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**Tutorial** The complete creating new factions

Here you find the different tutorials on editing and MODing Freelancer

Post Wed Oct 18, 2006 3:35 am

**Tutorial** The complete creating new factions

After looking through the tutorials forum i was unable to find the one listed, so i'm going to do one here.
What this tutorial covers
01-19-Adding a new faction into the game so that it behaves with other groups
20-21-How to get random missions being offered and have destroyable solar targets
22-Editing mpnewcharacter.fl
23-Editing Newplayer.fl
24-28-Changing a population zone to add your custom faction
29-32-Using Chips Single Player Addon to playtest your new faction
33-How to change the audio for their pilots
33-How to change what the faction is called in audio, like Navy
35-45-How to set the ships and loadouts for a faction
45-47-How to set base population for the new faction
48-51-(Briefly)covers how to change a factions appearance
52-54-How to get a new factions name appear in the random mission text.
55-How to set which commodities are carried by the new faction.

Programs needed
FLEids (for changing the faction name in names_resources.dll and infocards)
Save game editor (for editing newplayer.fl)
Chips Singleplayer Addon, for testing purposes

Adding a new faction
In order to add a new faction you need to edit:
Faction_prop, npcships, initialworld, empathy, exe/mpnewcharacter.fl, exe/newplayer.fl, vigrette_params and killable_solars
So, start with backing everything up. With factions if you make mistakes it can make you mod unstable and be a real pain to find the problem.

00.I'm assuming you are working with SDK and have it already installed.
01.Next, open data/initialworld and have a look through the file.
02.You need to add an entry for your faction, so copy the race that is most similar to your custom race and paste it at the bottom.
03.Rename the nickname to be something unique. It shouldn't be more than 15 characters long as Ioncross dosen't read them properly.
04.We'll do the naming of factions first, open up FLEids and start making entries similar to the existing ones.
05.You need to be in a similar range as the other ones which will be explained later.
06.Once you find the nearest space in names_resources higher than those used
07.Input the name and save to file
08.The "ids_name =" must be in namesresources, the "ids_short_name =" may be in a custom dll if you want to.
09.You may as well leave the "ids_info =" for the time being. Put it in if you want to, but you can always come back and edit it later and it won't affect how a faction works in game.
10.Next, we need to add entries for for every faction in the game for the new one. These values can only be 0.91, 0.65, 0.3, 0, -0.3, -0.65. -091 otherwise it leads to problems.
11.So if you added:
nickname = cu_n_grp
ids_name = 196846
ids_info = 66200
ids_short_name = 459218;custom dll
.. then every other faction will have an entry for cu_n_grp:
rep = 0.91, cu_n_grp
The faction should be 0.91 to itself, 0.3 or 0.65 to allies and -0.65 to enemies.
12.Once done, and checked Save and close, then open up missions/empathy.ini
13.Empathy can be treated mostly the same as initialworld, you find the closest existing faction and paste it to the bottom.
14.Try to make as few changes as possible, if it works don't try to fix it.
15.The entries should be added to every other faction with your new custom one. So you add, "empathy_rate = cu_n_grp, 0.300000" or something under each group except your custom faction. Save and close.
16.So in initialworld every group has every other group and in empathy every group has every other except itself.
17.Once done we need to add to add to faction_prop. Open it up and choose the closest faction, copy it and paste at the bottom.
18.Don't make any changes to the factions appearance or ships yet. We can do that later, for now we just want to see the faction in the game. It will help in finding any bugs. Just change the nickname. Save and close.
19.No changes are needed in npcships yet as we are using existing ones that already work.
20.Next open up randommissions\vigrette_params and do the sneaky fix. If your group is lawful copy (exactly):
", li_n_grp" and choose from the top menu Edit>Replace and replace:
", li_n_grp" with ", li_n_grp, cu_n_grp" substituting my cu_n_grp for your custom one. Then choose "all", this will add entries to every one in the file.
If unlaw then choose ", fc_ou_grp" and use that instead. Save and close.
21.Next Killablesolars, treat it the same as vigretteparams and use the sneaky fix for that one too. You can use gd_im_grp (IMG) for targets if you faction is more corporate or gd_bh_grp if they are more similar to the bounty hunters. Save and close.
22.Open up exe\mpnewcharacter in notepad and add an entry for your new group. Save and close.
23.Open up Newplayer (with the saved game editor) add the entry , then save and close.
24.That should be enough for the faction to be usable in the game. I would recommend that you use a program like FLE to create encounters with the system as its very good and makes it a lot easier.
25.For testing purposes we could add your faction to any zone that you want, but bear in mind, different encounters use different ships. So, depending on your choice, you may not have freighters or transports to be spawned.
26.We could add the custom ships to the missouri local area (for testing purposes if you want.
27.If so, open up Universe/systems/LI01/Li01.ini and search for "Missouri". You will find zone "Zone_Li01_015_Station_Li01_07"
28.In it replace:
faction_weight = li_n_grp, 12
with
faction_weight = li_n_grp, 2
faction_weight = cu_n_grp, 10;Again using your own name
and replace:
encounter = area_defend, 1, 0.070000
faction = li_n_grp, 0.940000
faction = li_p_grp, 0.060000
with
encounter = area_defend, 1, 0.070000
faction = cu_n_grp, 0.800000
faction = li_n_grp, 0.140000
faction = li_p_grp, 0.060000
This will add you custom faction to the zone using fighters. The sum of the factions should always equal 1.000000.
29.I would recommend using an opensp for testing. You could try Chips Singleplayer Addon, you will need to edit it slightly.
30.Install it using FLMM and activate. Next open up the missions/m13/m13 in the game's directory (not the mods) and add you custom faction to the list. Then save and close.
31.The list of locations for where to begin from are in the Ioncross datafiles. You would just need to edit in m13:
system = Li01
Act_ForceLand = Li01_01_Base
Cnd_BaseEnter = Li01_01_Base
to be
system = Li01<-Whatever system you want
Act_ForceLand = Li01_03_Base
Cnd_BaseEnter = Li01_03_Base
32.Final thing you do before testing is to delete or remove the save games, autosave and restart from:
My Documents\My Games\Freelancer\Accts\SinglePlayer
as they have saved data for factions written into their files.
33.That should be enough to get the faction in the game and be tested. Once they are in you can start adding new ship loadouts/ships, your faction to base populations and their appearance.

Edited by - Mace_166 on 10/18/2006 4:59:40 AM

Post Wed Oct 18, 2006 3:38 am

For the voices, there are a number of entries in faction_prop like this:
voice = pilot_f_mil_m01
voice = pilot_f_mil_m02
voice = pilot_f_leg_f01
voice = pilot_f_leg_f01a
These are all linked to the audio that you hear for pilots. You have to add audio to bases in the system files. If you mean the name of the faction's audio, then that is set with:
msg_id_prefix = gcs_refer_faction_li_n
So, it says Navy. The police are unfortunately set so they say Liberty Police or Kusari Police instead. You can choose the name that you want and replace it with you custom faction without any real problems. It comes up in FLSpit, but can be ignored.
When testing faction changes for factions and editing things like initialworld, you need to delete the restart, autosave and saved files and start a new player every time in order to see the changes.
Adding new ships and loadouts
34.Once tested in game and behaving properly, new entries can be made to faction_prop and npcships.
35.For an example, i'm going to give the Liberty Navy the Anubis and arm it with suitable weapons.
36.Open up faction_prop:
npc_ship = li_n_li_elite_d1-3
..
npc_ship = li_n_li_elite_d10
npc_ship = li_n_li_elite_d11-19

These are all nicknames that are linked to npcships. They can be anything but they must be unique. Its good practice to keep the same format of adding the difficulty range after the faction and ship names.
37.I'm going to replace the entries with:
npc_ship = li_n_li_elite_d1-3
npc_ship = li_n_li_elite_d4
npc_ship = li_n_li_elite_d5
npc_ship = li_n_li_elite_d6
npc_ship = li_n_li_elite_d7
npc_ship = li_n_li_elite_d8
npc_ship = li_n_li_elite_d9
npc_ship = li_n_li_elite_d10
npc_ship = li_n_anubis1_d11-19
npc_ship = li_n_anubis2_d11-19
38.Then save, but leave open. If you have a mistake in faction_prop here its very bad. It will crash about halfway to the title menu when starting up.
39.In npcships, choose edit>find "li_n_li_elite_d11-19" from the top menu and copy:
[NPCShipArch<--removed for this forum
nickname = li_n_li_elite_d11-19
loadout = li_n_li_elite_loadout03
level = d11
ship_archetype = li_elite
pilot = pilot_military_ace
state_graph = FIGHTER
npc_class = lawful, class_fighter, d11, d12, d13, d14, d15, d16, d17, d18, d19

and replace with:
[NPCShipArch<--ditto
nickname = li_n_anubis1_d11-19
loadout = li_n_anubis_loadout01
level = d11
ship_archetype = or_elite
pilot = pilot_military_ace
state_graph = FIGHTER
npc_class = lawful, class_fighter, d11, d12, d13, d14, d15, d16, d17, d18, d19

[NPCShipArch<--ditto
nickname = li_n_anubis2_d11-19
loadout = li_n_anubis_loadout02
level = d12
ship_archetype = or_elite
pilot = pilot_military_ace
state_graph = FIGHTER
npc_class = lawful, class_fighter, d11, d12, d13, d14, d15, d16, d17, d18, d19

Save and close faction_prop. Would be worth checking the nicknames match before closing.
40.Open up ships/loadouts.ini and do edit>find for "archetype = or_elite"
Then copy it to the bottom of the loudouts file and change the name to match one in npcships. Its better to just copy and paste it instead of typing anything.
41.We are going to change the ships weapons to match the faction. If you open up equipment/weapon_equip and search for "li_n" you will find the weapons used in there. Some are from the story so leave those ones.

Post Wed Oct 18, 2006 3:39 am

42.
[Loadout<--ditto
nickname = li_n_anubis_loadout01
archetype = or_elite
equip = ge_oe_engine_01;I'm going to change this to liberty instead
equip = npc_shield01_mark02, HpShield01;Shield is Graviton class 2, that'll change
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = fc_or_gun01_mark01_m1, HpWeapon01;Will replace with liberty weaps
equip = fc_or_gun01_mark01_m1, HpWeapon02
equip = fc_or_gun01_mark01_m1, HpWeapon03
equip = fc_or_gun01_mark01_m1, HpWeapon04
equip = missile01_mark01_rtc, HpWeapon05;The rtc version is from the story, that'll go too
cargo = missile01_mark01_rtc_ammo, 2
equip = missile01_mark01_rtc, HpWeapon06
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallYellow, HpRunningLight01;You can change the lights if you want
equip = SlowSmallYellow, HpRunningLight02;They are in light_equip
equip = SlowSmallYellow, HpRunningLight03
equip = SlowSmallYellow, HpRunningLight04
equip = SlowSmallYellow, HpRunningLight05
equip = SlowSmallYellow, HpRunningLight06
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = contrail01, HpContrail03
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02
to
[Loadout<--ditto
nickname = li_n_anubis_loadout01
archetype = or_elite
equip = ge_le_engine_01;Same as the defender
equip = npc_shield01_mark06, HpShield01;Shield is Graviton class 6
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = li_gun01_mark06, HpWeapon01;Vengence 3's
equip = li_gun01_mark06, HpWeapon02
equip = li_gun01_mark06, HpWeapon03
equip = li_gun01_mark06, HpWeapon04
equip = li_gun01_mark06, HpWeapon05
equip = missile02_mark03, HpWeapon06;Moonstalker
equip = co_turret02_mark02, HpTurret01;There was a turret missing too
cargo = missile02_mark03_ammo, 15
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallYellow, HpRunningLight01
..
equip = DockingLightRedSmall, HpDockLight02
43.I could show you the loadout for the second loadout but will just save forum space, it would be a plasma based variant and be armed with magma hammer 3's instead.
44. If you wanted to you could change the entries so that there are:
li_n_anubis1_d11-12
li_n_anubis1_d13-14
li_n_anubis1_d15-16
li_n_anubis1_d17-19
and add entries for each. For liberty this would be fairly pointless as there are no encounters to that level. I normally add high encounters around the House capitals, but its up to you.
45.Its best to playtest for a bit to see the new ship loadouts and once happy, we'll move on to base populations.
46.Base populations are handled by mbase, this will go through adding the faction cu_n_grp to Detroit Munitions (Li01_10).
47.In order for this to work, the custom faction cannot be hostile to the faction owning the base. Here's a typical mbase entry:
[MBase<--
nickname = Li01_10_Base
local_faction = co_vr_grp
diff = 1
msg_id_prefix = gcs_refer_base_Li01_10_Base

[MVendor<--
num_offers = 2, 4

[BaseFaction<--
faction = li_p_grp
weight = 9
offers_missions = true
mission_type = DestroyMission, 0.000000, 0.112387, 20
npc = li0110_lpolice_001_f

[BaseFaction<--
faction = co_vr_grp
weight = 64
offers_missions = true
mission_type = DestroyMission, 0.000000, 0.112387, 40
npc = li0110_ageira_001_m
npc = li0110_ageira_002_m
npc = li0110_ageira_003_f
npc = li0110_ageira_004_f

[BaseFaction<--
faction = co_ss_grp
weight = 9
npc = li0110_universal_001_m

[BaseFaction<--
faction = gd_bh_grp
weight = 18
offers_missions = true
mission_type = DestroyMission, 0.000000, 0.112387, 40
npc = li0110_bounty_001_m
npc = li0110_bounty_002_f

Notice the mission_types and weight all add up to 100. They are percentages that set who spawns and who's missions are shown in the mission vendor.
So, all you need to do is reduce the co_vr_grp to weight 44 and mission_type 30. The gd_bh_grp to mission_type 30 and add this:
[BaseFaction<--
faction = cu_n_grp
weight = 20
offers_missions = true
mission_type = DestroyMission, 0.000000, 0.112387, 20
npc = li0110_customnavy_001_m
npc = li0110_customnavy_002_f

The npc = must be unique for every entry in the file, so its good to keep to the same format.
Next add:
[GF_NPC<--
nickname = li0110_customnavy_001_m
body = li_male_elite_body
head = ge_male6_head
lefthand = male_hand_left_black
righthand = male_hand_right_black
individual_name = 220034<--These are all unique. You can either add you own unique ones or use the ids_name form initialworld for a general faction name. In larger mods it can be easier to just use the faction's long name istead.
affiliation = cu_n_grp
voice = rvp111
misn = DestroyMission, 0.000000, 0.112387
room = bar

[GF_NPC<--
nickname = li0110_customnavy_002_f
body = li_female_elite_body
head = ge_female1_head
lefthand = benchmark_female_hand_left
righthand = benchmark_female_hand_right
individual_name = 220035
affiliation = cu_n_grp
voice = rvp511
misn = DestroyMission, 0.000000, 0.112387
room = bar

I have removed the rumours for the new entries. You can leave them in if you want, but some refer to certain bases, so its best to check through first.

Post Wed Oct 18, 2006 3:41 am

Well, that should be enough for getting the custom faction into a base. In order to get random missions, you need to have a population zone or patrol that has a vigrette overlapping and both the faction and their enemies fighting.
48.Faction appearance. These are in faction_prop and the changes you make there will affect the appearance of the pilots that you meet in the game.
49.Its best to copy and paste the entries from the faction that you want to avoid any typos.
50.The Freelancer Character Editor can be good for seeing visually the appearance of the costumes.
51.In order to change the base appearance, you need to edit the entries in mbases.
52.The next step is to get the custom faction's name to appear when offering missions.
53.In Initialworld, the ids_name is linked to entries in offerbribesresources.dll
54.It is thankfully pretty simple (once Chips showed us how),
The ids name + the magic number 131834 = the first entry. This can be shown with Liberty navy:
nickname = li_n_grp
ids_name = 196846 + 131834 = 328680
In offerbribesresources, there are entries for Liberty Navy at:
328680 - Liberty Navy
328780 - the Liberty Navy
328880 - Liberty Navy
328980 - The Liberty Navy
Notice its entries go up in blocks of 100? Thats all you need to do, keep to the same format and the text will show up ok. The ids_name has to be within a set area of names_resources for it to work, so make sure it is just after the existing entries.
In order to make space for yourself, you can move the ids_short_name for the original factions to a custom dll and use their places for new factions instead.
55.There is one other file to edit. In equipment/commodities_per_faction.ini it sets which npc trade encounter carries what. You should add your custom faction to here using the most similar faction as a template.

Post Thu Oct 11, 2007 11:38 am

i've been working on a mod for the past month and a half. So far due to the very well written tutorials i've been able to figure out most of the problems i've experienced thus far. However, I am stumped on this one. I have created a custom CAPITAL ship for my mod and a faction to use it. The faction i created will only use ships already in existance (fighters only) ie "defender", "startracker". I will include a bit of code for each of my files and possibly some pics.

This is the zone and encounters from my system INI.

[EncounterParameters;--removed bracket
nickname = area_federation
filename = missions\encounters\area_federation.ini

[Zone
nickname = Zone_2
shape = SPHERE
pos = 280000, 0, -280000
size = 15000
music = music_Fd_Starbase
comment = Starbase1
sort = 1
toughness = 1
density = 12
repop_time = 10
max_battle_size = 8
pop_type = Fd_z_grp, base_cluster_law
relief_time = 10
faction_weight = Fd_z_grp, 19
density_restriction = 4, unlawfuls
encounter = area_federation, 19, 1.000000
faction = Fd_z_grp, 1.000000

This is the code from my npcships.ini file

[NPCShipArch
nickname = NPC_Sovreign_19
loadout = NPC_Sovreign_loadout01
level = d19
ship_archetype = EnterprizeE
pilot = battleship_default
state_graph = CRUISER
npc_class = lawful, class_battleship, d19

This is the code from faction_prop.ini

[FactionProps
affiliation = Fd_z_grp
legality = lawful
nickname_plurality = singular
msg_id_prefix = gcs_refer_faction_li_n
jump_preference = jumpgate
npc_ship = li_n_li_elite_d1-3
npc_ship = li_n_li_elite_d4
npc_ship = li_n_li_elite_d5
npc_ship = li_n_li_elite_d6
npc_ship = li_n_li_elite_d7
npc_ship = li_n_li_elite_d8
npc_ship = li_n_li_elite_d9
npc_ship = li_n_li_elite_d10
npc_ship = li_n_li_elite_d11-19
npc_ship = li_n_cruiser_d22
npc_ship = Liberty_Cruiser
npc_ship = Liberty_Battleship
npc_ship = NPC_Sovreign_19
voice = pilot_f_mil_m01
voice = pilot_f_mil_m02
voice = pilot_f_leg_f01
voice = pilot_f_leg_f01a
mc_costume = mc_li
space_costume = li_captain_head, li_male_elite_body, comm_ge_generic2
space_costume = li_rockford_head, li_male_elite_body, comm_li_hatcher
space_costume = li_sales_head_hat, li_male_elite_body, comm_ge_generic2
space_costume = ge_male4_head, li_male_elite_body, comm_li_hatcher
space_costume = pl_male2_head, li_male_elite_body, comm_ge_generic2
space_costume = ge_male3_head, li_male_elite_body, comm_li_hatcher
space_costume = li_newscaster_head_gen_hat, li_female_elite_body, comm_ge_generic2_female
space_costume = li_newscaster_head_gen_hat, li_female_elite_body, comm_li_hatcher_female
space_costume = br_newscaster_head_gen_hat, li_female_elite_body, comm_ge_generic2_female
space_costume = br_newscaster_head_gen_hat, li_female_elite_body, comm_li_hatcher_female
space_costume = pl_female2_head, li_female_elite_body, comm_ge_generic2_female
space_costume = pl_female2_head, li_female_elite_body, comm_li_hatcher_female
firstname_male = 226608, 226741
firstname_female = 226808, 226952
lastname = 227008, 227307
rank_desig = 197002, 197003, 197004, 6, 9
formation_desig = 197808, 197820
large_ship_desig = 196976
large_ship_names = 202608, 202647
formation = fighters, fighter_li_n
formation = freighters, freighter_guild
formation = freighters2, freighter2_guild
formation = cruisers, cruiser_wall
formation = battleships, battleship_wall

loadouts_special.ini

[Loadout
nickname = NPC_Sovreign_loadout01
archetype = EnterprizeE
equip = EnterprizeE_engine_01
equip = npc_shield03_mark10, HpShield01
equip = infinite_power
equip = ge_s_scanner_02,
equip = ge_s_tractor_01,
equip = ge_s_thruster_01, HpThruster01
equip = ge_s_thruster_01, HpThruster02
equip = Fd_Phaser, Hpturret01
equip = Fd_Phaser, Hpturret02
equip = Fd_Phaser, Hpturret03
equip = Fd_Phaser, Hpturret04
equip = Fd_Phaser, Hpturret05
equip = Fd_Phaser, Hpturret06
equip = LargeWhiteSpecial, HpHeadlight01
equip = SlowSmallBlue, HpRunningLight01
equip = SlowSmallBlue, HpRunningLight02
equip = SlowSmallBlue, HpRunningLight03
equip = SlowSmallBlue, HpRunningLight04
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02

Post Thu Oct 11, 2007 11:40 am

shiparch.ini, this one works because i fly it. Explosions look pretty decent too.

[Ship
ids_name = 122937
ids_info = 254008
ids_info1 = 254009
ids_info2 = 66608
ids_info3 = 254010
ship_class = 10
nickname = EnterprizeE
msg_id_prefix = gcs_refer_shiparch_Libhf
mission_property = can_use_berths
LODranges = 200, 750, 1500, 13000
type = CAPITAL
DA_archetype = ships\Federation\Enterprize\Enterprize-E.cmp
material_library = ships\Federation\Enterprize\Enterprize-E.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\Federation\Sovriegn.ini
pilot_mesh = generic_pilot
nanobot_limit = 100
shield_battery_limit = 100
mass = 150.000000
hold_size = 100000
linear_drag = 1.000000
fuse = l_dreadnought_fuse, 0.500000, 1
fuse = li_dreadnought_burning_fuse03, 0.000000, 17325
max_bank_angle = 30
camera_offset = 15, 235
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 17
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 25
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 500000
explosion_arch = explosion_Fd_Starship
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 250000000.000000, 250000000.000000, 250000000.000000
rotation_inertia = 2540999936.000000, 25806999552.000000, 638700032.000000
angular_drag = 4000000000.000000, 4000000000.000000, 4000000000.000000
nudge_force = 2500000.000000
strafe_force = 3000000
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2
shield_link = l_elite_shield01, HpMount01, HpShield01
hp_type = hp_elite_shield_special_10, HpShield01
hp_type = hp_elite_shield_special_9, HpShield01
hp_type = hp_elite_shield_special_8, HpShield01
hp_type = hp_elite_shield_special_7, HpShield01
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01, HpThruster02
hp_type = hp_turret_special_10, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06
hp_type = hp_turret_special_9, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06
hp_type = hp_turret_special_8, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06
hp_type = hp_turret_special_7, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06
hp_type = hp_turret_special_6, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06
hp_type = hp_turret_special_5, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06
hp_type = hp_turret_special_4, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06
hp_type = hp_turret_special_3, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06
hp_type = hp_turret_special_2, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06
hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06
hp_type = hp_torpedo_special_1, HpTorpedo01, HpTorpedo02, HpTorpedo03
hp_type = hp_torpedo_special_2, HpTorpedo01, HpTorpedo02, HpTorpedo03

area_federation.ini, This is the encounter formation

[EncounterFormation
ship_by_class = 1, 1, sc_battleships
pilot_job = assault_leader_job
make_class = wanderer
ship_by_class = 2, 2, sc_destroyers
pilot_job = assault_job
make_class = wanderer
ship_by_class = 3, 3, sc_gunboats
pilot_job = assault_job
make_class = wanderer
formation_by_class = battleships
behavior = wander
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite

[Creation
permutation = 0, 3

shipclasses.ini

[ShipClass
nickname = sc_battleships
member = class_battleship

This is the code for formations.ini

[Formation
nickname = battleship_wall
pos = 0, 0, 0
pos = 400, 0, 0
pos = -400, 0, 0
pos = 0, 200, 0
pos = 400, 200, 0
pos = -400, 200, 0
pos = 400, 0, 0
pos = 400, 200, 0
pos = 0, -200, 0
pos = 400, -200, 0
pos = -400, -200, 0
pos = 400, -200, 0
pl_pos = 0, 0, 500

Any help at all that gets my faction to use the custom cap ship I will be very thankful. all who helped and will help will be put in the credits including the tutorial authors!

Post Fri Oct 12, 2007 7:44 pm

Mace_166, it is possible and proven to add voice files, so you can add a voice file of .wav format that identifies a particular faction into the .utf file so the game can use it. So you can have your own voice file in .wav format that for example has a recording of someone saying 'Frenzy police' and then you can put it into the pilot.utf files the game reads and when you hail the newly built faction pilots, they will say 'This is Frenzy police'

Post Fri Oct 12, 2007 8:54 pm

Aching_Head,
I was wondering how well your ship handles when encountering npc's colliding with it?

What does it do?

Post Sun Oct 14, 2007 5:06 pm

@Futuristic M1. I would like to do that for all of my factions once I get them all finnished. they are all based on the star trek universe.

@Rankor. To answer your question the behaviors depend on the types of ships and the pilots population.ini , but to be honest they just bump into every body and everything because of the turning torque and other ship arch settings.

BTW: I did get the faction to use the custom ship i wanted and will add more ships to this faction. and to other factions as well.

Its kind of funny how i work 50 hours a week and still find the time to do this.
I'm just a little tired And I have a little headache
Edited by - aching head on 10/14/2007 6:11:43 PM

Post Tue Oct 16, 2007 6:16 am

Definitely aching head (Have you been having too much headaches! I wonder why you called yourself aching head ahahahaha)

A joke I saw the name aching head and that you said your having a headache, I have the V.C.E. ULTIMATUM kind of exams and they are like lethal electrical pulses blasting into my head more times than the beats my heartbeat pumps per minute.

And it's <span style="text-decoration: underline">not wonderful</span> for me cos it's stressfullness gets so high and I have to run here so I don't drive my pencil into my fingers! And it's hindering my time for the tutorial I am still trying to make

But I replied to tell you this:

To make the new voice files, the utf files you need to modify are all listed as <span style="text-decoration: underline">voice =</span> in each factionprops code block that contains information of each faction in faction_prop.ini

That will be where you need to take note of. So when you make a new faction and put new <span style="text-decoration: underline">voice =</span> in the factionprops code block for your new faction. Then those <span style="text-decoration: underline">voice =</span> you have put in are the utf files you are looking for in the audio folder. To find those utf files in the audio folder, they have the same name as the string after this one: <span style="text-decoration: underline"> voice = </span> and once upon finding it, it is certain it is the one you will modify.

Of course, if you add more than one <span style="text-decoration: underline"> voice = </span> under the factionprops code block then you have more .utf files to modify according to how many of these <span style="text-decoration: underline"> voice = </span> you have in the code block of factionprops

(I hope this isn't too long to read!)

If you don't understand what I just said, then tell me and I will try to clarify it more.

Edited by - futuristic m1 on 10/16/2007 7:22:40 AM

Post Wed Oct 17, 2007 10:58 am

Thats interesting (and yes I did call myself that after a pounding migrain working on my mod) It was the only name I could think of at the time.

But any way I'll try doing that but at the moment i'm having trouble with the mbases.ini file that mace was talking about. i have a custom base in a custom system with a custom faction flying custom ships. i cant get the NPC's to apaer in the bar here are my files

system\Earth\Earth.ini

[Object
nickname = FedBase1
ids_name = 122935
ids_info = 254007
pos = 280000, 0, -280000
Archetype = FedBase1
base = FedBase1
dock_with = FedBase1
pilot = pilot_solar_easiest
space_costume = br_karina_head_gen, li_female_guard_body
visit = 1
difficulty_level = 1
voice = atc_leg_f01
behavior = NOTHING
reputation = Fd_z_grp

mbases.ini

[MBase
nickname = FedBase1
local_faction = Fd_z_grp
diff = 1
msg_id_prefix = gcs_refer_base_FedBase1

[MVendor
num_offers = 2, 4

[BaseFaction
faction = Fd_z_grp
weight = 100
offers_missions = true
mission_type = DestroyMission, 0.000000, 0.112387, 100
npc = Earth_Federation_001_f
npc = Earth_Federation_002_m
npc = Earth_Federation_003_f

[GF_NPC
nickname = Earth_Federation_001_f
body = li_female_elite_body
head = pl_female1_head
lefthand = benchmark_female_hand_left
righthand = benchmark_female_hand_right
individual_name = 220007
affiliation = Fd_z_grp
voice = rvp511
misn = DestroyMission, 0.000000, 0.112387
room = bar

[GF_NPC
nickname = Earth_Federation_002_m
body = li_male_elite_body
head = li_captain_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 220008
affiliation = Fd_z_grp
voice = rvp101
misn = DestroyMission, 0.000000, 0.112387
room = bar

[GF_NPC
nickname = Earth_Federation_003_f
body = li_female_elite_body
head = ku_newscaster_head_gen
lefthand = benchmark_female_hand_left
righthand = benchmark_female_hand_right
individual_name = 220009
affiliation = Fd_z_grp
voice = rvp511
misn = DestroyMission, 0.000000, 0.112387
room = bar

Its kind of funny how i work 50 hours a week and still find the time to do this.
I'm just a little tired And I have a little headache
Edited by - aching head on 10/17/2007 11:58:19 AM

Post Wed Oct 17, 2007 5:53 pm

quoted
@Rankor. To answer your question the behaviors depend on the types of ships and the pilots population.ini , but to be honest they just bump into every body and everything because of the turning torque and other ship arch settings.

Sorry to be picking your brain for this,
but could you be a little more specific as to what
turning torque and shiparch settings?

Then, what exactly is happening to those larger ships when smaller npc's
collide with them?

Post Thu Oct 18, 2007 4:19 am

aching head...

Your zone toughness is wrong, it will only allow difficulty 1. Set it to 19.
<pre><font size=1 face=Courier>
[Zone
nickname = Zone_2
shape = SPHERE
pos = 280000, 0, -280000
size = 15000
...
toughness = 1 <-- set to same as NPC difficulty
...
density = 12
repop_time = 10
max_battle_size = 8
pop_type = Fd_z_grp, base_cluster_law
relief_time = 10
faction_weight = Fd_z_grp, 19 <-- this is not linked to fiddiculty
density_restriction = 4, unlawfuls
encounter = area_federation, 19, 1.000000
faction = Fd_z_grp, 1.000000
</font></pre>
Other comments (just for something to do) don't take offence, none intended, just pointing out possible deviations...

<pre><font size=1 face=Courier>
[MBase
nickname = FedBase1
local_faction = Fd_z_grp
diff = 1
msg_id_prefix = gcs_refer_base_FedBase1 <-- not recognised
</font></pre>Your msg_id_prefix won't be recognised unless you made proper voice entries for this message, if not it will give warning messages, plus waste cpu time looking for non-existent messages. Try "ignore"

I don't like your base naming, better follow FL convention as xxxx_01_base etc.
But it may not be a problem, I don't know cos I always follow conventions (sheep! )

Did you list your base and system in universe.ini like this...
<pre><font size=1 face=Courier>[Base
nickname = Bw07_02_Base
system = Bw07
strid_name = 196708
file = Universe\Systems\Bw07\Bases\Bw07_02_Base.ini
BGCS_base_run_by = W02bF18
</font></pre>
<pre><font size=1 face=Courier>
[system
nickname = Bw07
file = systems\Bw07\Bw07.ini
pos = 11, 4
msg_id_prefix = gcs_refer_system_Bw07
visit = 0 <--- set yours to 1, 0 won't update the NAV Map
strid_name = 196639
ids_info = 66120
NavMapScale = 2 <-- set yours as appropriate
</font></pre>
in mbases there should be a room entry like this where your fixed characters are listed, and the character density should be high enough to allow at least 2 of your characters to appear as well as your barman character:...
<pre><font size=1 face=Courier>[MRoom
nickname = bar
character_density = 4 <-- this allows barman + 3 + trent
fixture = bw0702_fix_bartender, Zs/NPC/Bartender/01/A/Stand, scripts\vendors\li_host_fidget.thn, bartender

[MRoom
nickname = Deck
character_density = 2 <-- this is ok, only the fixed char & trent
fixture = bw0702_fix_trader, Zs/NPC/Trader/01/A/Stand, scripts\vendors\li_commtrader_fidget.thn, trader
fixture = bw0702_fix_weaponsdealer, Zs/NPC/Equipment/01/A/Stand, scripts\vendors\li_equipdealer_fidget.thn, Equipment
</font></pre>
Finally, shiparch.ini...
<pre><font size=1 face=Courier>
...
shield_link = l_elite_shield01, HpMount01, HpShield01
hp_type = hp_elite_shield_special_10, HpShield01 <-- ok but hp_freighter_shield_special_10 etc is correct for battleship
hp_type = hp_elite_shield_special_9, HpShield01
hp_type = hp_elite_shield_special_8, HpShield01
hp_type = hp_elite_shield_special_7, HpShield01
...
</font></pre>

Hope one of these hits it for you

Roleplay: - the art of self-deceipt!

Edited by - StarTrader on 10/18/2007 5:24:51 AM

Post Thu Oct 18, 2007 4:44 am

additional note:-
<pre><font size=1 face=Courier>
[EncounterFormation
ship_by_class = 1, 1, sc_battleships
pilot_job = assault_leader_job
make_class = wanderer
ship_by_class = 2, 2, sc_destroyers
pilot_job = assault_job
make_class = wanderer
ship_by_class = 3, 3, sc_gunboats <---?? do you have any for your NPC's
pilot_job = assault_job <-- could be job_gunboat_a or job_gunboat_b too
make_class = wanderer
formation_by_class = battleships
behavior = wander
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
</font></pre>
Your encounter specifies destroyers and gunboats, your npc's don't appear to have gunboats. Change them to cruisers or let them have Kusari, Bretonian or Rheinland gunboats if you want them in.

Also be sure the ships your npc's do have are defined properly, destroyers like this...
<pre><font size=1 face=Courier>
[NPCShipArch
nickname = Kusari_Destroyer
loadout = Kusari_Destroyer_Loadout
level = d19
ship_archetype = ku_destroyer
pilot = destroyer_default
state_graph = CRUISER
npc_class = lawful, class_destroyer, d19
</font></pre>
and cruisers like this...
<pre><font size=1 face=Courier>
[NPCShipArch
nickname = Liberty_Cruiser
loadout = Liberty_Cruiser_Loadout
level = d19
ship_archetype = li_cruiser
pilot = cruiser_default
state_graph = CRUISER
npc_class = lawful, class_cruiser, d19
</font></pre>
and gunboats like this...
<pre><font size=1 face=Courier>
[NPCShipArch
nickname = Bretonia_Gunboat
loadout = Bretonia_Gunboat_Loadout
level = d19
ship_archetype = br_gunboat
pilot = gunboat_default
state_graph = GUNBOAT
npc_class = lawful, class_gunboat, d19
</font></pre>

Post Mon Oct 22, 2007 4:57 pm

yeah just after i posted this past message i found the problem. it was another part of the config file that i failed to add to. and just to not i have made new voice clips in a new .utf file for my npc's to use on the base when they tell trent what faction they are affilliated with and starfleet uniforms as well. and i will make new voice file for FedBase1 as well.

this may be off topic, but is there a way to make a zone so that when a player flys to it that they automatically jump to a new system. and change the jump effect to like warp speed stars or somthing?

Its kind of funny how i work 50 hours a week and still find the time to do this.
I'm just a little tired And I have a little headache

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