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is it possible to make the osiris flyable by the order

The general place to discuss MOD''ing Freelancer!

Post Thu Oct 04, 2007 8:35 am

is it possible to make the osiris flyable by the order

is it possible to make the osiris flyable by the order as a gunship.

Post Thu Oct 04, 2007 10:40 am

In a simple word: yes.

Post Fri Oct 05, 2007 1:27 am

Hi Richard.

In long... get modding, pardner!!

OK, OK, here it comes, just this once...

There is an untrue fable that the Order is hardcoded and can't be used.

It can, it's the same as any other faction. Their rep to me shows too and I didn't make any changes other than giving them a couple of ships and letting them loose in my mod. They're my heroes, I think they deserve it for their work in SP!

In \MISSIONS\faction_props.ini give them the Osiris:
<pre><font size=1 face=Courier>{FactionProps}
affiliation = fc_or_grp
legality = lawful ;<-- mine are now friends
nickname_plurality = singular
msg_id_prefix = gcs_refer_faction_fc_or
jump_preference = jumphole
voice = pilot_f_mil_m01 ;<-- pilot_f_ill_m01 if unlawful
voice = pilot_f_mil_m02 ;<-- pilot_f_ill_m02 if unlawful
npc_ship = or_osiris_d1-19 ;<--- add this line
mc_costume = mc_fc
...</font></pre>
In npc_ships.ini add this section:-
<pre><font size=1 face=Courier>
{NPCShipArch}
nickname = or_osiris_d1-19
loadout = or_osiris_loadout01
level = d13
ship_archetype = or_osiris
pilot = gunboat_default
state_graph = GUNBOAT
npc_class = lawful, class_gunboat, d1, d2, d3, d4, d5, d6, d7, d8, d9, d10, d11, d12, d13, d14, d15, d16, d17, d18, d19
</font></pre>... make npc_class = unlawful if they are unlawful in your mod, in mine they are lawful.

Then in loadouts_special.ini add this section:-
<pre><font size=1 face=Courier>
{Loadout}
nickname = or_osiris_loadout01
archetype = or_osiris
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_lb_engine_01
equip = sfx_rumble_battleship
equip = li_battleship_turret01, HpTurret_O1_01
equip = li_battleship_turret02, HpTurret_O2_01
equip = li_battleship_turret03, HpTurret_O3_01
equip = li_battleship_turret03, HpTurret_O3_02
equip = li_battleship_turret04, HpTurret_O4_01
equip = li_battleship_turret04, HpTurret_O4_02
equip = li_battleship_turret04, HpTurret_O4_03
equip = li_battleship_turret04, HpTurret_O4_04
</font></pre>
Then in your system xxx.ini file where you want them, be sure to add the gunboat encounterparameter and an encounter zone that needs gunboats:-
<pre><font size=1 face=Courier>{EncounterParameters}
nickname = order_gunboats
filename = missions\encounters\order_gunboats.ini
....
....
{zone}
nickname = zone_pop_<yoursystem>_order_01 ;<-- fix this for your system
pos = 72628, 0, 60988 ;<-- fix this for your system
shape = SPHERE
size = 4000 ;<-- and this if you want
sort = 17
toughness = 15
density = 10
repop_time = 10
max_battle_size = 4
pop_type = background
relief_time = 15
faction_weight = fc_or_grp, 10
encounter = order_gunboats, 15, 0.8 ;<-- fix this if you want, but it's OK
faction = fc_or_grp, 1.0
....
</font></pre>

Then create MISSIONS\ENCOUNTERS\order_gunboats.ini:-
<pre><font size=1 face=Courier>{EncounterFormation}
ship_by_class = 1, 1, sc_gunboats ;<-- 1 wingleader
pilot_job = job_gunboat_b
make_class = wanderer
ship_by_class = 2, 2, sc_gunboats ;<-- 2 wingmen - if they have the Anubis make this sc_fighters, looks great
pilot_job = job_gunboat_b ;<-- and this assault_job if sc_fighters
make_class = wanderer
formation_by_class = gunboats
behavior = wander
arrival = all, -cruise ;<-- stops them just zooming past when you're not hostile
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite

{Creation}
permutation = 0, 3</font></pre>
NOTE - replace my { and } with square ones as always or...

Let us know how you get on.

Edited by - StarTrader on 10/5/2007 2:36:09 AM

Post Fri Oct 05, 2007 2:58 am

they problably didnt show because i did not put the osiris in faction props you learn everyday thanks alot guys.

Post Fri Oct 05, 2007 2:37 pm

Actually, that should help me tremendously in setting up encounters
with the new factions in my mod as well.

That is, will it also work with new factions as well as Order and nomad?

Post Fri Oct 05, 2007 3:46 pm

i have to give credit where credit is due this is mace's work he let use broken oath mod for my own use . i just used his load out on my own universe files this is for the order
[FactionProps
affiliation = fc_or_grp
legality = unlawful
nickname_plurality = singular
msg_id_prefix = gcs_refer_faction_fc_or
jump_preference = jumphole
npc_ship = order_li_elite_d1-10
npc_ship = order_li_elite2_d11-13
npc_ship = order_ANUBIS_d14-16
npc_ship = order_ANUBIS_d17-19a
npc_ship = order_ANUBIS_d17-19b
npc_ship = order_ANUBIS_d17-19c
npc_ship = order_ANUBIS_d17-19d
npc_ship = order_ANUBIS_d17-19e
npc_ship = order_ANUBIS_d17-19f
npc_ship = order_ANUBIS_d17-19g
npc_ship = order_ANUBIS_d17-19h
npc_ship = order_ANUBIS_d17-19i
npc_ship = order_ANUBIS_d17-19j
npc_ship = osiris
npc_ship = Liberty_Cruiser
npc_ship = Liberty_Battleship
voice = pilot_f_ill_m01
voice = pilot_f_ill_m02
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
formation = cruisers, cruiser_wall
formation = battleships, cruiser_wall

Post Sun Oct 07, 2007 10:10 am

<pre><font size=1 face=Courier>
npc_ship = order_ANUBIS_d17-19a
npc_ship = order_ANUBIS_d17-19b
npc_ship = order_ANUBIS_d17-19c
npc_ship = order_ANUBIS_d17-19d
npc_ship = order_ANUBIS_d17-19e
npc_ship = order_ANUBIS_d17-19f
npc_ship = order_ANUBIS_d17-19g
npc_ship = order_ANUBIS_d17-19h
npc_ship = order_ANUBIS_d17-19i
npc_ship = order_ANUBIS_d17-19j
</font></pre>
Wow!

Rankor: yes, I implemented two new factions without problems. It was a matter of remembering all the files that have to be changed.

Tip / reminder:

On an elsewhere post of mine I mentioned the problem I had with getting encounters to happen:- I had set the NPC "visibility" distance to 20k (because I have huge ships which looked dumb disappearing at 2.5k) but without realising it would stop NPCs spawning near me if the zone density limit was too small - my density was 8 and no NPCs were spawning near to me that I could see - because there were lots of other NPCs within the 20k radius that I couldn't even see! lol

So I was sitting around for ages and changing my encounter files needlessly to try to get NPCs to spawn near me! And because they DID spawn occasionally, I couldn't get to grips with the cause of the problem for ages. Then I realised.

So - set your NPC spawn and visibility distance in your exe to 5k-6k or so, and your zone density higher if you get this problem.

Roleplay: - the art of self-deceipt!

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