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Patrol paths with Freelancer Explorer
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Patrol paths with Freelancer Explorer |
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I've used FLE before to set up zones and patrol paths but now whenever I try to put in patrol paths I can't seem to end them.
If I double-click at the end of the series of paths FLE crashes. Can someone remind me how to end making the patrol paths? Or, if there's a better (easier) tool out there, please point me to it. Thanks, R
Posted on: 2015/3/18 21:32
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Gun control is like fighting drunk driving by making it harder for sober people to buy a car... | ||||
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Re: Patrol paths with Freelancer Explorer |
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Just can't stay away
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Freelancer Mod Studio without doubt! ![]() stfx saved us all with that amazing tool! ![]() Thank him! ![]()
Posted on: 2015/3/19 3:05
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Re: Patrol paths with Freelancer Explorer |
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A patrol path has to start at a base, planetary base or gate or jumphole. FLE is a great tool but it has issues, notably with patrol paths. You can always do a loop if you you end it back where you started. When you've saved your work, go in manually to the new patrol path and check the numbers are consecutive for each path,
path_label = bretoniapolice_01, 1 path_label = bretoniapolice_01, 2 and so on. Remember they must be consecutive or your game will crash. If you create patrol paths in different editing sessions for the same faction, FLE resets the counter to 1, so make sure the new patrol path for the same faction begins, path_label = bretoniapolice_02, 1 path_label = bretoniapolice_02, 2 and so on.
Posted on: 2015/3/19 7:19
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Re: Patrol paths with Freelancer Explorer |
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I'll try Freelancer Mod Studio, thx.
I started the path at a planet, had it chasing along the tradelanes down the right side of the system to a jump hole. I can't figure out how to end the construction of the path though. If I right click I can undo the last direction change and if I left click I can place a point for a new direction change. My assumption is that if I double click I'll end the path creation but when I do, FLE crashes. I thought perhaps my paths between direction changes were too long so I tried creating a couple short ones near the planet but that crashed also. Hopefully I can figure out Mod Studio and it'll work for me.
Posted on: 2015/3/19 10:50
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Re: Patrol paths with Freelancer Explorer |
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Downloaded mod studio and started messing with it. Not seeing an intuitive way to create the patrol paths. Also, is this more of a text editing tool with visuals of what exists or is this a tool that can actually draw?
Posted on: 2015/3/22 3:49
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Gun control is like fighting drunk driving by making it harder for sober people to buy a car... | ||||
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Re: Patrol paths with Freelancer Explorer |
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I remember that, your patrol path can start on any base, but it must end of a jumphole or jumpgate, if not, your game will crashed when the patrol NPC create.
My mod of patrol path follow the rules, so no any patrol path crashed issue, hope can help you solve it. Oh, another important things: don't put the path line out side of the jumphole's zone or jumpgate's zone, you can make sure that in the FLE, sorry for my poor English, hope you can understand what I mean.
Posted on: 2015/3/22 4:03
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Re: Patrol paths with Freelancer Explorer |
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The start and end point of patrol pathes must must be withing a radius of 2k close to a base where the patrolling faction is present in the mbases.ini. Or let them use jump holes/gates instead, which don't need any faction set.
Posted on: 2015/3/22 10:15
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Re: Patrol paths with Freelancer Explorer |
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Home away from home
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I appreciate the input but I'm not even at that point yet. With FLE I can't even create the paths as FLE crashes and with Mod Studio I'm still trying to figure out how to create the paths. Going back to look at it now.
Posted on: 2015/3/22 11:36
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Gun control is like fighting drunk driving by making it harder for sober people to buy a car... | ||||
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