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There are currently 38 users playing Freelancer on 42 servers.
November. 27, 2020
The Starport Forum Index > All Posts (Skotty.)

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Re: NPCs play their retreat voicelines as soon as they undock
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Would it be possible for you to upload your mod, or only those files needed? Perhaps so we could test on our own pace and trying to isolate the issue? It sounds really curious.

Posted on: 11/16 3:10
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Re: NPCs play their retreat voicelines as soon as they undock
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By the values it looks all correct to me. By default pilot_outcast_ace uses behaviour to never flee. At maximum the area_trade_trader encounter overrides it with a pilot fleeing, but the others should not. Especially area_defend never flees.
The NPCShipArch and Loadout look correct to me.
Btw this archetype = bw_elite2 in the Loadout I have never seen before. I think that does not exist or is unused.

Posted on: 11/15 13:10
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Re: NPCs play their retreat voicelines as soon as they undock
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Oh, fleeing without enemies around. Did you create those NPCs yourself, or is it an existing mod, or vanilla game?
Could you please post the npcships entry for these NPCs, and their loadout?

Posted on: 11/13 20:27
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Re: NPCs play their retreat voicelines as soon as they undock
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Perhaps the pilots you assigned to the NPCs are made to flee on low difficulty levels. Which means that already weak ships can make them flee. That is usually done for e.g. smugglar NPCs that are meant to not engage fights.

Posted on: 11/11 0:50
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Re: Satellite Name & Map
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Solar Radius is just the sprite. I am not sure now however if the MISSION SATELLITE does change the visiblity in the contact list.

Posted on: 7/10 0:29
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Re: Satellite Name & Map
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It depends on the object type. If it is MISSION_SATELLITE then the name you gave it should be displayed. Otherwise it will be just <faction> Satellite. If I recall right.
If there is no sprite on the map then either the object is invisible on the map (visit=128) or because it's radius in the solararch.ini is too small to be displayed.

Posted on: 7/10 0:03
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Re: Missions on Modded-In Base Not Working
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Location names require a certain set of IDs with proper grammar. There's an plugin from adoxa about it: http://adoxa.altervista.org/freelancer/dlp.php?f=names
Some kind of readme is within the Names.c file (text file).

Posted on: 6/13 22:32
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Re: Missions on Modded-In Base Not Working
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Please post your mbase part of the relevant base here. Mission offers are a bit tricky as they depend on the levels offered on the station, and the available NPC ships of the enemy factions. And the enemy factions are (I am not sure) determined by either those that spawn within the system in general, or at the vignette zones.

If your mission difficulty is higher than your enemy NPCs have ships, they cannot offer jobs.

Posted on: 6/10 23:57
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Re: Patrol Routes Causing Crash?
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Yes. The game has a set range of I think 1 or 2 k at the end of the routes that a dockable object must be within range. Otherwise it will crash.

Posted on: 6/6 1:32
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Re: Patrol Routes Causing Crash?
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Is this running on a server or singleplayer?
Patrol routes do need the following conditions met:
- Each end point must be a dockable location NPCs can spawn or disappear to.
- If the endpoint is a base, the mbase factions must contain the patrolling NPC faction.
Make sure if jumpholes or gates are the endpoints that the NPC faction is allowed to dock at them.

Posted on: 6/5 22:41
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Re: Bases become invisible inside nebulas
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Can you please provide the data of your system ini and the used nebula ini files?

Posted on: 5/18 17:48
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Re: How does your multiplayer callsign work?
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Afaik the id given to the players is directly the callsign number.

Posted on: 4/13 23:19
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Re: PLUGIN-List regarding serverside/clientside-questions
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Regarding multiple system secorts: That is Multiuniverse: https://the-starport.net/modules/newbb ... &order=ASC&status=&mode=0

The other I do not know about. Might be a hack or hook.

Posted on: 4/11 20:58
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Re: PLUGIN-List regarding serverside/clientside-questions
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Posted on: 4/9 23:55
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Re: [SOLVED] Fixing broken behaviour with NPC gunfire
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To summarize I understand the problem and solution correctly:

Each Hardpoint (on ship models and weapon models each) have a range of movement. Players can use those freely (+ the muzzle cone tolerance degree given in constants.ini to "shoot around the corner").

NPCs do not use these ranges for guns and missiles. Only for turrets (else no station and cruiser would work).
Instead NPCs take the default direction vector of gun hardpoints + fixed 3° for guns or 22,5° for missiles.
Meaning that even if a gun could be rotated 360° they would only fire almost straight forward.

Is that correct?

And then the fix means now that NPCs, given a higher degree by Adoxa's hack, could also use the HP movement range freely (if using a big range set in the offset).


Ok, I just noticed myself that I misunderstood the problem. The NPCs do not use the player muzzle cone entry from constants.ini, but instead the fixed ones given by Adoxa. Allowing them to also shoot "around the corner", so to say.

Posted on: 4/6 13:32
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