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Freelancer Explorer Patrols

Here you can find the postings on the different editing utilities found for Freelancer

Post Fri Apr 16, 2004 6:10 am

Freelancer Explorer Patrols

My turn for a question. My patrols simply will not work when I use FLE. Same for tradelane traffic etc.

Post Sat Apr 17, 2004 12:55 am

Are the patrols not there or the patrols are there but the game don't work?

Post Sat Apr 17, 2004 3:03 am

When I enter the jumpgate/hole for the system, the game crashes

Post Sat Apr 17, 2004 6:05 am

You have the same problem as I. Delete or shift your savegames and try it again.
But I don't know whether it goes then

Post Sat Apr 17, 2004 8:20 am

If you try your mod through singleplay it's the savegame thing.
But apart from that it's just the use of the properties.
What really makes a differance are the % and the max battles and density.
I'm not sure but I think density is what it says (never know), it's the value that refers to the amount of patrols max at the whole route.
(If anyone have any info on that one please let me know...)
Then what about the%? Is it the chance for spawning a new patrol every repop time or is it the chance to create a new patrol as soon as a player comes near the patrol?
Anyway, using population zones help a little...

*EDIT*

I'd be really surprised if the patrol itself crashes your FL. I'd say u've added something else that doesn't work. Try deleting your present patrols and make new ones. If that doesn't fix it you have another thing causing your problem.
(Made 4 working routes without any probs).

Edited by - Rickie26k on 4/17/2004 9:22:42 AM

Post Sat Apr 17, 2004 9:07 pm

fle tutorials might help
refer them for details.

i think the autosave game deletion and editing the patrols for better game stability might just help.

ittan


Edited by - ittan_v on 4/17/2004 10:11:00 PM

Post Sun Apr 18, 2004 9:13 am

My patrols function now, but I don't know why.. I think the number was simply too high

Post Sun Apr 25, 2004 8:36 am

I'm going to do mine one step at a time. Firstly trade lane traffic, then a patrol
then another....

Post Sun Apr 25, 2004 4:35 pm

Things you MUST take care if you want a patrol NOT to crash the game.

You can put a patrol as a single path or multi path but always the patrol must have a logical starting point and a logical end.
For example:
You can start from a jump gate and go to a base.
You can start from a jump gate and go to another one.
You can start from a jump gate and go to a jump hole etc
TAKE CARE
If you start from a base an outcast patrol the base MUST have outcasts as local population. (Not necessary to own the base)

Each trade line has an id number. You must use this id number if you want a patrol to attack in this trade line.

[zone
nickname = Zone_Bw03_path_zoners3_1
pos = -12, 0, 8657
rotate = -90, 5, 0
shape = CYLINDER
size = 750, 12220
attack_ids = 1
tradelane_attack = 30
…etc

The trade line MUST have

[Zone
nickname = Zone_IW07_Tradelane_1
pos = -53127, 0, 14033
rotate = 0, 22, 0
shape = BOX
size = 1598, 1598, 47321
lane_id = 1
…etc

TAKE CARE
If you have a patrol for example:

[Zone
nickname = Zone_IW07_path_rogues1_1

[Zone
nickname = Zone_IW07_path_rogues1_2

[Zone
nickname = Zone_IW07_path_rogues1_3

[Zone
nickname = Zone_IW07_path_rogues1_4


But only rogues1_3 crossing the above trade line, you must use attack_ids etc only in this part of the patrol.

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