**Tutorial** - Nomad battleship & gunboat & figher e
this is my first posting of this kind
editing this to add some comments.
in the missions/npcships.ini
teh battleship:
[NPCShipArch
nickname = fc_n_battleship_d25
loadout = no_battleship ;stuff in loadouts.ini
level = d19 ;ship level
ship_archetype = no_battleship ;ship model
pilot = cruiser_default ;pilot
state_graph = CRUISER ;??
npc_class = unlawful, battleship, class_battleship, d19 ;stuff which is in use in shipclasses.ini
teh gunboat:
[NPCShipArch
nickname = fc_n_gunboat_d19
loadout = no_gunboat ;again loadouts.ini
level = d19 ;level
ship_archetype = no_gunboat ;model
pilot = gunboat_default ;pilot
state_graph = GUNBOAT ;??
npc_class = unlawful, class_gunboat, d19 ;stuff for shipclasses.ini
Nomad fighter is the default one but you can change the pilot (pirate_ace is nice )
the shipclasses.ini contains
[ShipClass
nickname = sc_battleships ;ship class nick in use in encounter ini (area_battleships.ini)
member = class_battleship ;from the npcships.ini
in addition to default.
and the missions/encounters/area_battleships.ini contains:
[EncounterFormation
ship_by_class = 3, 1, sc_battleships ;ok first number is how many ships appear and second i don't know yet and third is ship class defined in shipclasses.ini
pilot_job = scout_leader_job ;ships job ie scout or guard... look for other in other inis
make_class = wanderer ;don't know for shure
ship_by_class = 6, 3, sc_gunboats ;again first no of ships , ? , ship class
pilot_job = scout_job ;job
make_class = wanderer ;?
ship_by_class = 9, 5, sc_fighters ;you should get it by now really
pilot_job = scout_job
make_class = wanderer
formation_by_class = battleships1 ;battleship formation because i expirienced crashes with cruiser one
behavior = wander ;behavior ?
arrival = all, -tradelane, -object_jump_gate ;type of arrival. this is any minus tradelane or jumpgate
allow_simultaneous_creation = no ;only one encounter at a time?
zone_creation_distance = 0 ;probably the creations distance from the zone or smth?
times_to_create = infinite ;how many spawns?
[Creation
permutation = 0, 3 ;don't know actually
and for the universe/systems/li01/Li01.ini in the systems added this:
[EncounterParameters
nickname = area_battleships ;nickname of ecounter
filename = missions\encounters\area_battleships.ini ;path to encounter ini definitions
and this in the Zone_Li01_001_Planet_Li01_01 zone section:
encounter = area_battleships, 19, 1.000000 ;encounter nickname , probably level and i think it's probability of appearing
faction = fc_n_grp, 1.00000 ;don't know yet
this makes them spawn at manhattan
the missions/faction_props.ini
note that you have to edit this not copy/paste
[FactionProps
affiliation = fc_n_grp ;default from here
legality = unlawful
nickname_plurality = plural
msg_id_prefix = ignore
jump_preference = jumpgate
npc_ship = MSN13_Nomad_Fighter_Populator
npc_ship = fc_n_no_fighter_d19 ;to here
npc_ship = fc_n_battleship_d25 ;added battleship
npc_ship = fc_n_gunboat_d19 ;and gunboat
mc_costume = mc_fc
firstname_male = 229608, 229608
firstname_female = 229608, 229608
lastname = 229608, 229608
rank_desig = 197140, 197140, 197140, 10, 15
formation_desig = 197808, 197820
formation = fighters, fighter_guild
formation = cruisers, cruiser2_li_n ;and the cruiser
formation = gunboats, gunboat_ku_n ;gunboat and
formation = battleships1, battleship1_rh_n ;battleship formation. you only need this one really, the others are here in case you want to spawn cruisers od gunboats
this is the loadouts.ini
[Loadout
nickname = no_fighter ;default figter loadout in case you want to chage it to this.
archetype = no_fighter
equip = ge_nf_engine_01
equip = infinite_power
equip = ge_s_scanner_02
equip = no_thruster, HpThruster01
equip = nomad_gun01_mark01, HpWeapon01
equip = nomad_gun01_mark01, HpWeapon02
equip = nomad_gun01_mark01, HpWeapon03
cargo = special_nomad_gun01, 1
cargo = special_nomad_gun02, 1
[Loadout
nickname = no_battleship ;battleship loadout with stripped cloaking device
archetype = no_battleship
equip = infinite_power
equip = ge_s_scanner_02
equip = nomad_turret01_mark01, Hp_1_01
equip = nomad_turret01_mark01, Hp_1_02
equip = nomad_turret01_mark01, Hp_1_03
equip = nomad_turret01_mark01, Hp_1_04
equip = nomad_turret01_mark01, Hp_1_05
equip = nomad_turret01_mark01, Hp_1_06
equip = nomad_turret01_mark01, Hp_1_07
equip = nomad_turret01_mark01, Hp_1_08
equip = nomad_turret01_mark01, Hp_1_09
equip = nomad_turret01_mark01, Hp_1_10
equip = nomad_turret01_mark01, Hp_1_11
equip = nomad_turret01_mark01, Hp_1_12
equip = nomad_turret01_mark01, Hp_1_13
equip = nomad_turret01_mark01, Hp_1_14
equip = nomad_turret01_mark01, Hp_1_15
equip = fx_Nomad_battleship_engine, HpEngine01
[Loadout
nickname = no_gunboat ;gunboat without cloak
archetype = no_gunboat
equip = infinite_power
equip = ge_ng_engine_01
equip = ge_s_scanner_02
equip = nomad_turret01_mark01, Hp_1_01
equip = nomad_turret01_mark01, Hp_1_02
equip = nomad_turret01_mark01, Hp_1_03
equip = nomad_turret01_mark01, Hp_1_04
equip = nomad_turret01_mark01, Hp_1_05
equip = nomad_turret01_mark01, Hp_1_06
anyways this works now.. i destroyed one of the battleships with the starflier now i'm gonna put in fleets and tweak them so they have shields...
gonna work on gunboats and edit this when i have it working.
edit: now gunboats work
and many thanx to Serpent guy who posted his stuff on the battleships encounters howto
hello
we is experts
Edited by - Chips on 10/31/2004 7:29:20 AM