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remove time limit

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Post Tue Feb 13, 2007 1:04 pm

remove time limit

Is it possible to remove the time limit within some missions of SP campagin? For example, when you have just enough time to destroy crusiers while escaping from NY with Juni.
I want to add about 50 nanobots to each capital ship, so there will be no way at all to accomplish that feat... But if I could extend or even better remove the time limit it still would be possible. I have looked in file m01a.ini , but nothing seems to ring a bell.

Post Tue Feb 13, 2007 6:10 pm

Story missions tutorial

you should be looking for a 'Cnd_Timer' line

Post Wed Feb 14, 2007 3:32 pm

handy button: ctrl f. also, have you considered opensp?

Post Thu Feb 15, 2007 3:25 pm

Thanks. What a shame, I have read this script almost entry by entry, searched "ctrl f" for something like "timelimit" or "fail", and it has never occurred to me, to look for simple world "time"...
As for open SP, I see no point. I rather like storyline. Just want to do it a little bit more of a challenge, for my third go through the campaign. (as I discovered Freelancer only this year)

Post Tue Feb 27, 2007 4:00 pm

It would be possible, no question, but you have to find the trigger how is responsible for this and I guarantee you that this trigger is connected with at least 20 to 25 other triggers, which you you have to examine on what they are doing and if they can work if you change something.

Post Thu May 03, 2007 5:18 am

I finally have gotten to do it.
First mission, Mission_1a is rather simplistic and it do have time limit (dock to the TL to Pittsburgh),
so I have assumed, that it it will be easy to break up problem there and then copy-paste it
to another missions. Silly me.
Anyway in the mission 1a it actually was easy. Time limit is not controlled timer triggers but by nagging.
In the trigger "dst_P1_nearsPittsTL" there is line:

Act_NagDistLeaving = takeTL34, escort, Li01_Trade_Lane_Ring_34, 21985, 1, NAG_ALWAYS

21985 seams to do something with the ID of communicate displayed in mission failed window,
but it not always works the same way.
The next number controls the time of the nagging, changing it to:

Act_NagDistLeaving = takeTL34, escort, Li01_Trade_Lane_Ring_34, 21985, 2000, NAG_ALWAYS

gives you more time then you ever need.
You may still dock at once as King orders you to, or wait as long as you want.
Deleting the line removes the time limit entirely.
It was surprisingly fun mission without the time limit, when I could just stay there
and kill all roughs without the hassle.


The first important time limit is in the mission 4, while leaving the Manhatan,
now that have given me some hard time.
Time limit is controlled by two triggers and both must be edited or it will not work.
In the trigger "death_to_the_unity" there is:

Act_NagDistTowards = OBJ, juni_nag1, juni, Li01_Trade_Lane_Ring_147, 2755, 100, NAG_ALWAYS

Changing 100 to even a ridiculously big numbers seams to accomplishing nothing, but changing
2755 to some big number, for example 95985 (randomly chosen), for some reason works.
(probably there is the difference between Act_NagDistLeaving and Act_NagDistTowards)

Act_NagDistTowards = OBJ, juni_nag1, juni, Li01_Trade_Lane_Ring_147, 95985, 100, NAG_ALWAYS
This is only half the work on the time limit of the leaving the manhatan.

And a little later, in the Trigger "everyone_form_on_juni"

Act_ActTrig = west_point_tether_30

starts a little chain of the tethers. Tether_30 makes Juni to say "they bring more and more ships"
and starts tether_60 -Juni says something like "we must go NOW" and tether_90 is started.
Tether_90 has the line:

Act_ChangeState = FAIL, 22755 -it fails the mission.

You may get rid of tethers entirely, but the more elegant way is changing the last line to:

Act_ActTrig = west_point_tether_30

There too, you may just escape after destruction of Unity, but you may stay as long as you like.

"After meeting Van Pelt" time limit is rather strange. It is controlled by:

Act_NagDistLeaving = magellan_dock, juni, Li01_to_Iw03, 22770, 100, NAG_ALWAYS

and the best way is to delete the line. Changing 2270 to trusted 95985 just changes communicate of
the mission failure window to something about function of the Esc key- weird. Changing 100 to
several thousands have no effect at all, and when I have given it ridicules 20000 it never started
nagging- as if I has deleted the line.

Edited by - FadeOut on 5/3/2007 6:24:58 AM

Post Thu May 03, 2007 4:35 pm

Thats something I could never understand... everyone includes OpenSP in their mods - I hate OpenSP! I LOVE the campaigns, and I love to use them with modded ships, etc. It enhances the FL universe...

Ogu

Post Thu May 03, 2007 5:44 pm

Sometimes the campaign isn't playable properly on some mods, so thats likely part of the reason.

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