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**Tutorial** - Capital Ship Encounters

Here you find the different tutorials on editing and MODing Freelancer

Post Wed Apr 16, 2003 12:13 am

argh.. i tried your tutorial ... and i have no idea what im doing wrong. could you give me a hand here... when you say append closing brackets, you mean close all the brackets right? thats one thing i thought of other that that ... i have no idea :S

blaaarggg

Post Wed Apr 16, 2003 11:06 am

Beserkir: missile turret damage is defined in weapon_equip.ini , search for li_cruiser_missile_turret01_explosion and alter the strength setting to whatever you'd like it to be. WARNING: THIS ONLY WORKS CLIENT-SIDE, RESULTS IN UNPREDICTABLE BEHAVIOR AND SERVER INSTABILITY WHEN DONE SERVER-SIDE!

Trekkie, Rheinland: I've practically cut your meat for you... you guys want me to chew your food as well?

Snake: whenever you encounter a line that starts with a [ (opening bracket) finish that line with a closing bracket, as this forum can't display them.

Post Wed Apr 16, 2003 11:29 am

but when im client AND server it should work ?!

well, i finally found out how to create prison ship encounters:

just change

encounter = area_armored_prisoner, 1, 0.600000 <---- this number (here its already changed)


To add it in a new system paste this in system.ini

[EncounterParameters
nickname = tradelane_armored_prisoner
filename = missions\encounters\tradelane_armored_prisoner.ini

[EncounterParameters
nickname = area_armored_prisoner
filename = missions\encounters\area_armored_prisoner.ini

[EncounterParameters
nickname = tradep_armored_prisoner
filename = missions\encounters\tradep_armored_prisoner.ini

and this to the zone

encounter = area_armored_prisoner, 1, 0.600000
faction = li_p_grp, 1.000000

Post Wed Apr 16, 2003 11:50 am


but when im client AND server it should work ?!


Yeah, should be fine.

Post Wed Apr 16, 2003 12:01 pm

so excuse my annoying nOOB Questions but you are the only one who can answer them:

-where can i change the duration of the wreck pieces drifting arount the space (not the loot!)

-where can i change the hp of the capships (just filename)


Edited by - Berserkir on 16-04-2003 13:01:53

Post Wed Apr 16, 2003 12:47 pm

Hitpoints are listed in SHIPS\shiparch.ini . Again, this file doesn't synchronise, so both server and client MUST have identical versions.

Debris lifetime can be found in FX\explosions.ini

Edited by - Nephilim on 16-04-2003 13:52:44

Post Wed Apr 16, 2003 1:02 pm

argh yea thats what i figured... so now i really dont have any idea what im doin wrong....where are the ships supposed to appear... do they just appear outside manhattan or are you supposed to take a mission... if its a mission how often does it come around

blaaarggg

Post Wed Apr 16, 2003 4:20 pm

It is possible to spawn pirates or criminals with capital ships as allies??

Post Wed Apr 16, 2003 5:44 pm

Snake: if you followed my tutorial to the letter, there should be some cruisers and battleships in orbit of Manhattan. Their presence (or absence...) has nothing to do with random missions whatsoever.

Tower: of course, but I won't spoil all the fun for you.

Edited by - Nephilim on 16-04-2003 18:45:50

Post Wed Apr 16, 2003 6:45 pm

YEA i redid your tutorial from scratch... nice goin man

blaaarggg

Post Thu Apr 17, 2003 12:43 am

gargle cant seem to get ships anwhere else but the system in your tutorial... or seem to summon other houses ships

blaaarggg

Post Thu Apr 17, 2003 4:38 am

oh great master! I need your help!

I did everything you said but it only sorta worked

I threw in a Nomads Battleship and Rheinland battleship about New Berlin, and when I get there, there was a fight going on (only saw the Nomads but not the Rheinlanders) then I docked and relaunched to space, then the game crashed when loading, so I downed the density_restriction back to 4 fro 10, and all was well but no battleships, so I sat around waiting for one to show up but the game crashed again

what have I done wrong?

Dude, where's my Super Star Destroyer?

Post Thu Apr 17, 2003 9:21 am

i have recently installed ur mod. it looks cool but i do have some questions...

1. Since i installed this mod, will i encounter battleships/cruisers in random encounters?

2. How do make the ships follow a patrol route?

3. i added 2 more of these
encounter = capitalships_HOUSENAME, 19, 1.000000
faction = GROUPNAME, 1.000000
encounter = capitalships_Escorts, 19, 1.000000
faction = GROUPNAME, 1.000000

they were rheinland battleship and escort. but when i tried to test it out NONE of the ships were there. not even the liberty ships!

4. Is there a way i can create a dreadnought and make it follow my own CUSTOM patrol route?

Post Thu Apr 17, 2003 9:44 am

Doppleganger : yep i got that too :S help us oh great one

blaaarggg

Post Thu Apr 17, 2003 9:49 am

Snake: I can't read your mind. You gotta give me a leeeeetle bit more to work with here, such as which system ini's you've edited and the changes you've made to them.

Oracle: sounds like you only added an [EncounterParameters for the Nomads. To slightly rephrase my earlier "you only need to insert the [EncounterParameters once per system" comment: "you only need to insert the [EncounterParameters once per system per house ", so a Nomad vs. Rheinland engagement would require multiple (two) EP's:

encounter = capitalships_Nomads, 19, 1.000000
faction = fc_n_grp, 1.000000
encounter = capitalships_Rheinland, 19, 1.000000
faction = rh_n_grp, 1.000000

[EncounterParameters
nickname = capitalships_Nomads
filename = missions\encounters\capitalships_Nomads.ini

[EncounterParameters
nickname = capitalships_Rheinland
filename = missions\encounters\capitalships_Rheinland.ini

Hope that clears things up. BTW, I'd leave density_restriction at its default value and raise the density variable (naturally, two factions butting heads need a lot of breathing space).

Doppel:

Re: 1) that depends on how many encounters you set up, of course, as well as on the locations you pick
Re: 2) add your encounter to a patrol zone, and set the fleet's behavior to patrol_path
Re: 3) I told you to substitute HOUSENAME and GROUPNAME
Re: 4) yes, see previous point

Edited by - Nephilim on 18-04-2003 00:57:03

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