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Faction not showing up in space

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 Thu Sep 27, 2007 5:09 am

Faction not showing up in space

In order to get The Order to show up as a faction in the Sp game after you have completed it; I made a custom faction called co_or_grp as per the tutorials, which was fine. I got them to show up on the rep screen and have characters showing up in bases and custom Order bases in one of my systems and offer missions which didn't involve them helping you out.

My problem is getting them appearing in space ( ie encounters and just flying about/patroling.)

Here is the code for the faction:

Initialworld.ini:

[Group
nickname = co_or_grp
ids_name = 196000
ids_info = 500825
ids_short_name = 196001
rep = 0, li_n_grp
rep = 0, li_lsf_grp
rep = 0, li_p_grp
rep = 0, br_n_grp
rep = 0, br_p_grp
rep = 0, ku_n_grp
rep = 0, ku_p_grp
rep = 0, rh_n_grp
rep = 0, rh_p_grp
rep = 0, co_alg_grp
rep = 0, co_be_grp
rep = 0, br_m_grp
rep = 0, co_nws_grp
rep = 0, co_hsp_grp
rep = 0, co_ic_grp
rep = 0, co_khc_grp
rep = 0, co_kt_grp
rep = 0, rh_m_grp
rep = 0, co_me_grp
rep = 0, co_ni_grp
rep = 0, co_os_grp
rep = 0, co_rs_grp
rep = 0, co_shi_grp
rep = 0, co_ss_grp
rep = 0, co_ti_grp
rep = 0, co_vr_grp
rep = 0.91, fc_bd_grp
rep = 0, fc_b_grp
rep = 0, fc_c_grp
rep = 0, fc_fa_grp
rep = 0, fc_g_grp
rep = 0, fc_gc_grp
rep = 0, fc_h_grp
rep = 0, fc_j_grp
rep = 0, fc_lh_grp
rep = 0, fc_lr_grp
rep = 0, fc_lwb_grp
rep = 0, fc_m_grp
rep = -0.65, fc_ou_grp
rep = 0, fc_rh_grp
rep = 0.65, fc_or_grp
rep = 0.91, co_or_grp
rep = 0, fc_u_grp
rep = 0, fc_x_grp
rep = 0, gd_gm_grp
rep = 0, fc_uk_grp
rep = -0.65, fc_n_grp
rep = 0, fc_ln_grp
rep = 0, fc_kn_grp
rep = 0, fc_rn_grp
rep = 0, fc_ouk_grp
rep = 0, fc_q_grp
rep = 0, fc_f_grp
rep = 0, gd_im_grp
rep = 0, gd_z_grp
rep = -0.3, gd_bh_grp

empathy.ini:

[RepChangeEffects
group = co_or_grp
event = object_destruction, -0.030000
event = random_mission_success, 0.140000
event = random_mission_failure, -0.080000
event = random_mission_abortion, -0.030000
empathy_rate = li_n_grp, -0.200000
empathy_rate = li_lsf_grp, -0.100000
empathy_rate = li_p_grp, -0.200000
empathy_rate = br_n_grp, 0
empathy_rate = br_p_grp, 0
empathy_rate = ku_n_grp, 0.050000
empathy_rate = ku_p_grp, 0.050000
empathy_rate = rh_n_grp, 0
empathy_rate = rh_p_grp, 0
empathy_rate = co_shi_grp, 0
empathy_rate = co_khc_grp, 0
empathy_rate = co_kt_grp, 0.150000
empathy_rate = br_m_grp, 0
empathy_rate = co_me_grp, 0
empathy_rate = co_be_grp, 0
empathy_rate = co_rs_grp, 0
empathy_rate = co_vr_grp, 0
empathy_rate = co_ni_grp, 0
empathy_rate = rh_m_grp, 0
empathy_rate = co_ti_grp, 0
empathy_rate = co_ic_grp, 0
empathy_rate = co_ss_grp, 0
empathy_rate = co_hsp_grp, 0
empathy_rate = co_alg_grp, 0
empathy_rate = co_os_grp, 0
empathy_rate = co_nws_grp, 0
empathy_rate = fc_c_grp, 0.100000
empathy_rate = fc_ou_grp, -0.200000
empathy_rate = fc_rh_grp, -0.200000
empathy_rate = fc_bd_grp, 0.200000
empathy_rate = fc_j_grp, 0
empathy_rate = fc_h_grp, 0
empathy_rate = fc_m_grp, -0.200000
empathy_rate = fc_x_grp, 0
empathy_rate = fc_b_grp, 0.100000
empathy_rate = fc_g_grp, 0
empathy_rate = fc_lh_grp, -0.200000
empathy_rate = fc_u_grp, -0.100000
empathy_rate = fc_gc_grp, -0.200000
empathy_rate = fc_lwb_grp, 0
empathy_rate = fc_fa_grp, -0.100000
empathy_rate = fc_lr_grp, -0.200000
empathy_rate = gd_gm_grp, 0.1
empathy_rate = fc_uk_grp, 0
empathy_rate = fc_n_grp, -0.300000
empathy_rate = fc_ln_grp, 0
empathy_rate = fc_kn_grp, 0
empathy_rate = fc_rn_grp, 0
empathy_rate = fc_ouk_grp, 0
empathy_rate = fc_q_grp, 0
empathy_rate = fc_f_grp, 0
empathy_rate = gd_im_grp, 0.200000
empathy_rate = gd_z_grp, 0.100000
empathy_rate = gd_bh_grp, -0.200000
empathy_rate = fc_or_grp, 0.300000

faction_prop.ini
[FactionProps
affiliation = co_or_grp
legality = unlawful
nickname_plurality = singular
msg_id_prefix = gcs_refer_faction_fc_or
jump_preference = jumphole
npc_ship = viper_d20
npc_ship = viper7_d20
npc_ship = galactica_d20
npc_ship = pegasus_d20
npc_ship = athena_d20
npc_ship = raptor_d20
voice = pilot_f_ill_m01
voice = pilot_f_ill_m02
voice = pilot_f_leg_f01
voice = pilot_f_leg_f01a
mc_costume = mc_fc
space_costume = pi_pirate1_head, pi_orillion_body, comm_br_guard
space_costume = pi_pirate4_head, pi_orillion_body, comm_rh_alaric
space_costume = sh_male4_head, pi_orillion_body, comm_br_guard
space_costume = ge_male2_head, pi_orillion_body, comm_rh_alaric
space_costume = ge_male4_head, pi_orillion_body, comm_br_guard
space_costume = ge_male1_head, pi_orillion_body, comm_rh_alaric
firstname_male = 226608, 226741
lastname = 227008, 227307
rank_desig = 197128, 197129, 197130, 10, 15
formation_desig = 197808, 197820
formation = fighters, fighter_basic
formation = freighters, freighter_basic
formation = freighters2, freighter2_basic

In addittion, I've added entries in killablesloars.ini, VignetteParams.ini newplayer.fl and mpnewcharacter.fl.

Just in case it makes difference, even though my mod is SP compatable for testing perposees I've made a special open SP version.

Thanks in advance

Chris

Edited by - chriskenobi on 9/27/2007 7:14:09 AM

Post Thu Sep 27, 2007 5:29 am

How about your entries in npc_ships.ini? Are they accurate?

MK

Post Thu Sep 27, 2007 6:13 am

they look fine to me, all my other npcshiparchs work. Here they are though:

[NPCShipArch
nickname = galactica_d20
loadout = NPC_galactica_loadout01
level = d20
ship_Archetype = galactica
pilot = battleship_default
state_graph = CRUISER
npc_class = unlawful, class_battleship, d20

[NPCShipArch
nickname = pegasus_d20
loadout = NPC_pegasus_loadout01
level = d20
ship_Archetype = pegasus
pilot = battleship_default
state_graph = CRUISER
npc_class = unlawful, class_battleship, d20

[NPCShipArch
nickname = athena_d20
loadout = NPC_athena_loadout01
level = d20
ship_Archetype = athena
pilot = battleship_default
state_graph = CRUISER
npc_class = unlawful, class_battleship, d20

[NPCShipArch
nickname = raptor_d20
loadout = NPC_raptor_loadout01
level = d20
ship_archetype = raptor
pilot = pilot_military_ace
state_graph = FREIGHTER
npc_class = unlawful, freighter, d20

[NPCShipArch
nickname = viper_d20
loadout = NPC_viper_loadout01
level = d19
ship_Archetype = viper
pilot = pilot_military_ace
state_graph = FIGHTER
npc_class = unlawful, class_fighter, d20

[NPCShipArch
nickname = viper7_d20
loadout = NPC_viper7_loadout01
level = d20
ship_Archetype = viper7
pilot = pilot_military_ace
state_graph = FIGHTER
npc_class = unlawful, elite_fighter, d20

Post Thu Sep 27, 2007 9:22 am

Well, the initialworld.ini and empathy.ini doesn't affect ships flying in space, so we can discount problems there, and on second thought, a bad npc_ships.ini entry would likely cause a CTD, as would a problem with loadouts.ini. Also, killablesloars.ini and vignetteparams.ini only affect random missions, not normal ships flying in space. The newplayer.fl files are basically a different version of initialworld.ini, so those too aren't the problem. So, we're left with faction_prop.ini (unlikely, as that would probably cause a CTD) and the system file itself. Still, you seem like a competent enough modder to look through these carefully, so I can't say for certain. However, I don't think that the problem is in any of the files that I eliminated above, so that should narrow your search considerably.

MK

Post Thu Sep 27, 2007 12:43 pm

Part of the problem is that some of the ships are defined as capitals and you have no formations set in faction props for these ships. To keep errors down all normal fl ships are either fighter or freighter that are flyable. NPC ships can be any class as long as you assign the right ship class.

If i use this as an example,

[NPCShipArch
nickname = pegasus_d20
loadout = NPC_pegasus_loadout01
level = d20
ship_Archetype = pegasus
pilot = battleship_default <--------- battleship pilot
state_graph = CRUISER <--------- defined as a cruiser
npc_class = unlawful, class_battleship, d20 <----- defined as a Battleship

So if this is flyable it should all really be a freighter . Secondly i mentioned formations, this is taken from your faction prop entry,

formation_desig = 197808, 197820
formation = fighters, fighter_basic
formation = freighters, freighter_basic
formation = freighters2, freighter2_basic

This is why your capships aren't showing up. This also affects all ships within an encounter so none of them will show up until you've fixed the capship entries. Change them to freighters and i bet they show up, or define proper capital entries with the appropiate formations . Also test the encounter with just fighters and freighters and see if they show up.

Also the D20 entry might be an issue if thats not defined in NpcRankToDiff.ini as FL only goes a s far as level 19.

Member of the HAVEN ADMINS community
http://talonstrike.co.uk/HavenAdmin/index.php

Gizmo Studios - Home to the Galactica mod series
http://gizmostudios.proboards38.com/index.cgi

Edited by - Gibbon on 9/27/2007 1:48:40 PM

Post Thu Sep 27, 2007 1:56 pm

@Gibbon:

That would explain why the capships aren't showing up but how would that affect the fighters.

Also If I created battleship/cruiser encounters would it allow me to keep the capitals defined as "capitals"?

I'll change the d20 thing; It didn't ouccr to me that it would be a problem.

I'll try experimenting just with fighters and see what happens. It's getting late in the Uk so I'll try tomorro and report back

Post Thu Sep 27, 2007 2:51 pm

All your ships are defined at level 20, the most FL will go up to is level 19 as i mentioned before. Define the level and they should show up.

If you define the capships properly then yes they will show up, depends if you have flyable versions though, in which case i'd define 2 seperate shiparch entries, 1 for npc ships where the capital class will display correctly, and one for players where your capship is defined as a freighter. If you dont do this you're liable to get stategraph error codes as all flyable ships are fighters or freighters in FL

Member of the HAVEN ADMINS community
http://talonstrike.co.uk/HavenAdmin/index.php

Gizmo Studios - Home to the Galactica mod series
http://gizmostudios.proboards38.com/index.cgi

Post Fri Sep 28, 2007 5:02 am

I amended faction_prop/npcships to change the toughness from 20 to 19, and removed the references to the battlestars so that only the raptor, viper and viper 7 entries remained; and gess what It worked!!

You were right to suggest those things Gibbon they didn't occur to me.

I think I'll make custom shiparchs for the capitals as well so that they can show up as a battleship encounter (I've made liberty dred encounters so I'll mod them).

Cheers for the help.

Post Fri Sep 28, 2007 3:24 pm

Thats exactly what i've done with my BSG ships, i have seperate versions for the players and npc's so they show up correctly, not the only way to do this but def neater lol

Member of the HAVEN ADMINS community
http://talonstrike.co.uk/HavenAdmin/index.php

Gizmo Studios - Home to the Galactica mod series
http://gizmostudios.proboards38.com/index.cgi

Post Mon Oct 01, 2007 2:37 am

Cheers again Gibbon, I've now got swarms battlestars and vipers flying around system.

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