here
pos = 37556, 0, -17476
shape = SPHERE
size = 15000
comment = Big Fight Zone
sort = 1
toughness = 7
density = 20
repop_time = 5
max_battle_size = 25
pop_type = li_p_grp ,single_base_law
relief_time = 9
faction_weight = li_n_grp, 6
faction_weight = fc_ou_grp, 6
encounter = area_defend, 6, 0.200000
faction = li_n_grp , 0.150000
encounter = area_scout, 6, 0.300000
faction = fc_ou_grp , 0.250000
[EncounterParameters
nickname = area_defend
filename = missions\encounters\area_defend.ini
[EncounterParameters
nickname = area_scout
filename = missions\encounters\area_scout.ini

If you want to put new factions into the battle all you have to do is change the parts in bold to the faction you want (This is assumeing the faction is already made)

Post Sat Oct 22, 2005 12:46 pm

This battle is very great, but my problem is still there:

I chanced the li_p_grp entry with ku_n_grp

and nothing happen again.

I guess the problem is somewhere in the faction definition that gives the AI to the ships.

Post Sat Oct 22, 2005 1:00 pm

Here you can see 2 Starfleet cruisers against 2 Navy light fighters. They should not got any chance, but here they are playing best friends....


http://img486.imageshack.us/img486/7154/space9bo.jpg
Edit - Made your link clickable.

Edited by - Finalday on 10/22/2005 2:42:18 PM

5i1

Post Sat Oct 22, 2005 1:13 pm

Kusari should attack the outcasts.
Have you edited the faction relatsionships? cause if you have that might be your problem as that controls if a faction attacks another faction

Post Sat Oct 22, 2005 1:30 pm

I changed the values in empathy.ini to the same than the original factions got....

-0.40000

5i1

Post Sat Oct 22, 2005 1:38 pm

hmm odd it should work as far as i no

have you tried other numbers for there faction friendlyness?

Post Sat Oct 22, 2005 2:13 pm

Yes, 2.0 and -2.0 no result.

5i1

Post Sat Oct 22, 2005 4:53 pm

I thought the max you could have as a faction friendlyness was 1.000000

Anyway i have NO idea way it won't work, could you post all your code up that you changed. Then maybe we can help better.

Post Sat Oct 22, 2005 5:31 pm

Ok, I meant the change was 0.2 and - 0.2

Here is my system so far what works very well with Bountyhunters and Outcasts.

[SystemInfo
alias = AD01
name = AD01
space_color = 0, 0, 0
local_faction = ss_adm_grp
[Archetype

[TexturePanels
file = universe\heavens\shapes.ini
[Dust
spacedust = Dust
[Music
space = music_li_space
danger = music_li_danger
battle = music_li_battle
[Ambient
color = 0, 0, 0
[Background
basic_stars = solar\starsphere\starsphere_stars_basic.cmp
complex_stars = solar\starsphere\starsphere_li01_stars.cmp
nebulae = solar\starsphere\starsphere_li01.cmp
[LightSource
nickname = AD01_system_light_1
pos = 0, 0, 0
color = 255, 255, 255
range = 200000
type = POINT
attenuation = 1, 0, 0.000000

[zone
nickname = Zone_testy_ambient_zone_01
pos = -99552, 0, -65114
rotate = 0, -60, 0
shape = SPHERE
size = 3000
sort = 1
toughness = 7
density = 20
repop_time = 5
max_battle_size = 25
pop_type = li_n_grp, single_base_law
pop_type = ss_stfl_grp, base_cluster_law
relief_time = 9
faction_weight = li_n_grp, 6
faction_weight = ss_stfl_grp, 6
density_restriction = 4, unlawfuls
density_restriction = 4, lawfuls
encounter = area_defend, 6, 0.200000
faction = li_n_grp , 0.150000
encounter = area_scout, 6, 0.300000
faction = ss_stfl_grp , 0.250000
[EncounterParameters
nickname = area_defend
filename = missions\encounters\area_defend.ini
[EncounterParameters
nickname = area_scout
filename = missions\encounters\area_scout.ini
[EncounterParameters
nickname = area_bh_scout
filename = missions\encounters\area_bh_scout.ini
[EncounterParameters
nickname = area_assault
filename = missions\encounters\area_assault.ini
[EncounterParameters
nickname = area_bh_assault
filename = missions\encounters\area_bh_assault.ini


[Object
nickname = Dock_Ring_AD01_90
ids_name = 459851
ids_info = 459851
pos = -99552, 0, -65114
rotate = 0, 0, 0
archetype = dock_ring
dock_with = AD01_90_Base
reputation = ss_adm_grp
behavior = NOTHING
voice = atc_leg_f01a
space_costume = 0, robot_body_B
difficulty_level = 4
loadout = docking_ring_loadout
pilot = pilot_solar_easiest
[Object
nickname = AD01_90
ids_name = 459752
ids_info = 459852
pos = -99552, 0, -68319
rotate = 0, 0, 0
spin = 0, 0.010000, 0
Archetype = planet_watblucld_3000
base = AD01_90_Base
atmosphere_range = 3200
burn_color = 255, 222, 160
reputation = ss_adm_grp
[Object
nickname = AD01_to_Hi01_hole
ids_name = 260896
pos = -61536, 0, -88541
rotate = 0, 140, 0
archetype = jumphole
msg_id_prefix = gcs_refer_system_Hi01
jump_effect = jump_effect_hole
ids_info = 66146
visit = 0
goto = Hi01, Hi01_to_AD01_hole, gate_tunnel_bretonia
[Object
nickname = AD01_to_Li01_hole
ids_name = 260622
pos = -91197, 0, -92083
rotate = 0, 140, 0
archetype = jumphole_green
msg_id_prefix = gcs_refer_system_Li01
jump_effect = jump_effect_hole
ids_info = 66146
visit = 0
goto = Li01, Li01_to_AD01_hole, gate_tunnel_bretonia
[zone
nickname = Zone_AD01_to_Li01_hole
pos = -91196, 0, -92082
shape = SPHERE
size = 1000
property_flags = 131072
visit = 128
sort = 0

[RepChangeEffects
group = li_n_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 = ss_stfl_grp, -0.20000
---
---
[RepChangeEffects
group = ss_stfl_grp
event = object_destruction, -0.006000
event = random_mission_success, 0.140000
event = random_mission_failure, -0.045000
event = random_mission_abortion, -0.067500
empathy_rate = li_n_grp, -0.20000
---

That is all right now.

After I shot down the Starfleet ships a few times the Starfleet faction turns to green but it was not interact in the battle if the Navi faction attacked me.....
Even I go on formation with Starfleet ships and the Starfleet ships have been hit by Navy ships.

I guess the problem must be in the configuration file of the starfleet ships. The Solarus-Mod implimented plenty of ships, but all are only patrolling not fighting if they are not in self defence.

5i1

Post Sat Oct 22, 2005 6:11 pm

I can't find anything wrong with those entrys so they should work
i'm clue less about this one unless there's something i'm missing

Post Sun Oct 23, 2005 1:27 pm

Well, i haven't read the whole thread (sorry), but ku_p/Li_p aren't hostile to junkers in the original game. The only time that they fight if the junkers are scanned with contraband or the junkers demand cargo from a ship and the police are allied with them.
If you are going to be hostile they should be fully -0.65 each instead of -0.2, that isn't enough to force the fight. If you make changes to the initialworld values remember that you need to delete restart.fl, the autosave and remove any saved games that may be present otherwise it won't update the changes.

Edited by - M-A-C-E_166 on 10/23/2005 3:34:26 PM

Post Mon Oct 24, 2005 7:42 am

I did delete all those save-files, but still no result.

I still think that the problem is that the Starfleet faction is not programmed well. What do I have to do to create a new faction that is fighting against the lawful factions?

I might find the error if I check if all the necessary steps are well done.

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