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The content may be outdated and links may not be functional.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

NPCships getting wrong archetype

The general place to discuss MOD''ing Freelancer!

Post Wed Apr 05, 2006 10:26 am

NPCships getting wrong archetype

Hello all! I have searched through the forums for something like this, and haven't found anything that sounds like the problem I am having. I have some npc ships that are using custom ships that I added, but two of them keep getting their cmp's switched around, so it will spawn an Intrepid, but it will look like a Saber, or vice versa. (I'm using startrek ships) I am pretty sure the problem is with my ships themselves, 'cause when they spawn, they use the loadout for the ship they're supposed to be. i.e: a ship will be called a Saber, and have the Saber loadout, but have the cmp and ids info of an Intrepid. Anyway, I'm not sure why it only does it with those two, so if anyone can help, please do, it will be most appreciated. Thanks!

EDIT: well, now the problem could be anything. I just tried again and it spawned an "intrepid," which had the intrepid loadout, ids info, and name, but the cmp was a Saber CMP. I now have no idea what to do...

What's your favorite letter?
Mine is the squiggly! (erm, tilde)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Edited by - Xen()morph on 4/5/2006 12:05:46 PM

Post Wed Apr 05, 2006 10:28 am

Here is my ship code:
[Ship
ids_name = 524321
ids_info = 524296
ids_info1 = 524322
ids_info2 = 66608
ids_info3 = 524323
nickname = voyager
ship_class = 3
type = FIGHTER
;fuse = drop_cargo_fuse, 0.000000, 1
mission_property = can_use_med_moors
LODranges = 0, 999999, 999999, 999999, 999999
msg_id_prefix = gcs_refer_shiparch_htransport
DA_archetype = Ships\Startrek\voyager\voyager.cmp
material_library = Ships\Startrek\voyager\voyager.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = Ships\Startrek\voyager\voyager.ini
max_bank_angle = 15
camera_offset = 15, 60
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 25
camera_vertical_turn_up_angle = 8
camera_vertical_turn_down_angle = 35
camera_turn_look_ahead_slerp_amount = 1.000000
pilot_mesh = generic_pilot
nanobot_limit = 100
shield_battery_limit = 100
hit_pts = 70000
hold_size = 360
explosion_arch = explosion_cap_ship1
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
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 = 2
shield_link = l_freighter_shield01, HpMount, HpEngine01, HpShield01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_torpedo_special_2, HpTorpedo01, HpTorpedo02, HpTorpedo03
hp_type = hp_torpedo_special_1, HpTorpedo01, HpTorpedo02, HpTorpedo03
HP_tractor_source = HpTractor_Source
fuse = train_transport_death_fuse, 0.000000, 1
fuse = intermed_damage_train01, 0.000000, 2625
fuse = intermed_damage_train02, 0.000000, 1313
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_freighter_shield_special_9, HpShield01
hp_type = hp_freighter_shield_special_8, HpShield01
hp_type = hp_freighter_shield_special_7, HpShield01
hp_type = hp_freighter_shield_special_6, HpShield01
hp_type = hp_freighter_shield_special_5, HpShield01
hp_type = hp_freighter_shield_special_4, HpShield01
hp_type = hp_freighter_shield_special_3, HpShield01
hp_type = hp_freighter_shield_special_2, HpShield01
hp_type = hp_freighter_shield_special_1, HpShield01
linear_drag = 1
mass = 350
steering_torque = 43000, 43000, 143000
angular_drag = 41000, 41000, 141000
rotation_inertia = 8400, 8400, 8400
nudge_force = 30000
strafe_force = 40000
strafe_power_usage = 2

and:

[Ship
ids_name = 524315
ids_info = 524293
ids_info1 = 524306
ids_info2 = 66608
ids_info3 = 524307
nickname = saber
ship_class = 3
type = FIGHTER
;fuse = drop_cargo_fuse, 0.000000, 1
mission_property = can_use_med_moors
LODranges = 0, 999999, 999999, 999999, 999999
msg_id_prefix = gcs_refer_shiparch_atransport
DA_archetype = Ships\Startrek\saber\saber.cmp
material_library = Ships\Startrek\saber\saber.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = Ships\Startrek\saber\saber.ini
max_bank_angle = 15
camera_offset = 15, 60
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 25
camera_vertical_turn_up_angle = 8
camera_vertical_turn_down_angle = 35
camera_turn_look_ahead_slerp_amount = 1.000000
pilot_mesh = generic_pilot
nanobot_limit = 100
shield_battery_limit = 100
hit_pts = 27560
hold_size = 600
explosion_arch = explosion_cap_ship1
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
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 = 2
shield_link = l_freighter_shield01, HpMount, HpEngine01, HpShield01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_torpedo_special_2, HpTorpedo01, HpTorpedo02
hp_type = hp_torpedo_special_1, HpTorpedo01, HpTorpedo02
HP_tractor_source = HpTractor_Source
fuse = train_transport_death_fuse, 0.000000, 1
fuse = intermed_damage_train01, 0.000000, 2625
fuse = intermed_damage_train02, 0.000000, 1313
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_freighter_shield_special_9, HpShield01
hp_type = hp_freighter_shield_special_8, HpShield01
hp_type = hp_freighter_shield_special_7, HpShield01
hp_type = hp_freighter_shield_special_6, HpShield01
hp_type = hp_freighter_shield_special_5, HpShield01
hp_type = hp_freighter_shield_special_4, HpShield01
hp_type = hp_freighter_shield_special_3, HpShield01
hp_type = hp_freighter_shield_special_2, HpShield01
hp_type = hp_freighter_shield_special_1, HpShield01
linear_drag = 1
mass = 350
steering_torque = 43000, 43000, 143000
angular_drag = 41000, 41000, 141000
rotation_inertia = 8400, 8400, 8400
nudge_force = 30000
strafe_force = 40000
strafe_power_usage = 2

Post Wed Apr 05, 2006 11:20 am

I think i know the problem. It could be that when the ships were created the group at the top of the list was not unique. Its a game engine thing where it goes through a series of commands and assumes that the group name will mean the same model.
Meaning,
1.Spawning an Intrepid>go to file>reading archetype"group1">loading values..
2.Then spawning a Saber>go to file>reading archetype"group1">"group1"is already loaded use previous loaded values.
The only real way is to re-export them from mlkshape or to use the model cloner. Hope it works out ok.

Post Wed Apr 05, 2006 12:08 pm

See screenshot!

Solution description

I think using the UFTEdit is clear...

Post Wed Apr 05, 2006 12:21 pm

Thanks guys! Unfortunately, I don't have milkshape, and have very little knowledge of UTFEdit, so I'm just going to remove the intrepid thing. (Starfleet didn't build many Intrepid class vessels anyway)

Return to Freelancer General Editing Forum