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Adding Enemy Patrols and Random Missions

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Post Sat Apr 26, 2003 11:12 pm

Adding Enemy Patrols and Random Missions

I've been expanding the Alaska System for Reynen's mod, but I cna't figure out how to add enemy ships. I can add friendly encounters, but not enemy ones. Also, I need to know how to add areas for missions.

Post Tue Apr 29, 2003 5:41 am

here is an edited example of the zone around planet manhattan

[zone ;bracket dont show up
nickname = Zone_Li01_001_Planet_Li01_01
pos = -33020, 0, -27925
rotate = 0, 104, 0
shape = SPHERE
size = 4000 ;can be bigger - 10000
comment = Manhattan
sort = 1
toughness = 1 ;referes to the level of the pilots
density = 32 ;how many ships can be present in the area(size = 4000)
repop_time = 10;spawing more ships
max_battle_size = 32 ;was 4 have put as high as 32 with no problems
pop_type = li_p_grp, base_cluster_law
relief_time = 10 ;not exactly sure on this one
faction_weight = li_p_grp, 12
faction_weight = li_p_grp_prisoners, 8
faction_weight = co_be_grp, 10
faction_weight = co_hsp_grp, 10
faction_weight = co_kt_grp, 10
faction_weight = co_me_grp, 10
faction_weight = co_nws_grp, 10
faction_weight = co_ni_grp, 10
faction_weight = co_os_grp, 4
faction_weight = co_rs_grp, 10
faction_weight = co_shi_grp, 10
faction_weight = co_ss_grp, 10
faction_weight = co_vr_grp, 8
faction_weight = gd_bh_grp, 3
faction_weight = fc_lr_grp, 12 ;this line gets added = liberty rogues
faction_weight = fc_ou_grp, 10 ;this line gets added = outcasts
density_restriction = 16, unlawfuls ;was = 4
encounter = area_defend, 1, 1.000000
faction = li_p_grp, 1.000000
encounter = area_bh_defend, 1, 0.890000
faction = gd_bh_grp, 1.000000
encounter = area_scout, 4, 1.000000 ;this line gets added - too increase
faction = fc_lr_grp, 1.000000 ;this line gets added
faction = fc_ou_grp, 1.000000 ;this line gets added
encounter = area_armored_prisoner, 1, 0.890000
faction = li_p_grp, 1.000000
encounter = area_trade_freighter, 1, 0.890000
faction = co_hsp_grp, 0.260000 ;total up to 1.000000
faction = co_me_grp, 0.260000
faction = co_ss_grp, 0.260000
faction = co_vr_grp, 0.210000
encounter = area_trade_transport, 1, 0.120000 ;only 12% -0.890000 = 89%
faction = co_be_grp, 0.100000 ;total up to 1.000000
faction = co_hsp_grp, 0.100000
faction = co_kt_grp, 0.100000
faction = co_me_grp, 0.100000
faction = co_nws_grp, 0.100000
faction = co_ni_grp, 0.100000
faction = co_rs_grp, 0.100000
faction = co_shi_grp, 0.100000
faction = co_ss_grp, 0.100000
faction = co_vr_grp, 0.080000
encounter = area_trade_armored, 1, 1.000000 ;100% chance will spawn
faction = co_os_grp, 1.000000
encounter = area_lifter, 1, 0.500000
faction = co_me_grp, 0.500000
faction = co_ss_grp, 0.500000
encounter = area_repair, 1, 0.670000
faction = co_me_grp, 0.500000
faction = co_ss_grp, 0.500000

the bad guys start with the fc_
like fc_lr_grp = liberty rogues
fc_ou_grp =outcasts
encounters are listed at the top of the file
look at the zones to get the idea of how to add encounters
dont forget to add faction weight for each group added



Edited by - Keith on 13-05-2003 14:11:31

Post Tue Apr 29, 2003 3:06 pm

Keith:

Thanks!


.sig/ ...in sickness and in health? How about just in health?

Post Tue Apr 29, 2003 10:37 pm

Thanks!

Post Thu May 01, 2003 3:02 am

Heres one of my encounters from my newmars system

[zone
nickname = Zone_libertyrogues_attack4 << your name for the encounter
pos = 39000, 0, -11000 << location of encounter.
rotate = 0, 0, 0
shape = SPHERE << Effective shape of area of encounter.
size = 12000 << Size of above area of encounter
comment = farscape << notes to your self about the encounter
sort = 1
toughness = 5 << determines the level of the bad guys roughly.
density = 12
repop_time = 90 << delay between one attack and another.
max_battle_size = 8 << max number of involved in battle.
pop_type = li_n_grp, base_cluster_law << faction, action. Not sure about this but these setting give good results.
relief_time = 10
faction_weight = fc_rh_grp, 4 << all these are factions likely to be in the area at the time, higher values means more likely.
faction_weight = fc_lr_grp, 6
faction_weight = fc_x_grp, 5
faction_weight = fc_j_grp, 4
faction_weight = li_n_grp, 2
density_restriction = 4, unlawfuls << Sets max unlawfuls in battle
encounter = area_assault, 1, 0.070000 << script name, unknown, unknown. Script name is declared at the top of the system ini file. See below.
faction = fc_rh_grp, 1.000000 << faction involved in battle.
encounter = area_assault, 1, 0.070000
faction = fc_lr_grp, 1.000000
encounter = area_assault, 1, 0.070000
faction = fc_x_grp, 1.000000
encounter = area_assault, 1, 0.070000
faction = fc_j_grp, 1.000000
encounter = area_assault, 1, 0.070000
faction = fc_n_grp, 1.000000

At the top of your system file you have to declare which scripts your going to use. This usually goes above the Dust line. BTW adding asteriods and nebulas works exactly the same way as this. Eg you declare the solar script your using at the top of the system ini file and use it further down your system ini.

EG heres one for the encounter i singled out above.

[EncounterParameters
nickname = area_assault << your name as used in the zone above
filename = missions\encounters\area_assault.ini << the actual script to use.

To get missions in the bar to work you need to add different zones. Heres my config for those.

[zone
nickname = ZONE_yo01_vignette3 << your name for the zone.
pos = -20000, 0, 20000 << location of zone
shape = SPHERE << shape of zone
size = 10000 << size of zone
mission_type = unlawful, lawful << type of missions to offer. In this case both lawful and pirate missions.
sort = 99.500000
vignette_type = open

Add a few of those in a few different areas and the mission system automatically uses them.

Hope this helps.

Giskard


Edited by - giskard on 01-05-2003 04:03:41

Post Sun May 25, 2003 12:26 pm

Hi
There are some things i want to tell you :

encounter = area_assault, 1, 0.070000
faction = fc_n_grp, 1.000000

In this little example, numbers after the "area_assault" (don't know anyting about the first), for the second, it is the chance (not percent but per one). The sum of all chance musn't be higher (but can be smaller) than 1.000000 (this is the same for the chance in the faction, under).

For example :

encounter = area_scout, 1, 0.930000
faction = li_n_grp, 0.400000
faction = li_p_grp, 0.400000
faction = rh_n_grp, 0.200000
encounter = area_assault, 1, 0.070000
faction = fc_lr_grp, 0.300000
faction = fc_n_grp, 0.300000
faction = fc_ou_grp, 0.300000

Here, all the encounter sum is 1 and the faction's is 1.
That's all.

Post Sun May 25, 2003 2:38 pm

Actually, Archangel, the sum can be higer than one, I think... Look in the Li01.ini under the zone around Manhattan.

Also, the first number in the line (the one you didn't know about) refers to the level of the spawned ships.

P/-/3@R D@ D@\/\/G F00lZ

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