WOW, I had to sleep and I come back and people are really taking off with this!
[Trigger
nickname = tr_fp7_cam_end
system = FP7_system
Cnd_Timer = 1
Act_ActTrig = bse_initialize_init_li01
Act_ActTrig = remove_playership
Act_ForceLand = Li01_01_Base
Act_SetShipAndLoadout = ge_fighter, msn_playerloadout_faux
Act_ChangeState = SUCCEED
D8alus, that is exactly where and what I did to disable the M1a. Put Act_ChangeState=SUCCEED right there in the decomressed M1a script after the line where the plaer would start to land on the planet. It says to disable player ship; Put the ship back in below and the SUCCEED line exactly as you did.
BUT I had to to this for ALL Missions scripts! M1b needs to have the same in the right spot. Have you done this? My ship starts out on Manhattan at Level 2 since M1a and M1b are the first two mandatory missions you must do. I aslo remove the loot reward for the mission, I want you to earn them. I also made a new ship the Flying Coffin Starflier stripped down to the hull (msn_playerload_faux modified), you must buy all your equipment. I then enable the liberty pirate base to be permenate and changed the Rhino on Pittsburg to buy a 'real' Starflier with tractor beam and scanners. I lowered the trade in price for the Flying Coffin Starflier to zero; thus if you die, you get to start out again for free in a Flying Coffin Starflier on planet and keep on going! No reload or cheat.
Jump gates become unlocked as you Level UP! You will not be able to unlock the Liberty System jumpgates untill where Mission 4 would start. That is the one that gives you that much (Juni bonus for M4 is access to Liberty jumpgate codes). After M4 blip SUCCEED you got full access to Liberty system only including Colorado as was in SP campaign.
Next gates open up at higher level 6 where you go to Bretonia, running for your life but that stroy is removed. Blip and more jumpgates and wormholes open up.
If you want ALL jumpgates open NOW every where, then change the script in Missions.ini all with the Act_UnlockGate=true whatever it was, move that up to right before Act_ChangeState=SUCCEED. But there is a faster way to unlock all jump gates immediately if you wish...
Personally, I want to EARN my way up to level, and then let more jumpgates open. You can not Enable jumpgates by commenting them out in initialworld.ini, it will not work.
That file InitializeWorld.ini is WHAT is unlocked upon complete that mission. Move all of them under Mission 1 the first so that when complete the first M1a-M1b is SUCCEED it wil UNLOCK all JUMPGATES, when the M1ab scripts goes to read that file, world initialize whatever.
I need to take a look at the MOD NoStory to see what was done and if and how it works.
The other question, I have written scripts for Cargo Runs instead of all them boring shoot and kill missions. I renamed them (replaced some original ones) and they can be picked randomly by FL now. I just Changed some around and stuff like 30 scripts to make it seem random per cargo run. I need to create a small program that runs on the fly along with FL that wil generate TRUE random missions Cargo runs with Pirates Attacks to your skill level (still playing around with waht) also a Simulated Dynamic Economy.
WOW, alot of MOD's are flying out everywhere (like butt monkey out of miene arsche)....Maybe we need to get organized with these MOD's as someone stated.
Edited by - Xerx on 12-03-2003 23:16:09
[Trigger
nickname = tr_fp7_cam_end
system = FP7_system
Cnd_Timer = 1
Act_ActTrig = bse_initialize_init_li01
Act_ActTrig = remove_playership
Act_ForceLand = Li01_01_Base
Act_SetShipAndLoadout = ge_fighter, msn_playerloadout_faux
Act_ChangeState = SUCCEED
D8alus, that is exactly where and what I did to disable the M1a. Put Act_ChangeState=SUCCEED right there in the decomressed M1a script after the line where the plaer would start to land on the planet. It says to disable player ship; Put the ship back in below and the SUCCEED line exactly as you did.
BUT I had to to this for ALL Missions scripts! M1b needs to have the same in the right spot. Have you done this? My ship starts out on Manhattan at Level 2 since M1a and M1b are the first two mandatory missions you must do. I aslo remove the loot reward for the mission, I want you to earn them. I also made a new ship the Flying Coffin Starflier stripped down to the hull (msn_playerload_faux modified), you must buy all your equipment. I then enable the liberty pirate base to be permenate and changed the Rhino on Pittsburg to buy a 'real' Starflier with tractor beam and scanners. I lowered the trade in price for the Flying Coffin Starflier to zero; thus if you die, you get to start out again for free in a Flying Coffin Starflier on planet and keep on going! No reload or cheat.
Jump gates become unlocked as you Level UP! You will not be able to unlock the Liberty System jumpgates untill where Mission 4 would start. That is the one that gives you that much (Juni bonus for M4 is access to Liberty jumpgate codes). After M4 blip SUCCEED you got full access to Liberty system only including Colorado as was in SP campaign.
Next gates open up at higher level 6 where you go to Bretonia, running for your life but that stroy is removed. Blip and more jumpgates and wormholes open up.
If you want ALL jumpgates open NOW every where, then change the script in Missions.ini all with the Act_UnlockGate=true whatever it was, move that up to right before Act_ChangeState=SUCCEED. But there is a faster way to unlock all jump gates immediately if you wish...
Personally, I want to EARN my way up to level, and then let more jumpgates open. You can not Enable jumpgates by commenting them out in initialworld.ini, it will not work.
That file InitializeWorld.ini is WHAT is unlocked upon complete that mission. Move all of them under Mission 1 the first so that when complete the first M1a-M1b is SUCCEED it wil UNLOCK all JUMPGATES, when the M1ab scripts goes to read that file, world initialize whatever.
I need to take a look at the MOD NoStory to see what was done and if and how it works.
The other question, I have written scripts for Cargo Runs instead of all them boring shoot and kill missions. I renamed them (replaced some original ones) and they can be picked randomly by FL now. I just Changed some around and stuff like 30 scripts to make it seem random per cargo run. I need to create a small program that runs on the fly along with FL that wil generate TRUE random missions Cargo runs with Pirates Attacks to your skill level (still playing around with waht) also a Simulated Dynamic Economy.
WOW, alot of MOD's are flying out everywhere (like butt monkey out of miene arsche)....Maybe we need to get organized with these MOD's as someone stated.
Edited by - Xerx on 12-03-2003 23:16:09