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The content may be outdated and links may not be functional.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

Sry 50 questions....Encounters

Do you want to start editing Freelancer, but have no clue where to begin? This is the place for you to find things and talk about getting started on Freelancer Modding

Post Sun Oct 31, 2004 5:06 pm

Sry 50 questions....Encounters

now thanks to all of you i can fly the ship...

here comes the problem, i want the npc's to fly it as well i'v put the ai, loadout, and encouters all in different .xml's to find the problems that arraise. i got this so far:
==================
in encounters.xml
---------------------
npcships.ini
faction_prop.ini
li01.ini
==================
in loadouts.xml
------------------
loadouts.ini
==================
in weapon_ai.xml
---------------------
pilots_population.ini
==================
as soon as i launch it quits to desktop have i missed somthing?

or do ya need all the junk in the scripts....

EDIT: i'm trying to add ships to the current factions

Edited by - NightHound on 10/31/2004 5:07:20 PM

Post Sun Oct 31, 2004 7:53 pm

you will need to post the individual entries for us to see. It is not the .xml's that are the problem, its the entries within them. The files look ok - although are you using a custom faction or an existing one? We need more info if we are going to help

Post Sun Oct 31, 2004 10:21 pm

well hold on to your rocket seets......just kidding, i'm trying to add ships for the curent factions to use.
######################################################################
Loadout.ini
======================================================================
[Loadout
nickname = viper_loadout
archetype = viper
addon = ge_be_engine_01, internal, 1
addon = ge_fighter_power06, internal, 1
addon = ge_s_scanner_02, internal, 1
addon = ge_s_tractor_01, internal, 1
equip = ge_s_thruster_01, HpThruster01
addon = canon_viper, HpWeapon01, 1
addon = canon_viper, HpWeapon02, 1
addon = canon_viper, HpWeapon03, 1
addon = canon_viper, HpWeapon04, 1
addon = canon_viper, HpWeapon05, 1
addon = canon_viper, HpWeapon06, 1
addon = canon_viper, HpWeapon07, 1
addon = canon_viper, HpWeapon08, 1
cargo = canon_viper_ammo, 5000
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = contrail01, HpContrail03
######################################################################
weapon_ai.ini
======================================================================
[GunBlock
nickname = viper_hard_ai
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 5
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 1.00000
gun_fire_accuracy_cone_angle = 1
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.200000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 5
auto_turret_no_burst_interval_time = 1
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 3
######################################################################
encouters.xml
======================================================================
npcships.ini
------------------
[NPCShipArch
nickname = viper_fighter
loadout = viper_loadout
level = d1
ship_archetype = viper
pilot = viper_hard_ai
state_graph = FIGHTER
npc_class = lawful, class_fighter, d1
=============
faction_prop.ini
------------------
<data file="data\missions\faction_prop.ini" method="sectionappend">
<section>
[FactionProps
affiliation = li_n_grp
</section>
<source>
npc_ship = viper_fighter
</source>
</data>
=============
faction_prop.ini
------------------
<data file="data\missions\faction_prop.ini" method="sectionappend">
<section>
[FactionProps
affiliation = li_lsf_grp
</section>
<source>
npc_ship = viper_fighter
</source>
</data>
==============
faction_prop.ini
--------------------
<data file="data\missions\faction_prop.ini" method="sectionappend">
<section>
[FactionProps
affiliation = li_p_grp
</section>
<source>
npc_ship = viper_fighter
</source>
</data>
===============
faction_prop.ini
---------------------
<data file="data\missions\faction_prop.ini" method="sectionappend">
<section>
[FactionProps
affiliation = gd_bh_grp
</section>
<source>
npc_ship = viper_fighter
</source>
</data>
===============
li01.ini
---------------------
<data file="data\universe\systems\li01\li01.ini" method="sectionappend">
<section>
[Archetype
</section>
<source>
ship = viper
</source>
</data>
######################################################################

am i missing somthing or ......
shame if its a spelling error.....

Post Sun Oct 31, 2004 11:19 pm

i missed the armor scale part in the loadouts.....lol...BUT:
as i was on my way from manhatten to pittsenburg and it just froze in mid flight.....

Post Mon Nov 01, 2004 12:06 am

Try reading this to help you.

Post Mon Nov 01, 2004 2:01 am

found the problem i had addon insted of equip

but they don't move....

even with cruse on

they work yay....thanks for all your help guys
with you id be still trying to figure out how to get a ship into freelancer

just need to switch to dds textures and done

Edited by - NightHound on 11/1/2004 2:23:30 AM

Post Mon Nov 01, 2004 9:00 am

I am amazed it works - as i actually read your part here. You have a gun block for Viper AI - but not a pilot? You reference a pilot - but it doesn't exist!!

You need something like this - which references the gun block IN it. (note this is my own custom one)
<pre><font size=1 face=Courier>
[Pilot
nickname = pilot_evolutions
gun_id = gun_style_evolutions
missile_id = missile_fighter_style_evolutions
evade_dodge_id = evade_dodge_fighter_evolutions
evade_break_id = evade_break_fighter_style_evolutions
buzz_head_toward_id = buzz_head_toward_fighter_evolutions
buzz_pass_by_id = buzz_pass_by_fighter_style_evolutions
trail_id = trail_fighter_style_evolutions
strafe_id = strafe_fighter_evolutions
engine_kill_id = engine_kill_fighter_style_evolutions
mine_id = mine_light_fighter_evolutions
countermeasure_id = countermeasure_handicap_evolutions
damage_reaction_id = damage_reaction_fighter_style_evolutions
missile_reaction_id = missile_reaction_fighter_style_evolutions
formation_id = formation_evolutions
repair_id = repair_fighter_both
job_id = basic_job_no_formation </font></pre>

As you can see - you have actually made ONE piece of this - which is this part:
<pre><font size=1 face=Courier>
[GunBlock
nickname = gun_style_evolutions
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.100000
gun_fire_burst_interval_time = 6
gun_fire_burst_interval_variance_percent = 0.10000
gun_fire_no_burst_interval_time = 0.100000
gun_fire_accuracy_cone_angle = 1
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.250000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 5
auto_turret_no_burst_interval_time = 0.1
auto_turret_burst_interval_variance_percent = 0.100000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 6 </font></pre>

So as you can see - my nickname of the gun block is in the actual pilots block.....
Right now you haven't got a pilot like you should, unless you added it later!

Post Mon Nov 01, 2004 1:45 pm

*x files music playing in the background*

ummmmm

i must be so good that it work......lol

i better get onto this

Return to Freelancer Modding for Beginners Forum