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There are currently 47 users playing Freelancer on 30 servers.
December. 17, 2018

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Re: Help with a mission script
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Yep. Ship spawning works nice, thx for tutorial

And it is possible to create dynamic dockable bases and i tnink jumpholes/jumpgates by [msnsolar] sections

One problem if other player joins to the server with the same mission (m13) - count of solars grows, and if any player on mission recconnects - again additional mission scenes - more solars and npcs )

So storyline npcs are more "stable" than "solars" x)

Posted on: 2010/8/15 15:52
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Re: Help with a mission script
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Yea, ive had this problem too.. for the moment ive just been deleting the character i used to start the script to try get around this.
I also tried with only starting the script from a /restart command using FLHook or FLShell.. but again the server will spawn x2. (my theory is that its because my /restart character has already been connected with the server.. im looking into trying to figure a way to catch the character before it has a name... (i.e before you name your character, you choose a restart which will start the script(s)).

For people running a server i guess that a /restart is ok if you watch the number of ships you want to spawn, as long as the character is deleted afterwards.

Update on cloaking NPC:
I've made some hex edits for longer range scanners and draw distances, ship lod ranges too, and it seems to help.
At the moment i'm looking into changing the NPC ship's loadouts after they have uncloaked (so they dont have cloaks mounted anymore).

EDIT: Funny find!
Bases can use Cloaks too . I've just spawned the nomad city in New york and made it uncloak

Posted on: 2010/8/15 16:32
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Re: Help with a mission script
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Sorry about the double post, but i just wanted to show a video teaser..

http://www.youtube.com/watch?v=XHHX1mgMJBQ

P.S sorry about the poor quality.

Cheers, Khayman

Posted on: 2010/8/16 19:33
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Re: Help with a mission script
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Brilliant!

Bwt for me any ship class and state graph other than fighter/class_fighter not worked - npc stays in place, as i said before, but with fighter/class_fighter and different pilots works well! %)

Posted on: 2010/8/16 19:39
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Re: Help with a mission script
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Quote:

HeIIoween wrote:
Brilliant!

Bwt for me any ship class and state graph other than fighter/class_fighter not worked - npc stays in place, as i said before, but with fighter/class_fighter and different pilots works well! %)


i just remembered that i added this to the nomads in the factionprop.ini:

[FactionProps]
affiliation = fc_n_grp
legality = unlawful
nickname_plurality = plural
msg_id_prefix = ignore
jump_preference = jumpgate
npc_ship = MSN13_Nomad_Fighter_Populator
npc_ship = fc_n_no_fighter_d19
mc_costume = mc_fc
firstname_male = 229608, 229608
firstname_female = 229608, 229608
lastname = 229608, 229608
rank_desig = 197140, 197140, 197140, 10, 15
formation_desig = 197808, 197820
formation = fighters, fighter_guild
formation = gunboats, gunboat_wall <----------------------

dont know if that will help you or not.

Cheers, Khayman


Posted on: 2010/8/16 20:40
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Re: Help with a mission script
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Thinking how to prevent npc spam...

How would be interpreted f1, alt+f4, other char selection or other server - Cnd_SpaceExit?

Posted on: 2010/8/17 17:57
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Re: Help with a mission script
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Quote:
im looking into trying to figure a way to catch the character before it has a name...

Just a random thought, you might could ask at the ProcyonHook's forums. They have done some thing that you can select your character outfit if you create a new character (even though I am sure they did a lot of coding with it) - Might be worth a try. Actually, aside of Adoxa and a few others they might be able to help you with such a specific thing.

Posted on: 2010/8/17 20:00
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Re: Help with a mission script
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Partial mission objects anti-spam. When player reconnects - no more additional copies of solars/npcs.

Code:

[Mission]
npc_ship_file = missions\npcships.ini

[MsnSolar]
nickname = fp7base
faction = li_p_grp
reputation = li_p_grp
system = LI01
base=intro1_base
position = 3600, 1000, -21000
orientation = 1, 0, 0, 0
archetype = freeport7
loadout = freeport7
label = lbl_fp7base
radius = 0
pilot = setscene_nomad_fighter_FP7
random_name = true

[MsnSolar]
nickname = freeport7_space_dome1
faction = li_p_grp
reputation = li_p_grp
system = LI01
position = 4118, 1000, -21000
orientation = 0, 0, 1, 0
archetype = freeport7_space_dome
label = lbl_fp7base
radius = 0
pilot = setscene_nomad_fighter_FP7
random_name = true
loadout = space_dome_co_01
parent = fp7base

[MsnSolar]
nickname = freeport7_space_dome2
faction = li_p_grp
reputation = li_p_grp
system = LI01
position = 3080, 1000, -21000
orientation = 1, 0, 0, 0
archetype = freeport7_space_dome
label = lbl_fp7base
radius = 0
pilot = setscene_nomad_fighter_FP7
random_name = true
loadout = space_dome_co_01
parent = fp7base

[MsnSolar]
nickname = freeport7_space_dome3
faction = li_p_grp
reputation = li_p_grp
system = LI01
position = 3600, 1000, -20609
orientation = 1, 0, 1, 0
archetype = freeport7_space_dome
label = lbl_fp7base
radius = 0
pilot = setscene_nomad_fighter_FP7
random_name = true
loadout = space_dome_co_01
parent = fp7base

[Trigger]
nickname = tr_initialize_init
system = li01
InitState = ACTIVE
Cnd_True = no_params
Act_ActTrig = go_mis

[Trigger]
nickname = go_mis
system = Li01
Cnd_SystemEnter = Li01
Act_ActTrig = mis_yes ; if we have Mission_13 at players file - start_init
Act_ActTrig = mis_no ; if we have No_Mission at players file - the_end_end

[Trigger]
nickname = mis_yes
Cnd_HasMsn = yes
Act_ActTrig = start_init

[Trigger]
nickname = mis_no
Cnd_HasMsn = no
Act_ActTrig = the_end_end

[Trigger]
nickname = start_init
system = li01
Cnd_Timer = 10
Act_RandomPop = true
Act_RpopAttClamp = true
Act_RpopTLAttacksEnabled = true
Act_SpawnSolar = fp7base
Act_SpawnSolar = freeport7_space_dome1
Act_SpawnSolar = freeport7_space_dome2
Act_SpawnSolar = freeport7_space_dome3
Act_MarkObj = fp7base, 1
Act_MarkObj = freeport7_space_dome1, 1
Act_MarkObj = freeport7_space_dome2, 1
Act_MarkObj = freeport7_space_dome3, 1
Act_ActTrig = the_end_end

[Trigger]
nickname = the_end_end
system = Li01
Cnd_SystemEnter = Li01
Cnd_Timer = 240
Act_ChangeState = SUCCEED


Posted on: 2010/9/9 3:03
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Re: Help with a mission script
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The problem with that is:
Act_ChangeState = SUCCEED


when this happens your bases will disapear

Posted on: 2010/9/10 10:43
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Re: Help with a mission script
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Quote:

khayman wrote:
The problem with that is:
Act_ChangeState = SUCCEED


when this happens your bases will disapear

Copy of base will disappear.

Posted on: 2010/9/10 15:45
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Re: Help with a mission script
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Update!
At the end of any *.fl file:

Code:

...
[MissionState]
mission_accepted = 1 ; yes we have mission
att_clamp = true
tradelane_attacks = true
scan_clamp = true
gcs_clamp = false
hostile_clamp = false
random_pop = true

[BStoryMissionDone]

[StoryInfo]
ship_bought = false
Mission = Mission_13
MissionNum = 0
delta_worth = -1.000000
debug = 0


At /data/missions/m13.ini:

Code:
[Mission]
npc_ship_file = missions\npcships.ini

[MsnSolar]
nickname = fp7base
faction = li_p_grp
reputation = li_p_grp
system = LI01
base=intro1_base
position = 3600, 1000, -21000
orientation = 1, 0, 0, 0
archetype = freeport7
loadout = freeport7
label = lbl_fp7base
radius = 0
pilot = setscene_nomad_fighter_FP7
random_name = true

[MsnSolar]
nickname = freeport7_space_dome1
faction = li_p_grp
reputation = li_p_grp
system = LI01
position = 4118, 1000, -21000
orientation = 0, 0, 1, 0
archetype = freeport7_space_dome
label = lbl_fp7base
radius = 0
pilot = setscene_nomad_fighter_FP7
random_name = true
loadout = space_dome_co_01
parent = fp7base

[MsnSolar]
nickname = freeport7_space_dome2
faction = li_p_grp
reputation = li_p_grp
system = LI01
position = 3080, 1000, -21000
orientation = 1, 0, 0, 0
archetype = freeport7_space_dome
label = lbl_fp7base
radius = 0
pilot = setscene_nomad_fighter_FP7
random_name = true
loadout = space_dome_co_01
parent = fp7base

[MsnSolar]
nickname = freeport7_space_dome3
faction = li_p_grp
reputation = li_p_grp
system = LI01
position = 3600, 1000, -20609
orientation = 1, 0, 1, 0
archetype = freeport7_space_dome
label = lbl_fp7base
radius = 0
pilot = setscene_nomad_fighter_FP7
random_name = true
loadout = space_dome_co_01
parent = fp7base

[Trigger]
nickname = tr_initialize_init
system = li01
InitState = ACTIVE
Cnd_True = no_params
Act_ActTrig = go_mis

[Trigger]
nickname = go_mis
system = Li01
Cnd_SystemEnter = Li01
Act_ActTrig = mis_yes
Act_ActTrig = mis_no

[Trigger]
nickname = mis_yes
Cnd_HasMsn = yes
Act_ActTrig = start_init

[Trigger]
nickname = mis_no
Cnd_HasMsn = no
Act_SetVibe = fp7base, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = freeport7_space_dome1, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = freeport7_space_dome2, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = freeport7_space_dome3, Player, REP_HOSTILE_THRESHOLD
Act_ActTrig = the_end_end

[Trigger]
nickname = start_init
system = li01
Cnd_Timer = 10
Act_RandomPop = true
Act_RpopAttClamp = true
Act_RpopTLAttacksEnabled = true
Act_Destroy = freeport7_space_dome1, SILENT ; kill copies of solars (detroy root must be in fuse)
Act_Destroy = freeport7_space_dome2, SILENT ; -//-
Act_Destroy = freeport7_space_dome3, SILENT ; -//-
Act_Destroy = fp7base, SILENT ; -//-
Act_SpawnSolar = fp7base
Act_SpawnSolar = freeport7_space_dome1
Act_SpawnSolar = freeport7_space_dome2
Act_SpawnSolar = freeport7_space_dome3
Act_MarkObj = fp7base, 1
Act_MarkObj = freeport7_space_dome1, 1
Act_MarkObj = freeport7_space_dome2, 1
Act_MarkObj = freeport7_space_dome3, 1
Act_SetVibe = fp7base, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = freeport7_space_dome1, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = freeport7_space_dome2, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = freeport7_space_dome3, Player, REP_HOSTILE_THRESHOLD
Act_ActTrig = the_end

[Trigger]
nickname = the_end
system = Li01
Cnd_SystemEnter = Li01
Cnd_Destroyed = fp7base, 1, EXPLODE
Cnd_Destroyed = freeport7_space_dome1, 1, EXPLODE
Cnd_Destroyed = freeport7_space_dome2, 1, EXPLODE
Cnd_Destroyed = freeport7_space_dome3, 1, EXPLODE
Act_ActTrig = the_end_end

[Trigger]
nickname = the_end_end
system = Li01
Cnd_SystemEnter = Li01
Cnd_Timer = 1
Act_ChangeState = SUCCEED

Posted on: 2010/9/10 15:54
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Re: Help with a mission script
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Nice find!!

the server host doesnt have to start a script running!
any client can start a script running that they dont even have.

What i mean is....
i had the server setup and ready to run my scripted mission07.
Before i started the script, a player joined the server and it automatically set my mission07 running for me, so i switched off the script.

The server still ran the script only once and is still stable!.

so im now looking at starting all players with a "standard and silent mission script"... i'll use it to unlock the usually locked jumpholes and gates, rep changes, dock restrictions and hopefully be able to offer players missions from certain bases etc.

Posted on: 2010/9/11 11:59
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Re: Help with a mission script
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I have crazy idea to write special mission player traffic, and replay it after each server restart. It'll be bot - the mission creator X))

Posted on: 2010/9/11 15:28
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Re: Help with a mission script
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Quote:
At /data/missions/m13.ini:
[Mission]
npc_ship_file = missions\npcships.ini

[MsnSolar]
nickname = fp7base
faction = li_p_grp
reputation = li_p_grp
system = LI01
base=intro1_base
position = 3600, 1000, -21000
orientation = 1, 0, 0, 0
archetype = freeport7
loadout = freeport7
label = lbl_fp7base
radius = 0
pilot = setscene_nomad_fighter_FP7
random_name = true
.
.
.


Isn't it Mission1a? Freeport 7...

Posted on: 2010/9/11 19:07
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Re: Help with a mission script
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No, it is not mission m01a, it is peace from mission m01a with other pilot, loadout, base and faction

Posted on: 2010/9/11 19:53
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