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Blind combat

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Post Mon Sep 10, 2007 4:08 am

Blind combat

This is something that has been bearing in my head for a very long time because I cannot fix it and has caused a major burden, and a lot of headaches

Whever we look in shiparch.ini we have a string called type = FIGHTER. This string after testing and I can confirm judges the appearance of the icon on the contact screen below left. If it is a fighter, it is a fighter below left, if it is a CAPITAL it is a capital icon below left.

The type strings also judge what name should show up on the ships when you select them, whether they will have pilot names or will have capital ship names designated on them. Just like a fighter type will have Col. Daniel Wales and the capitals will have Cruiser LNS Alabama.

So what I have just said is what the type usually does. This is my problem:

All ships and A.I. do not engage any ship that has type = CAPITAL. They do engage ships that have type = FIGHTER but they stubbornly refuse to engage ships with type = CAPITAL. If I change it to type = GUNBOAT then it will partly work and ships have intention to shoot but not properly all the time, they will keep their eyes but won't pursue, however if it is type = CAPITAL it wont work and ships treat it as if it isn't there.

I have tried various things, modifying encounter.ini files in encounter folders, checking shipclasses, checking pilots_population and checking pilots_story and tried to use the arrangement of the coding there to work but to my dismay, they don't work and it goes all sad and sideways on me.

I can change them all to type = FIGHTER but that makes it strange because battleships and heavy cruisers have the form of fighters where their icons are fighter ships instead of capital ships and more strange will be that they will have pilot names instead of the proper capitalship names they should have. Therefore, not appealing to me.

Just on an update, my next voice tutorial is nearly finished and it will be ready soon to submit. I just need to finalize the .utf file tutorial as well.

I wonder if it lies in state_graph.db?

Thank you for helping, I will greatly appreciate it

Edited by - futuristic m1 on 9/10/2007 5:10:33 AM

Post Tue Sep 11, 2007 11:08 am

Hi pal.

Well as far as I am aware, there are only 2 ship type parms that work if you want to fly the ship too - Fighter and Freighter.

If you set any other parm in there (like capitol or gunboat or repair) the handling goes crazy and you can't fly the ship, it will roll the opposite way from the turn so it ends up on its back. Took me a long time to find out why that was happening!

But I hope someone else has found a solution - SwatOp??

Post Tue Sep 11, 2007 8:04 pm

Sorry mate I was asking questions about Freelancer A.I. why the ships will refuse to attack type = CAPITAL ships and attack type = FIGHTER ships especially type = FREIGHTER ships as well.

The type string in shiparch.ini alters the way enemy ships react towards them. If it is type CAPITAL they won't shoot and pursue it. If it is type FIGHTER the ships will aggressively engage it.

But that handling reply you gave me. It has been something I have been wondering about as well, thanks a lot for telling me that.

Post Wed Sep 12, 2007 11:27 pm

Yep I realise that, no worries. I was only highlighting that if you make it other than fighter or freighter then the ship wont fly well.

Obviously AI interaction is scripted, and it's probably in content.dll - a couple of guys have opened it up to do some changes, see the post on wingmen by FoxUnit101 for a blink at it.

Mission actions are scripted in vignetteparams.ini and again several guys have done work on that too.

Problem is most of us are busy with other stuff (life?!) and its only when one has a definite purpose that he concentrates enough to get a result.

Roleplay: - the art of self-deceipt!

Post Thu Sep 13, 2007 3:02 am

Thank you StarTrader, I will look back into FoxUnit101's thread and see if I can get the ideas myself.

It seems though that when you do story missions the ships will engage the type = CAPITAL or whatever other type regardless. I am not sure though I think, that fact is unconfirmed.

I will see if I can work it out myself

Post Thu Sep 13, 2007 5:10 am

i believe what you're looking for is the {JobBlock} responsible in pilots_population.ini - there are several, each dictates how and when an NPC will decide to attack. you'll have to search the forums for more info, as the job block code is too long to post

Post Thu Sep 13, 2007 6:07 am

Yes, Pilots_population defnitely seemed like the light, but it unfortunately wasn't. the attack_preferences had no difference when I edited them. It is all defined by the ( type = ) that is within each codeblock of each ship in shiparch.ini

If you change type = CAPITAL from that to type = FIGHTER then AI will attack the ship. If it is the same type = CAPITAL it gets ignored. Pilots_population.ini had no effect in changing their behaviour, I have been fiddling everybit of it for a very long time and it has never worked.

Say like this, I deleted attack_preference fighter strings and the ships will still even attack fighters! I have never really seen the pilots_population attack preferences influence the game at all, neither by having an attack preference to describe capital will work either.

Thank you for helping Cold_void, I will see what I can find out.

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