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NPC capital ships problems

This is where you can ask for help and post your knowledge on error messages from using the various tools that describe error messages in MODs such as DataStorm the Freelancer MOD Scanner the server console and FLSpit.

Post Sat Aug 18, 2007 4:41 am

NPC capital ships problems

In my mod I've added 2 capital ships as NPC ships, a Cylonbasestar and the Battlestar Pegasus.

The pegasus I'm using t o replace the Walker's Lliberty criuser in mission 11 and the Cylonbasestar replaces the nomad battle ships in mission 13.

I can get both of the ships to show up and have created loadouts for them, and in the case of basestar modified the solararch entry for it.

The problems I'm having is that the ships aren't firing any weapons and when I scan them they aren't showing up or on the models.
However the pegasus can still move foward(its engines work). and on the basestar the weapons can be seen on the model and when you destory it the weapons are dropped as loot.

To complicate things even more if I replace the omaha at the end of mission 11 with the basestar it can uses the weapons and fires at you.

Post Sat Aug 18, 2007 5:40 am

Chriskenobi, can you provide us information on what you have modified within the ini's to help investigate the matter further?

Also, your .cmp model files have all required hardpoints for loadouts?

So far my solutions are these:

You may be missing behaviour strings and pilot strings that both control the aggressivness and the state these ships and solars operate

If you can provide us information of what you have attempted at changes in the ini's I will try to figure it out for you. At this point this is all I can work out based on what you have told so far.

These required behaviour and pilot strings are located in npcships.ini, you need to put these in the area where you have modified the sections of npcships.ini to make your modelled work show up and simulate properly

Edited by - futuristic m1 on 8/18/2007 6:41:44 AM

Post Tue Aug 28, 2007 3:18 am

Sorry about the delay in replaying but had some problems come up, I've modified the following files:

Weapon_equip.ini
Weapon_good.ini
loadouts.ini
shiparch.ini
mshipprops.ini
npcships.ini
npcships.ini/in missions 11,12 and 13 to add the ships
m13.ini
faction_props.ini
solararch.ini

NB: I managed to get all the guns to show up and the Pegasus works, its just the Cylonbasetar that doesn't work.

Post Wed Aug 29, 2007 12:05 am

ChrisKenobi, I don't really have a clue until I know what you have changed in each of the ini's there.

Also, check that your .cmp files you created have the hardpoints and that the loadouts.ini file is referencing hardpoints correctly too.

With the ships not firing, if you have made a new scanner, check it's range. Should be given a range of 2500 at least as I belive it's good.

If the problem is not with the scanner, then it could be behaviour state_graph files referenced incorrectly or pilot strings referenced incorrectly as well

Post Wed Aug 29, 2007 3:01 am

Sorry I'll explain,

Weapon_equip.ini, I've added 5 new weapons just for the capital ships
Weapon_good.ini, all I've done in here is create good entries for all the weapon
loadouts.ini, the loadouts for the two ships are in here
shiparch.ini, this is were the pegasus and basestar are listed
mshipprops.ini, added them in here
npcships.ini, in here I've listed them as npc ships
npcships.ini/in missions 11,12 and 13 to add the ships, here I've just changed what ship shows up and the loadout it uses
m13.ini, I've modified the "msnsolars" to reference basestar
faction_props.ini, I've allocated the two ships declared in npcships.ini to factions
solararch.ini, this has the solar for the cylonbasestar(I've just modified the nomad one).

So far I've made no new scanners so its not that.

I've double checked the loadouts and the cmp files and the shiparchs to make sure that the hardpoints are corrrectly referenced/exist.

Don't understand what you mean pilot strings, and state_graph files and haven't done anything with them

Hope this is better.

Post Mon Sep 03, 2007 12:27 am

ChrisKenobi, I still don't have a clue, your going to have to show me the coding where exactly you mave modified all the ini's at the moment I wonder if it is somewhere in the coding of solararch.ini but I do recommend you look at npcships.ini again. I think you did not modify the npcships.ini in m13 folder and that needs you to add it in.

[NPCShipArch
nickname = MSN13_Nomad_Battleship
loadout = MSN13_Nomad_Battleship <==== Change this to the cylonbasetar (I think that's correct the ships name?) loadout
level = d18
ship_archetype = no_battleship <==== You must change this to the cylonbasetar ship archetype that is in your shiparch.ini
pilot = MSN13_Nomad_Battleship
state_graph = CRUISER
npc_class = lawful, CRUISER

This is one code block and I am sure it identifies the nomad battleship that uncloaks during the middle of battle outside planet toledo. Right now that is my only suggestion I can offer but until I am able to see your coding then I will be able to have a better chance of figuring it out.

Sorry for the late reply.

Edited by - futuristic m1 on 9/3/2007 1:28:33 AM

Post Fri Sep 14, 2007 7:35 pm

And on the pilot strings, they are in npcships.ini.

When you look at your ships code block, you see pilot, and it references the nickname pilot that is in pilots_population.ini

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