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There are currently 51 users playing Freelancer on 40 servers.
August. 20, 2017

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Base missions weirdness
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I'm seeing an issue with destroy base missions in one of our systems.

You take the base mission and when you undock the base you're supposed to destroy is superimposed on the base you just left.

I had to have the destroy_vignette zone touch the system base in order for missions to even show up on the job board. Other than raising or lowering the base 500m, how can I prevent the mission from showing up so close to the base?


Posted on: 8/9 0:31
Gun control is like fighting drunk driving by making it harder for sober people to buy a car...
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Re: Base missions weirdness
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Hello,

could you say us what inis you are editing and also sending us the code, have you checked syntaxe? Please? Thank you.

Posted on: 8/9 8:04
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Re: Base missions weirdness
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it's a non-vanilla system. The code for the vignettes are as follows: (they're all the same but for the location)

[zone]
nickname = Zone_Bw11_destroy_vignette_01
pos = -13943, 0, 15468
shape = SPHERE
size = 10000
mission_type = unlawful, lawful
sort = 99.5
vignette_type = field



Looking at other systems I see different vignette_types
open, field, and exclusion.

What are the differences there?

I'm assuming that mission_type lawful, or unlawful, or lawful, unlawful has to do with missions being offered against lawfuls, unlawfuls, or both. No?

TIA
Here's the base in question (universe.ini)
[Base]
nickname = Bw11_02_Base
system = BW11
strid_name = 459179
file = Universe\Systems\BW11\Bases\Bw11_02_Base.ini
BGCS_base_run_by = W02bF18

and in the system.ini
[Object]
nickname = Bw11_02
ids_name = 459179
ids_info = 461048
pos = 49309, 0, 19329
archetype = gas_miner
base = Bw11_02_Base
dock_with = Bw11_02_Base
reputation = gd_gm_grp
behavior = NOTHING
voice = atc_leg_m01
space_costume = pl_male8_head, li_rockford_body
difficulty_level = 13
pilot = pilot_solar_hardest

[zone]
nickname = Zone_Bw11_02_pop_gmg
pos = 49309, 0, 19329
shape = SPHERE
size = 1237
sort = 51
toughness = 16
density = 3
repop_time = 25
max_battle_size = 4
pop_type = Background
relief_time = 35
population_additive = false
faction_weight = gd_gm_grp, 20
encounter = area_defend, 16, 0.1
faction = gd_gm_grp, 1

[zone]
nickname = Zone_Bw11_02_vignette_exclusion
pos = 49309, 0, 19329
shape = SPHERE
size = 5917
property_flags = 131072
visit = 128
sort = 99.5

[zone]
nickname = Zone_Bw11_02_pop_ambient
pos = 49309, 0, 19329
shape = SPHERE
size = 24457
sort = 51
toughness = 16
density = 20
repop_time = 25
max_battle_size = 20
pop_type = Background
relief_time = 35
population_additive = false
faction_weight = gd_gm_grp, 1
faction_weight = fc_bd_grp, 1
faction_weight = fc_ou_grp, 1
faction_weight = fc_c_grp, 1
faction_weight = fc_j_grp, 1
faction_weight = fc_h_grp, 1
encounter = area_defend, 16, 0.1
faction = gd_gm_grp, 1
encounter = area_assault, 16, 0.1
faction = gd_gm_grp, 0.3
faction = fc_bd_grp, 0.2
faction = fc_ou_grp, 0.15
faction = fc_c_grp, 0.15
faction = fc_j_grp, 0.1
faction = fc_h_grp, 0.1
encounter = area_trade_freighter, 16, 0.1
faction = gd_gm_grp, 1

and from mbases.ini
[MBase]
nickname = Bw11_02_Base
local_faction = gd_gm_grp
diff = 9
msg_id_prefix = gcs_refer_base_Bw11_02_Base

[MVendor]
num_offers = 10, 20

[BaseFaction]
faction = gd_gm_grp
weight = 85
offers_missions = true
mission_type = DestroyMission, 5.4782, 53.365, 85
npc = Bw1102_gmg_001_f
npc = Bw1102_gmg_002_f
npc = Bw1102_gmg_003_m

[BaseFaction]
faction = fc_bd_grp
weight = 15
offers_missions = true
mission_type = DestroyMission, 5.4782, 53.365, 15
npc = Bw1102_blood_001_m

[GF_NPC]
nickname = Bw1102_gmg_001_f
body = br_karina_body
head = ku_tashi_head
lefthand = benchmark_female_hand_left
righthand = benchmark_female_hand_right
individual_name = 220896
affiliation = gd_gm_grp
voice = rvp516
misn = DestroyMission, 5.4782, 53.365
room = bar
rumor = base_0_rank, mission_end, 2, 461082
rumor = base_0_rank, mission_end, 2, 461083
rumor = base_0_rank, mission_end, 2, 461084
rumor = base_0_rank, mission_end, 2, 461085
rumor = base_0_rank, mission_end, 2, 461086
rumor = base_0_rank, mission_end, 2, 461087
rumor = base_0_rank, mission_end, 2, 461088
rumor = base_0_rank, mission_end, 2, 461089
rumor = base_0_rank, mission_end, 2, 461090

[GF_NPC]
nickname = Bw1102_gmg_002_f
body = br_karina_body
head = ku_newscaster_head_gen
lefthand = benchmark_female_hand_left
righthand = benchmark_female_hand_right
individual_name = 220897
affiliation = gd_gm_grp
voice = rvp546
misn = DestroyMission, 5.4782, 53.365
room = bar
rumor = base_0_rank, mission_end, 2, 461082
rumor = base_0_rank, mission_end, 2, 461083
rumor = base_0_rank, mission_end, 2, 461084
rumor = base_0_rank, mission_end, 2, 461085
rumor = base_0_rank, mission_end, 2, 461086
rumor = base_0_rank, mission_end, 2, 461087
rumor = base_0_rank, mission_end, 2, 461088
rumor = base_0_rank, mission_end, 2, 461089
rumor = base_0_rank, mission_end, 2, 461090

[GF_NPC]
nickname = Bw1102_gmg_003_m
body = li_rockford_body
head = pl_male8_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 220898
affiliation = gd_gm_grp
voice = rvp126
misn = DestroyMission, 5.4782, 53.365
room = bar
rumor = base_0_rank, mission_end, 2, 461082
rumor = base_0_rank, mission_end, 2, 461083
rumor = base_0_rank, mission_end, 2, 461084
rumor = base_0_rank, mission_end, 2, 461085
rumor = base_0_rank, mission_end, 2, 461086
rumor = base_0_rank, mission_end, 2, 461087
rumor = base_0_rank, mission_end, 2, 461088
rumor = base_0_rank, mission_end, 2, 461089
rumor = base_0_rank, mission_end, 2, 461090

[GF_NPC]
nickname = Bw1102_blood_001_m
body = pl_male3_journeyman_body
head = pl_male8_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 220598
affiliation = fc_bd_grp
voice = rvp121
misn = DestroyMission, 1.23252, 2.30961
room = bar
rumor = base_0_rank, mission_end, 2, 461077
rumor = base_0_rank, mission_end, 2, 461078
rumor = base_0_rank, mission_end, 2, 461079
rumor = base_0_rank, mission_end, 2, 461080
rumor = base_0_rank, mission_end, 2, 461081

[GF_NPC]
nickname = Bw1102_fix_bartender
body = li_rockford_body
head = pl_male8_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 459223
affiliation = gd_gm_grp
voice = rvp101
rumor = base_0_rank, mission_end, 2, 461082
rumor = base_0_rank, mission_end, 2, 461083
rumor = base_0_rank, mission_end, 2, 461084
rumor = base_0_rank, mission_end, 2, 461085
rumor = base_0_rank, mission_end, 2, 461086
rumor = base_0_rank, mission_end, 2, 461087
rumor = base_0_rank, mission_end, 2, 461088
rumor = base_0_rank, mission_end, 2, 461089
rumor = base_0_rank, mission_end, 2, 461090

[GF_NPC]
nickname = Bw1102_fix_trader
body = li_rockford_body
head = pl_male8_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 459224
affiliation = gd_gm_grp
voice = rvp111

[GF_NPC]
nickname = Bw1102_fix_weaponsdealer
body = li_rockford_body
head = pl_male8_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 459226
affiliation = gd_gm_grp
voice = rvp101

[GF_NPC]
nickname = Bw1102_fix_ship
body = li_rockford_body
head = pl_male8_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 459227
affiliation = gd_gm_grp
voice = rvp101

[MRoom]
nickname = bar
character_density = 4
fixture = Bw1102_fix_bartender, Zs/NPC/Bartender/01/A/Stand, scripts\vendors\li_host_fidget.thn, bartender

[MRoom]
nickname = ShipDealer
character_density = 2
fixture = Bw1102_fix_ship, Zs/NPC/Shipdealer/01/A/Stand, scripts\vendors\li_shipdealer_fidget.thn, ShipDealer

[MRoom]
nickname = Deck
character_density = 2
fixture = Bw1102_fix_trader, Zs/NPC/Trader/01/A/Stand, scripts\vendors\li_commtrader_fidget.thn, trader
fixture = Bw1102_fix_weaponsdealer, Zs/NPC/Equipment/01/A/Stand, scripts\vendors\li_equipdealer_fidget.thn, Equipment

Posted on: 8/9 17:29
Gun control is like fighting drunk driving by making it harder for sober people to buy a car...
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Re: Base missions weirdness
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Have you tried to change the field to "open"? Because in the Honshu system, there is only open field vignette type and the mission are shown in the bar anywhere when it's a base destruction mission type.

Have you tried to use FL Mod Studio?

I think that Open is for mission accessible from every base, the others?...

Posted on: 8/10 11:28
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Re: Base missions weirdness
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The issue isn't that bases aren't offering missions. It's that the base indicated offers a base mission but when you undock to do the mission, the base is superimposed on the station.

So, you're on the Hiraizumi Mining Facility and you take a mission to destroy an enemy installation. It could be a base or just weapons platforms, or both. You undock from Hiraizumi, turn around, and the base you're supposed to destroy is right on top of Hiraizumi.

I'll make sure that that particular vignette is set to open to check it out though.

Posted on: 8/10 14:56
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Re: Base missions weirdness
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For vignette_type, what are the differences between

field
open
and
exclusion?

and what do those parameters allow/disallow?

Posted on: 8/10 15:04
Gun control is like fighting drunk driving by making it harder for sober people to buy a car...
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Re: Base missions weirdness
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Some exclusion vignettes have exclusion zone inside but that's not the rule. Exclusion for NPC?

...

NPC exclusion when there is a mission that cross the patrol path?...

I really don't know, I have to take all the systems to see. It's hard to tell the difference because in the map read from FL Mod, it's never the same thing.

Can you send me the system via PM to see? Please? Because your zone is really far from the base! I need a visual. Have you tried to change the zone size?

Posted on: 8/10 17:27
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Re: Base missions weirdness
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Probably that?

Attach file:



jpg  BW11.JPG (249.61 KB)
5161_598f0ff284552.jpg 1917X995 px

Posted on: 8/12 15:25
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Re: Base missions weirdness
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well, maybe but if I move or remove that vignette the base doesn't offer any missions at all so there's no way to confirm.

I remember reading a while back that in order for a base to offer missions at least one of the vignettes needs to be touching the base.

Wait, what is that square? The vignettes are the green circles, no? So, what is that yellow square? Oh, nm, that's probably just the program indicator showing which zone is being referenced.

Posted on: 8/12 17:06
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Re: Base missions weirdness
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Strangely, the vignette is inside the population zone. I think the game doesn't know what to do.

Try to put encounters in the exclusion zone near the base. It's the case for Chugoku.

Attach file:



jpg  Chugoku_exclusion_zone_with_encounter.JPG (243.55 KB)
5161_598f46433bf9f.jpg 1866X972 px

Posted on: 8/12 19:18
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