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Loot probability?

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Post Thu May 25, 2006 1:27 pm

Loot probability?

I recently had an idea to have every AI ship come with an escape pod as cargo. The idea is to overcome a common objection I hear that killing bad guys really doesn't get you much unless you're on a mission. If every ship dropped an escape pod when it died, I could assign different bounties and make it worth hunting down random enemies. The question I have is how does the game determine whether cargo is dropped? Is there a probability factor someplace? I know I can put the cargo on the ship with the loadouts.ini file, but I don't see a "lootability" factor.

I have become one with my computer. It is a feeling of ecstasy...the perfect blend of logic and emotion. I have reached...Nerdvana!

Post Thu May 25, 2006 2:28 pm

There are 2 places you might want to do this...

1. The first is whenever you kill any NPC ship in combat.
The file is DATA\MISSIONS\lootprops.ini

Add one or more entries like my two followng ones:-

[PhantomLoot
nickname = commodity_pirate_pilot
toughness_range = 0, 100; <= which rank NPC ships will drop it
percent_chance = 20; <= obvious
num_to_drop = 1, 1; <= min, max
[PhantomLoot
nickname = commodity_police_pilot
toughness_range = 0, 100
percent_chance = 20
num_to_drop = 1, 1

2. The second time is when you go on a random mission to kill enemy ships...

The file is DATA\RANDOMMISSIONS\rmlootinfo.ini

Change:-
[Global
BonusLootDropChance = 100.000000; <= chance here = 100%

This means that some randomloot will always be dropped....

Then further down in the same file, add the loot you want, I have several and this one of mine is a Police Pilot who will be dropped by any of the police factions if you kill one:-

[RMBonusLoot
archetype = commodity_police_pilot
num_to_drop = 1
faction = br_p_grp, ku_p_grp, li_p_grp, li_lsf_grp, rh_p_grp; <=which factions drop it
difficulty_range = 0, 100; <= all NPC rank pilots (from 0 to 100) will drop it
weight = 50; <= % chance that a police pilot will be dropped when you kill the NPC ship.

Note - you don't have to specify the commodity (or pilot) in the NPC ship's loadout.ini file.

Post Thu May 25, 2006 4:40 pm

Thanks StarTrader - that got me started. On mine, it actually had it so that any ship anywhere dropped the escape pod if I put in a PhantomLoot entry. I wanted to get it so that it would only drop it from the owning faction - for instance, Liberty Rogues would drop Liberty Rogue escape pods. I found that if I added the escape pod to the Liberty Rogue loadouts and then added an mLootProps entry, I could get it to drop from the ships I specify. Unfortunately, I don't fully understand the mLootProps entry, but I think I have it enough to make it work. If anyone is interested, here's the entry:

[mLootProps
nickname = commodity_fc_lr_escape_pod
drop_properties = 100, 0, 7870, 1, 150, 150

I ripped that off of the entry for gold directly - I also made sure that the commodity_fc_lr_escape_pod commodity was defined exactly like the gold commodity except for the nickname and infocard stuff. This appears to work just fine, as every Liberty Rogue ship I encountered randomly dropped an escape pod. I haven't messed around with the random missions yet, but I'm sure I can get it with the above entry. Thanks again!

I have become one with my computer. It is a feeling of ecstasy...the perfect blend of logic and emotion. I have reached...Nerdvana!

Post Thu May 25, 2006 4:52 pm

Overkill check the Evolutions mod as they've had this feature for quite some time as have a few others, and if you ask Chips nicely he might let you use his icons.

**shuffles of with a new headache**

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