Freelancer Community Network
Reminder: Internet Explorer 6 or below are NOT supported.
HomeHome
ForumForum
WikiWiki
DownloadsDownloads
ForgeForge
Multiplayer Connection Tutorial
Collapse/Expand Login
Username:

Password:

Remember me



Lost Password?

Register now!
Collapse/Expand Chat
Collapse/Expand Who's Online
101 user(s) are online (77 user(s) are browsing Forum)

Members: 0
Guests: 101

more...
Collapse/Expand Donations
Monthly costs: -30€
Income (ads): +5€
Donations (last month): +0€

Current balance: 55€
(last updated 04/2021)

Please make a donation if you want to help keeping The-Starport online:

Thanks!
Collapse/Expand Links
Collapse/Expand Advertisement
There are currently 21 users playing Freelancer on 44 servers.
June. 8, 2023

Browsing this Thread:   1 Anonymous Users



 Bottom   Previous Topic   Next Topic  Register To Post



NPCs play their retreat voicelines as soon as they undock
Just popping in
Joined:
2020/3/14 21:29
Group:
Registered Users
Posts: 7
Offline
What is this related to? I've asked around a bit but no one seemed to have knowledge on the matter. I tested around with battle size, toughness etc. but couldn't get different results.

Thanks.

Fixed:

Quote:

Cursetantine wrote:
area_trade_trader was indeed the issue. I checked their behaviours and copies these values from defend_job to trader_job;

scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
loot_flee_threshold = hardest

Now traders do not instantly run away from fights(I think) but run when their hull drop down to 75%. But I get to keep trader NPCs without them retreating all the time. Thanks guys!

Posted on: 2020/11/8 18:41
Top
Re: NPCs play their retreat voicelines as soon as they undock
Quite a regular
Joined:
2010/6/13 13:38
From Russia, Penza
Group:
Registered Users
Posts: 175
Offline
this NPC have mounted guns?

Posted on: 2020/11/9 18:34
Top
Re: NPCs play their retreat voicelines as soon as they undock
Home away from home
Joined:
2010/2/17 20:45
From Germany
Group:
Registered Users
Senior Members
Posts: 512
Offline
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: 2020/11/11 0:50
How to create .SUR files - Tutorial
Top
Re: NPCs play their retreat voicelines as soon as they undock
Just popping in
Joined:
2020/3/14 21:29
Group:
Registered Users
Posts: 7
Offline
Quote:

Jeider wrote:
this NPC have mounted guns?


Yes they do have mounted guns

Quote:

Skotty. wrote:
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.


But for this to happen shouldn't there be enemy NPCs first? I am talking about them fleeing without any enemies around them as soon as they leave the base.

Posted on: 2020/11/13 16:30
Top
Re: NPCs play their retreat voicelines as soon as they undock
Home away from home
Joined:
2010/2/17 20:45
From Germany
Group:
Registered Users
Senior Members
Posts: 512
Offline
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: 2020/11/13 20:27
How to create .SUR files - Tutorial
Top
Re: NPCs play their retreat voicelines as soon as they undock
Just popping in
Joined:
2020/3/14 21:29
Group:
Registered Users
Posts: 7
Offline
Happens both in zones created by me and vanilla zones regardless of NPC rank. Here is an example from the zone I created for a base, level 19 outcasts NPC flees as soon as he undocks;

Code:
[NPCShipArch]
nickname = fc_ou_bw_elite2_d19
loadout = fc_ou_bw_elite2_loadout02
level = d19
ship_archetype = bw_elite2
pilot = pilot_outcast_ace
state_graph = FIGHTER
npc_class = unlawful, class_fighter, d19

Code:
[Loadout]
nickname = fc_ou_bw_elite2_loadout02
archetype = bw_elite2
equip = ge_bwe_engine_01
equip = npc_shield01_mark10, HpShield01
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = armor_scale_4
equip = co_gun02_mark01, HpWeapon01
equip = fc_ou_gun01_mark03, HpWeapon02
equip = fc_ou_gun01_mark03, HpWeapon03
equip = fc_ou_gun01_mark03, HpWeapon04
equip = fc_ou_gun01_mark03, HpWeapon05
equip = fc_ou_gun01_mark03, HpWeapon06
equip = torpedo01_mark01, HpTorpedo01
cargo = torpedo01_mark01_ammo, 20
equip = mine01_mark01, HpMine01
cargo = mine01_mark01_ammo, 20
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallWhite, HpRunningLight01
equip = SlowSmallWhite, HpRunningLight02
equip = SlowSmallWhite, HpRunningLight03
equip = SlowSmallWhite, HpRunningLight04
equip = SlowSmallWhite, HpRunningLight05
equip = SlowSmallWhite, HpRunningLight06
equip = SlowSmallWhite, HpRunningLight07
equip = SlowSmallWhite, HpRunningLight08
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = contrail01, HpContrail03
equip = contrail01, HpContrail04
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02

Code:
[zone]
nickname = zone_hi01_pop_base2
pos = 4266.17583741402, 2796.29952009161, 16970.1440517204
shape = SPHERE
size = 2000
sort = 4
toughness = 19
density = 9
repop_time = 10
max_battle_size = 6
pop_type = fc_ou_grp, single_base_unlaw
relief_time = 20
density_restriction = 4, lawfuls
encounter = area_scout, 19, 0.120000
faction = fc_ou_grp, 1.000000
encounter = area_defend, 19, 0.220000
faction = fc_ou_grp, 1.000000
encounter = area_trade_trader, 19, 0.270000
faction = fc_ou_grp, 1.000000


Can this be happening because NPC count in the area is larger than density?

Posted on: 2020/11/15 12:00
Top
Re: NPCs play their retreat voicelines as soon as they undock
Home away from home
Joined:
2010/2/17 20:45
From Germany
Group:
Registered Users
Senior Members
Posts: 512
Offline
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: 2020/11/15 13:10
How to create .SUR files - Tutorial
Top
Re: NPCs play their retreat voicelines as soon as they undock
Just popping in
Joined:
2020/3/14 21:29
Group:
Registered Users
Posts: 7
Offline
bw_elite2 is Sabre in the mod I am working on. I doubt it's related, as this problem occurs everywhere whether it's vanilla or not. I'll continue to investigate, thanks.

Posted on: 2020/11/16 1:56
Top
Re: NPCs play their retreat voicelines as soon as they undock
Home away from home
Joined:
2010/2/17 20:45
From Germany
Group:
Registered Users
Senior Members
Posts: 512
Offline
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: 2020/11/16 3:10
How to create .SUR files - Tutorial
Top
Re: NPCs play their retreat voicelines as soon as they undock
Just popping in
Joined:
2020/3/14 21:29
Group:
Registered Users
Posts: 7
Offline
Afraid I can't, it's part of a big project, would be wrong to share the files.

Posted on: 2020/11/16 12:12
Top
Re: NPCs play their retreat voicelines as soon as they undock
Quite a regular
Joined:
2010/6/13 13:38
From Russia, Penza
Group:
Registered Users
Posts: 175
Offline
@Cursetantine
possible ways:
1. Video conference with shared screen (may be Skotty can, my English is very bad, at voice - yet more).
2. If you don't want make your mod public - continue talk in private conversation. That'll remove all issues with privacy. No one from devs here wants to share your mod or use without your permissions.

Posted on: 2020/11/16 15:16
Top
Re: NPCs play their retreat voicelines as soon as they undock
Quite a regular
Joined:
2015/1/18 12:56
From The Hague, EU
Group:
Registered Users
Posts: 115
Offline
This is a vanilla problem. For example near, let's say, Montezuma or Dawson or even Luxury Liner Hawaii, when an NPC created by area_trade_trader or area_trade_smuggler undocks.

Posted on: 2020/11/21 16:39
There is always something to do.
Top
Re: NPCs play their retreat voicelines as soon as they undock
Just popping in
Joined:
2018/12/29 4:35
Group:
Registered Users
$$$ Supporters $$$
Posts: 2
Offline
also witnessed it in vanilla.
the retreat lines also happens in Chugoku when there never npcs beside the blood dragon around.
"they overpower me in a minute/ had enough of this" like this
edit:
indeed without area_trade_trader they wont play retreat lines only normal idle lines

Posted on: 2020/11/21 21:00
Top
Re: NPCs play their retreat voicelines as soon as they undock
Just popping in
Joined:
2020/3/14 21:29
Group:
Registered Users
Posts: 7
Offline
area_trade_trader was indeed the issue. I checked their behaviours and copies these values from defend_job to trader_job;

scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
loot_flee_threshold = hardest

Now traders do not instantly run away from fights(I think) but run when their hull drop down to 75%. But I get to keep trader NPCs without them retreating all the time. Thanks guys!

Posted on: 2020/11/22 18:53
Top