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The general place to discuss MOD''ing Freelancer!

Post Tue Dec 23, 2003 9:28 pm

Nice to see ya back accushot! where you been?? Off enjoying the other games! lol - merry xmas! Told ya i would make a new thread! lol.

I will be away for about a week or two from tomorrow onwards - merry xmas everyone - and check out the mod if you like

http://www.pathfinderstudios.com/frame.html

Its a couple of items down. lol

Post Wed Dec 24, 2003 5:31 am

Great forum guys. My question is can I make missions that entail going into other systems like from Tau37 into Alpha. I did a mission in bretonia that enatiled going into an adjoining system so it is possible. I'm just wondering how to reference a vignette in another system?
Thanks for all your help lately Chips and its good to see you back accushot

S

Post Wed Dec 24, 2003 8:12 pm

XPloited:
Active mines...its a good idea! Cant think how to do it but ill give it a go and post if i figure it out.

Lol Chips im now enjoying ''Quick and easy to install (2 months) broadband.

Merry Xmas everyone, have a good one.

Post Wed Dec 24, 2003 8:17 pm

Steve5113:

I assume youre talking about story missions here, which is fairly simple. When you declare the solar, simply change the system name to the new system, for example:

[MsnSolar
nickname = station
string_id = 216410
system = Li01 ; <---- CHANGE THIS TO A DIFFERENT SYSTEM
position = -10216, 0, 77380
faction = co_vr_grp
archetype = d_depot
loadout = depot
base = Li01_04_base
label = lbl_base
voice = vanpelt_voice_m04
costume = ge_male7_head, sc_scientist2_body
radius = 0

Btw, if youre creating single player missions I have a list of commands etc. you can use if you need it.

Post Thu Dec 25, 2003 2:33 am

Thanks Accushot I will try that. And yes those commands would be most helpful thanks. I also would like to make single player bounty hunter type missions from bases I've created outside Omicron Alpha and Gamma into the home systems. I've also made an alternative Omicron Minor and want to set up missions into the nomad homeworlds, as in the Order preventing nomad incursions.

I also seem to be having trouble setting up exclusion zones. I'm using the copies of existing ones in the same system but they don't seem to work for some reason.

Thanks again for all your effort its much appreciated. Merry Christmas.

S

Post Thu Dec 25, 2003 2:49 am

I've just read in an earlier post by you that its not possible to create new random missions yet. only new story missions. I'll have a look into the missions in the leeds system, I'm sure I did a random mission into tau31 from the border station there.

S

Post Fri Dec 26, 2003 4:24 am

thanks accushot, and its really been a long time...

STEVE: please post it as how you did that random mission i'm wanting to create one two for my base.

All I do for LOVE

Edited by - firebase on 26-12-2003 07:20:51

Post Sat Dec 27, 2003 2:45 am

Firebase,
Sorry, I haven't managed myself to create a mission into another system, but during the storyline I did a random mission from Leeds into tau31 as I said. I've not delved too deeply into the missions side so far.

S

Post Sat Dec 27, 2003 5:10 am

steve5113

Its okay, I managed to create my own Random Missions in my Bases. Take Note They use Level 19 fighters for this mission...

It is really in the

mission = DestroyMission, 21.0054511, 58.5333131, 100

and it must conform with the npc destroy mission

msn = DestroyMission, 21.0054511, 58.5333131

Note the numbers are not actual don't try it.... Just copy those numbers in mbase.ini... specially in Hi01_01_base... they will give you level 19 enemies....

and be sure that the zone of the vignettes are correct. The position must be located near a regular zone or patrol path....

Check out the tut for System Building for further analysis...

All I do for LOVE

Post Sat Dec 27, 2003 2:45 pm

Steve:

I wrote a small prog to extract commands etc. I cant find it now but ill do it again and post tommorow hopefully.

Post Sun Dec 28, 2003 3:53 am

Thanks Firebase.

Thanks Accushot that will be helpful.

S

Post Sun Dec 28, 2003 10:20 pm

Steve:
Ive got the commands for the story missions, here they are:

There are 42 different conditions:
Cnd_True
Cnd_Destroyed
Cnd_CommComplete
Cnd_SpaceEnter
Cnd_Timer
Cnd_SpaceExit
Cnd_BaseEnter
Cnd_LocEnter
Cnd_RTCDone
Cnd_PopUpDialog
Cnd_CharSelect
Cnd_MsnResponse
Cnd_BaseExit
Cnd_ProjHit
Cnd_DistShip
Cnd_WatchTrigger
Cnd_PlayerManeuver
Cnd_TLEntered
Cnd_TLExited
Cnd_DistVec
Cnd_NPCSystemEnter
Cnd_LaunchComplete
Cnd_DistVecLbL
Cnd_HealthDec
Cnd_ProjHitShipToLbl
Cnd_InSpace
Cnd_SystemExit
Cnd_CargoScanned
Cnd_LootAcquired
Cnd_LocExit
Cnd_HasMsn
Cnd_SystemEnter
Cnd_JumpInComplete
Cnd_PlayerLaunch
Cnd_TetherBroke
Cnd_InTradelane
Cnd_WatchVibe
Cnd_InZone
Cnd_DistCircle
Cnd_ProjHitShiptoLbl
Cnd_EncLaunched
Cnd_DistVecLbl

...and 86 different actions:


Act_ActTrig
Act_NagDistLeaving
Act_Invulnerable
Act_MarkObj
Act_PlayerCanTradelane
Act_ChangeState
Act_DeactTrig
Act_SendComm
Act_PlayerCanDock
Act_PlayMusic
Act_SpawnShip
Act_SetVibe
Act_SpawnSolar
Act_GCSClamp
Act_RandomPop
Act_MovePlayer
Act_CallThorn
Act_PlaySoundEffect
Act_StartDialog
Act_GiveObjList
Act_Destroy
Act_SetVibeLblToShip
Act_Cloak
Act_RelocateShip
Act_LightFuse
Act_SetVibeLbl
Act_ForceLand
Act_SetShipAndLoadout
Act_AddAmbient
Act_AddRTC
Act_NNIds
Act_Popupdialog
Act_SetNNObj
Act_RemoveRTC
Act_SetOffer
Act_SetTitle
Act_RemoveAmbient
Act_NagOff
Act_RpopAttClamp
Act_PobjIdle
Act_NagClamp
Act_LockDock
Act_SpawnFormation
Act_SetVibeShipToLbl
Act_NagGreet
Act_EtherComm
Act_EnableManeuver
Act_RevertCam
Act_Save
Act_PlayerEnemyClamp
Act_AdjHealth
Act_SpawnLoot
Act_LockManeuvers
Act_HostileClamp
Act_DisableTradelane
Act_NagDistTowards
Act_SetLifetime
Act_AdjAcct
Act_SetNNState
Act_SetNNHidden
Act_GiveNNObjs
Act_EnableEnc
Act_DebugMsg
Act_RandomPopSphere
Act_SetVibeShiptoLbl
Act_SetInitialPlayerPos
Act_StaticCam
Act_SetVibeOfferBaseHack
Act_NNPath
Act_PopUpDialog
Act_SetOrient
Act_RemoveCargo
Act_SetRep
Act_DisableFriendlyFire
Act_SetLifeTime
Act_SetVibeLbltoShip
Act_Jumper
Act_Ethercomm
Act_GiveMB
Act_Lightfuse
Act_SetPriority
Act_PObjIdle
Act_RpopTLAttacksEnabled
Act_DockRequest
Act_Forceland
Act_DisableEnc

I obviously cant define each one but im working on an editor which ill try and release soon.

Some quick points:
1. Both condition and action functions are always followed by a "=" before the parameters, e.g.
Cnd_Timer = 3; Starts a 3 second timer and continues the trigger when it expires.

2. Most are obvious in what they do, but here are some of the important ones:
Cnd_Timer:
Decription -> Starts a timer and continues trigger when it expires
Usage -> Cnd_Timer = Time in seconds

Cnd_Destroyed:
Decription -> Activates Trigger when the specified object is destroyed
Usage -> Cnd_Destroyed = Ship/Base/whatever

Cnd_True:
Decription -> Makes a trigger run automatically with no conditions
Usage -> Cnd_True = no_params

Act_ActTrig:
Decription -> Very useful, activates another trigger
Usage -> Act_ActTrig = Name of Trigger

Act_Destroy:
Decription -> Perhaps you can figure this one out...
Usage -> Act_ActDestroy = Name of Object

Act_ActSetNNObj:
Decription -> Gives an objective to the player, optional whether it is included in the history
Usage -> Act_ActSetNNObj = Objective IDS Number , (OBJECTIVE_HISTORY}

3. All missions have to include a header, for example for m01a.ini:

[Mission
mission_title = 1
mission_offer = 1
reward = 2000
npc_ship_file = missions\m01a\npcships.ini

4. If the mission crashes for no reason disable triggers one at a time until you find the one causing the problems.

5. Good Luck!

Post Mon Dec 29, 2003 1:01 am

Hi i dont know if you can answer this but i was wondering:
I use a save editing program called Save-ED and I was wondering how to edit the ship that a save file has using it, i believe that this program is in the download section
Thank you for your time,
Chalk

Post Mon Dec 29, 2003 8:02 pm

XPloited:

To make wrecks more painful to visit you could do either of the following:

1. Create an area of radiation around the wreck that slowly (or quickly!) damages players.

[zone
nickname = Zone_MySystem_Wreck_radiation
pos = 12345, 0, 67890 ; <--- CHANGE THIS
shape = SPHERE
size = 100 ; <--- Experiment with this
damage = 25; <--- And this, 100 is slow radiation death whereas around 3000 is a quick death
sort = 99.500000

2. Create a zone that simply causes the players damage/death.

[zone
nickname = Zone_MySystem_Wreck_death
pos = 12345, 0, 67890 ; <--- CHANGE THIS
shape = SPHERE
size = 850 ; <--- Experiment with this
damage = 2000000 ; Instant death, lower to make it more gradual
sort = 99.500000
density = 0
relief_time = 0

Youll obviously need to change the position to that of the wreck and experiment with the size as well.

I would go with the first method myself because at least players will get a warning before exploding into a thousand pieces, or you could have a large area of radiation doing little damage and an area of instant death inside for players who just keep going. You wont need to worry about players making suicide runs for the wreck either as long as they lose all their cargo upon death.

Post Tue Dec 30, 2003 1:33 pm

k, Thanks, I'll try it, unfortunately, my FL is completely screwed up

Do anyone know if there's a future update of FLExplorer?

I see living people... Not for long unfortunately... hehehehehehehehe

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