Nice starter, but you have left a few things out that Newbs might not realise. If you did all that and loaded up you wouldn't have a new faction at all. You haven't put them into encounters, patrols etc etc..
Some parts you gloss over a little quickly as well. Now if you are rushing a tutorial out, then its gonna be overlooked here and there, if not - try to remember that if newbs read it they will get confused.
- ie:
If you are copying into scripting, what do you do for IDS numbers? You mention about FLMM - but without FLMM? (I didn't even know FLMM could do this!!!).
Also - out of MY curiosity into FLMM generating the strings in the tables - um - you put <insert the ids number generated for you> - but how can you do that as it won't 'generate' a number till you activate, then you have to find out what the hell it is?? (I just don't get that part at all - the old fashioned way is alot easier!!)
Anyways - Good stuff, I aint critising really - just pointing a few things out! Keep it up!
Chips
*edit* sorry really tired-
legality can be lawful or unlawful
-npc ship has something to do with their ships
-no idea about the rest, copy from other factions
OKay - NPC ships are specifying the ships that they can fly - so any listed here are related to ships in the NPC shiparch.ini - which an entry looks like this
Okay - here goes in a little more detail (if i don't pass out during this!)
[FactionProps
affiliation = gd_z_grp
legality = lawful
nickname_plurality = plural
msg_id_prefix = gcs_refer_faction_gd_z
jump_preference = any ; doesn't mater to these guys really! LOL
npc_ship = gd_z_ge_fighter2_d1-6
npc_ship = gd_z_ge_fighter2_d7 ;ships and level they fly at! Later
npc_ship = gd_z_ge_fighter4_d8
npc_ship = gd_z_ge_fighter4_d9
npc_ship = gd_z_ge_fighter4_d10
npc_ship = gd_z_ge_fighter4_d11
npc_ship = gd_z_ge_fighter5_d12
npc_ship = gd_z_ge_fighter5_d13
npc_ship = gd_z_ge_fighter5_d14
npc_ship = gd_z_ge_fighter6_d15
npc_ship = gd_z_ge_fighter6_d16-19
npc_ship = gd_z_bw_freighter_d1-6
npc_ship = gd_z_bw_freighter_d7
npc_ship = gd_z_bw_freighter_d8
npc_ship = gd_z_bw_freighter_d9
npc_ship = gd_z_bw_freighter_d10
npc_ship = gd_z_bw_freighter_d11
npc_ship = gd_z_bw_freighter_d12
npc_ship = gd_z_bw_freighter_d13
npc_ship = gd_z_bw_freighter_d14
npc_ship = gd_z_bw_freighter_d15
npc_ship = gd_z_bw_freighter_d16-19
voice = pilot_f_ill_m01
voice = pilot_f_ill_m02
mc_costume = mc_gd
space_costume = pl_male3_head_hat, pl_male1_peasant_body, comm_br_darcy
space_costume = pl_male5_head, pl_male1_peasant_body, comm_br_elite
space_costume = pl_male8_head_hat, pl_male1_peasant_body, comm_br_darcy
space_costume = ge_male3_head, pl_male1_peasant_body, comm_br_elite
space_costume = ge_male6_head, pl_male1_peasant_body, comm_br_darcy
space_costume = sc_scientist2_head_hat, pl_male1_peasant_body, comm_br_elite
firstname_male = 226608, 226741 ;names in name resources dll - Bill Bloggs
lastname = 227008, 227307 ; Same again (makes combos etc)
rank_desig = 197140, 197140, 197140, 10, 14
formation_desig = 197821, 197828
formation = fighters, fighter_guild ;formation - laters
formation = freighters, freighter_guild ; dito
formation = freighters2, freighter2_guild ; dito
Okay - firstly:
npc_ship = gd_z_ge_fighter4_d11 this is a ship and loadout in the npcshiparch.ini file -here it is:
[NPCShipArch
nickname = gd_z_ge_fighter4_d11 ;familiar?
loadout = gd_z_ge_fighter4_loadout01 ;A loadout - take a peek in a sec
level = d11 ; Joe Bloggs 11 (target ship see this)
ship_archetype = ge_fighter4 ;ship it is (shiparch.ini)
pilot = pilot_pirate_ace ; Pilot skill - ace, he good
state_graph = FIGHTER ;duh
npc_class = lawful, class_fighter, d11 ;gets complicated!!
okay - firstly - shiparch.ini has the ge_fighter4 (the Hawk)
Second - loadout in loadouts.ini file!
Found it:
[Loadout
nickname = gd_z_ge_fighter4_loadout01
archetype = ge_fighter4
equip = ge_bwf_engine_01
equip = npc_shield02_mark06, HpShield01
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = armor_scale_3
equip = gd_z_gun01_mark04, HpWeapon01
equip = gd_z_gun01_mark04, HpWeapon02
equip = gd_z_gun01_mark04, HpWeapon03
equip = missile01_mark02, HpWeapon04
cargo = missile01_mark02_ammo, 20
equip = cruise_disruptor01_mark01, HpTorpedo01
cargo = cruise_disruptor01_mark01_ammo, 5
equip = mine01_mark01, HpMine01
cargo = mine01_mark01_ammo, 20
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallOrange, HpRunningLight01
equip = SlowSmallOrange, HpRunningLight02
equip = SlowSmallOrange, HpRunningLight03
equip = SlowSmallOrange, HpRunningLight04
equip = SlowSmallOrange, HpRunningLight05
equip = SlowSmallOrange, HpRunningLight06
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02
This is what he is flying with on that ship!
The pilot? All in pilots Population.ini;
[Pilot
nickname = pilot_pirate_easy
gun_id = gun_pirate_easy_style_a
missile_id = missile_fighter_easy_style_a
evade_dodge_id = evade_dodge_fighter_corkscrew_easy
evade_break_id = evade_break_fighter_style_e
buzz_head_toward_id = buzz_head_toward_fighter_corkscrew
buzz_pass_by_id = buzz_pass_by_fighter_style_c
trail_id = trail_fighter_style_a
strafe_id = strafe_fighter_style_a
engine_kill_id = engine_kill_fighter_style_a
mine_id = mine_light_fighter_a
countermeasure_id = countermeasure_handicap_3
damage_reaction_id = damage_reaction_fighter_style_a
missile_reaction_id = missile_reaction_fighter_style_a
formation_id = formation_never
repair_id = repair_fighter_never
job_id = basic_job_no_formation
[Pilot
nickname = pilot_pirate_med
inherit = pilot_pirate_easy
gun_id = gun_pirate_med_style_a
evade_dodge_id = evade_dodge_fighter_corkscrew_med
I put the easy in there cause it shows you the inherit part of medium. He gets all the above from the easy guy. In the same file are all the parts for this - notice that they can use nanobots and bats, shoot more accurately, more frequently etc in here!.
NPC_Class - this is ships class - in the shipsclass.ini. It is difficult to understand but it comes out when using things like formations (which they have to use anyways)
unfortunatley i am falling to sleep here - also this is degenerating into a random rambling mess! Sod the explanations. If you want them to fly their own ships, find the ship, make a loadout for it in loadouts.ini, then, entry into the NPCships
Then, once you have done that, add the ship to your factions statement
npc_ship = myshipthingy_d10
Also, make sure it has a suitable formation at the bottom - its best sticking to simple things for now though.....lol
Below some you will see this:
scan_for_cargo = commodity_toxic_waste, 0
scan_for_cargo = commodity_water, 0 ;what they looking for
scan_announce = false ;will they tell you first? nope
scan_chance = 0.300000 ;30%
Some have numbers 0, 1 or 2 behind them - iu think this is order of preferance - 0 means if anything else there they will have it (on their list) 2 means will take first above the rest (only guessing here though)
Okay - now you have a little more understanding there, what is missing? Ah yes, they have ships, loadouts, now all you need is a suitable encounter for what you got - look at the encounters folder:
Area Defend this one
[EncounterFormation
ship_by_class = 1, 1, sc_fighters ;only me
pilot_job = defend_leader_job
make_class = wanderer
ship_by_class = 1, 2, sc_fighters, -1
pilot_job = defend_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = all, -tradelane, -object_jump_gate
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation
permutation = 0, 3
Only sc_fighters - well thats okay - we got that aint we?(this was in your example = not mine! hehe
OKay - i aint explaining everything, but mostly obvious. If you have sc_fighters for the formations part of the npcships then this is okay for you (parameter) now you can shove it into the old system file
[EncounterParameters
nickname = area_defend
filename = missions\encounters\area_defend.ini
Then in the requiste zone you have the encounter
encounter = area_defend, 5, 0.090000 ;probability spawn - must not equal >1
faction = br_p_grp, 1.000000 1=100% here
Quick before i pass out!
The encounter = area_defend, 5, 0.090000 0.09part is due to basically you have 100% chance yeah? If you have about 5 enocunters that spawn, you cannot have 500%, only 100% (1), so it gets divided up. You don't see many with more than 0.35 when all totalled up, but i haven't tested why......lol
faction = br_p_grp, 1.000000 This is the faction and percentage chance for thta encounter type. If you have more than ONE factoin, the percentage is split!
Ie
encounter = area_defend, 5, 0.090000
faction = br_p_grp, 0.86000000
faction = gd_im_grp, 0.140000
Hope your with me still, i aint am dying now. Basically if u understood that you are doing well. I am off to sleep, i will post with a hell of alot more coherance later. This was alot longer, but after a quick scan read half the stuff i put was unintelligable. It was correct, but impossible to understand as i tried to explain everything. As you can see i cut it very short suddenly, and MY explanations are now very weak to!
zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz
Edited by - chips on 24-09-2003 19:04:19