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How to make Randommissions

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Post Tue Jan 10, 2006 12:53 am

How to make Randommissions

Hello, i have a important question for my Promixa Centauri Mod. I want to make in my own systems random missions, but they don't wort. every tutorial i've read couldn't help me with my problems.

In the bars are no people and in the missions list are no missions.
what is to do. i know that you must make vignettes and something in the mbases. what? please help me.

My base have the name OR01_02_base and is for teh faction Liberty-Marines.
the vignettes must be al lawful,unlawful. Tats true?
and what you must write in the mBases.ini that you can see people and to make missions (I know for the BINI comply mistake and corrected this)

Sorry for my bad English

Post Tue Jan 10, 2006 1:41 am

Then you must of missed this.

Now with Mbases. If the people are not showing up then there is something worng. In order to fix this just take that bases text in the Mbases andmove it to the very top. Then the people should show up in the base if it is correct.

Post Tue Jan 10, 2006 3:27 am

I can't find the mistake, i'm search it for two days, but nothing work can sb. show me a example with the mbases?

Edited by - Schoenhofer on 1/10/2006 3:28:43 AM

Post Tue Jan 10, 2006 12:32 pm

Ok.

I'll use my own.

[MBase <---This is where you start.
nickname = BR09_04_Base
local_faction = gd_z_grp
diff = 9
msg_id_prefix = gcs_refer_base_BR09_04_Base

[MVendor <--- This is the amount of ramdom missions that will show up.
num_offers = 2, 4

[BaseFaction <---- The Faction of the Base
faction = gd_z_grp <----- This would be the Zoners.
weight = 8 <=== It's %
offers_missions = true <------ Do you want it to offer missions?
mission_type = DestroyMission, 0.000000, 0.112387, 100 <--- Level of the missions

[GF_NPC <----The people.
nickname = BR0904_fix_bartender
body = pl_male1_peasant_body
head = br_brighton_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 245114
affiliation = gd_z_grp
voice = rvp126
bribe = fc_ou_grp, 10000, 16100
bribe = gd_im_grp, 10000, 16100
bribe = gd_z_grp, 10000, 16103
rumor = base_0_rank, mission_end, 2, 132733
rumor = base_0_rank, mission_end, 2, 132734
rumor = base_0_rank, mission_end, 2, 132735
rumor = base_0_rank, mission_end, 2, 132736
rumor = base_0_rank, mission_end, 2, 132737
rumor = base_0_rank, mission_end, 2, 132738
rumor = base_0_rank, mission_end, 2, 132739
rumor = base_0_rank, mission_end, 2, 132740

[GF_NPC <---Person
nickname = BR0904_fix_trader
body = pl_male1_peasant_body
head = br_sales_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 245115
affiliation = gd_z_grp
voice = rvp101

[GF_NPC <----Person
nickname = BR0904_fix_weaponsdealer
body = pl_male1_peasant_body
head = li_captain_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 245116
affiliation = gd_z_grp
voice = rvp140

[MRoom
nickname = bar
character_density = 5
fixture = BR0904_fix_bartender, Zs/NPC/Bartender/01/A/Stand, scripts\vendors\li_host_fidget.thn, bartender

[MRoom
nickname = Deck
character_density = 2
fixture = BR0904_fix_trader, Zs/NPC/Trader/01/A/Stand, scripts\vendors\li_commtrader_fidget.thn, trader
fixture = BR0904_fix_weaponsdealer, Zs/NPC/Equipment/01/A/Stand, scripts\vendors\li_equipdealer_fidget.thn, Equipment


PART1

Edited by - Question Asker2044 on 1/10/2006 12:34:36 PM

Post Tue Jan 10, 2006 12:41 pm

Pretty much what you are doing is taking that whole thing and moving it to the top.
From what I know, FL reads the ini. files from top to bottom. So if there is one that is worng it will stop reading the rest and none from the bottom will work anymore.
So that is one way to figure out which ones work and not work.

But just move your base to the very top and save.
You should now have working missions.
Now don't forget to add your missions zones and have at least two factions that hate each other.
With making the levels harder, just open up Diff2money.ini in your Randommissions folder and you will see.
THIS
[Diff2Money
Diff2Money = 0, 1800
Diff2Money = 0.082100, 2200
Diff2Money = 0.112380, 2655
Diff2Money = 0.205130, 3219
Diff2Money = 0.351000, 3919
Diff2Money = 0.480490, 4792
Diff2Money = 0.657740, 5887
Diff2Money = 0.900380, 7264
Diff2Money = 1.232530, 9001
Diff2Money = 1.687200, 11201
Diff2Money = 2.309610, 13994
Diff2Money = 3.161630, 17551
Diff2Money = 4.327960, 22093
Diff2Money = 5.924540, 27904
Diff2Money = 8.110100, 35356
Diff2Money = 11.101920, 44928
Diff2Money = 15.197410, 57246
Diff2Money = 20.803740, 73118
Diff2Money = 28.478239, 93597
Diff2Money = 38.983860, 120051
Diff2Money = 53.365002, 146192
Diff2Money = 73.051361, 190050
Diff2Money = 100.000000, 247065 <----100.000000 is the level and 247065 is the money. You can edit the money higher for bases to give out more money.

Now has you seen in the Mbases with the levels just type in a higher level and the base will give out harder and higher paying missions.
That's all there is to it. You should have working missions.
If you are still having problems just p;ost again.

QuEsTiOn AsKeR2044
Last Hope

Post Tue Jan 10, 2006 10:59 pm

Thank you for all, which helped me. i found the mistake.
this was the mistake.

I wrote in the mBases for my own information

;-------------------
;Promixa Centauri
;-------------------

Then i worked with FLE and now this entry was:
: Promixa Centauri = 0

I dont know, but i think this was the mistake


Sorry, but now i had an new question
I took the CSV-Mod and put it in my own mod.
From this ship i made a light_version and took this for my startship.
The cargo capacity should 75. i put his in the shiparch.ini, but in the game,the ship has -400 Cargo Capacity. At the moment i gave the ship 475 more gargo capactiy, to get the 75 cargo c, but now in the game it looked like if i had an half full cargo room. i cant find the mistake in this file.

Sorry for my bad English

Edited by - Schoenhofer on 1/10/2006 10:59:34 PM

Post Wed Jan 11, 2006 4:47 am

The CSV error is not in the ship but the engine you use with it All the non playable ships of freelancer have high cargo usage on the engines...

Post Wed Jan 11, 2006 12:39 pm

Yes, The Engines that the NPC BIG ships look like this in the Engine_equip.ini.

[Engine
nickname = ge_lb_engine_01
ids_name = 263888
ids_info = 264888
volume = 400.00000 <- Just change volume to 0 and it should read your true cargo.
mass = 10
max_force = 3000000
linear_drag = 100000
reverse_fraction = 0.100000
flame_effect = gf_li_largeengine02
cruise_charge_time = 5
cruise_power_usage = 20
rumble_sound = rumble_battleship
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 90
outside_sound_cone = 270

I found this out a few weeks ago when I was adding NPC ships to my mod. It was pretty annoying to go through and change the ones I needed.
That's it, you should have your true 475 cargo on your ship. Just remember Volume is the amount of cargo it will take up in your hold.

Post Wed Jan 11, 2006 11:01 pm

thanks, thanks, thanks for your help

i'll look, if this is the mistake

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