Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

Defensive_solar formation

The general place to discuss MOD''ing Freelancer!

Post Sun Mar 26, 2006 7:29 am

Defensive_solar formation

I've made a Nomad station for random_missions (Dyson Generator, to be exact), as well as Nomad Weapon Platforms. The problem is, the station is so large, that the weapon platforms are right on top (read, nearly inside) the station. How do I solve this problem?

MK

Post Sun Mar 26, 2006 8:26 am

Uhhhhh..................move it up or to the side...that might help remove it from inside the base..

Post Sun Mar 26, 2006 8:39 am

I figured as such. The question is, how do I do that?

MK

Post Sun Mar 26, 2006 12:35 pm

You do this by changing the placement coordinates. X, Y, Z

Post Sun Mar 26, 2006 12:55 pm

I assume that you mean the ones in SolarFormations.ini? Which one, as there are quite a few to choose from.

MK

*bumpady-bump*

Edited by - mknote on 4/11/2006 4:18:12 PM

Post Tue Apr 11, 2006 3:46 pm

"sigh"
No in the Universe folder with all the system files in it you see text like this.


[Object
nickname = BR09_to_Ku01
ids_name = 458940
pos = -47715, 0, -49230
..........X .....Y...... Z or X Z Y which ever letters help you the best.

rotate = 0, 140, 0
archetype = jumpgate
msg_id_prefix = gcs_refer_system_Ku01
jump_effect = jump_effect_bretonia
ids_info = 66145
reputation = ku_n_grp
behavior = NOTHING
difficulty_level = 7
loadout = jumpgate_br_02
pilot = pilot_solar_easiest
goto = Ku01, Ku01_to_BR09, gate_tunnel_bretonia


For me I do X Z Y. Z is how high or low an object is. So if I place something 20000 in the Z spot, it will be 20 k higher on the level. X and Y I am sure you know.


QuEsTiOn AsKeR
Last Hope MOD

Edited by - Question Asker2044 on 4/11/2006 4:47:51 PM

Post Tue Apr 11, 2006 4:42 pm

dude, he is talking about random missions (!)

Post Tue Apr 11, 2006 7:04 pm


I've made a Nomad station for random_missions (Dyson Generator, to be exact), as well as Nomad Weapon Platforms. The problem is, the station is so large, that the weapon platforms are right on top (read, nearly inside) the station. How do I solve this problem?

I assume that you mean the ones in SolarFormations.ini? Which one, as there are quite a few to choose from.


Yes it's still the same thing.... X,Z,Y....I can't really say I knew about those. But it's still the same thing. As for there being more then one, I think that was from the story with the powergens with the turrets, I don't really understand why you couldn't just mess around with X and Y and see what it looks like. Or couldn't you go and just add the turrets to the mission with out using that?





Edited by - Question Asker2044 on 4/11/2006 8:24:45 PM

Post Thu Apr 13, 2006 10:16 am

It's not quite as simple as that. An example entry from SolarFormations.ini:
<pre><font size=1 face=Courier>[SolarFormation
nickname = BigSolar_01
type = Big_Solar_Formation
pos = mandatory, Big_Solar, 0, 0, 0, 1, 0, 0, 0
pos = optional, Defensive_Solar, 150, 0, 350, 1, 0, 0, 0
pos = optional, Defensive_Solar, -150, 0, -350, 1, 0, 0, 0
pos = optional, Defensive_Solar, -150, 0, 350, 1, 0, 0, 0
pos = optional, Defensive_Solar, 150, 0, -350, 1, 0, 0, 0
pos = optional, Defensive_Solar, 0, 0, 500, 1, 0, 0, 0
pos = optional, Defensive_Solar, 0, 0, -500, 1, 0, 0, 0 </font></pre>

Each "pos = " line corresponds to an object in the formation. The first argument can be either "mandatory" or "optional" and the second argument is the desired solar type, but note that the first entry must be declared as mandatory and (AFAIK) of type "Big_Solar" if you're going for a standard solar-killing mission.

The next seven numbers correspond to the position and orientation of the object, in the form "x, y, z, a, b, c, d". Note that all positions and orientations are relative values, not absolute ones that you'd declare in the system files. If you're unsure of the quaternion orientation format just use "1, 0, 0, 0" for a standard orientation.

To solve your problem you need to simply increase the position offsets of each additonal solar so that they'll appear further from the main solar, e.g. change
<pre><font size=1 face=Courier>pos = optional, Defensive_Solar, 150, 0, 350, 1, 0, 0, 0 </font></pre>
to
<pre><font size=1 face=Courier>pos = optional, Defensive_Solar, 600, 0, 950, 1, 0, 0, 0 </font></pre>

Edited by - Accushot on 4/13/2006 11:19:36 AM

Post Thu Apr 13, 2006 3:04 pm

Accushot answered the question I wanted answered. Now I have another: how does Freelancer determine which formation to use? It doesn't seem to be in vignetteparams.ini, and I was wondering WHERE it was.

MK

Post Fri Apr 14, 2006 2:13 am

There are only actually two different types of solar formation, "Big_Solar_Formation" and "Defensive Outpost Formation". As far as I know FL chooses between the two when it reaches this node in vignetteparams.ini:
<pre><font size=1 face=Courier>[DecisionNode
node_id = 68
nickname = Big_solar
child_node = 9
child_node = 279 </font></pre>
Other than that, the decision-making is entirely internal. Since you are creating missions with a large objective solar in the middle you'll want to edit the formations "BigSolar_01" through to "BigSolar_06". They're all essentially exactly the same but with the defensive solars in slightly different places, and FL just seems to pick a random one when making the decision.

Return to Freelancer General Editing Forum