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There are currently 31 users playing Freelancer on 44 servers.
July. 6, 2020

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Uploading Files

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2008/2/18 23:08
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Hey, im not sure if this is the right place to put this since im new here, but i didnt really see anywhere else to put it so um, i tried to uplaod my Mod, The Common Wealth mod, and it wouldnt let me. It went to an error and was writin in another lanuage. Anyhelp please?

Posted on: 2008/2/19 23:34
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Hi Peeps!
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Im Falcon, im a clan leader on the Freelancer 24/7 Universe server and;

nice site

Posted on: 2008/2/19 22:13
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Re: How to make encounters
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What you need to use are Zones. Here's a commented example:

Code:
[zone]
nickname = Zone_Li04_North_Dallas_debris_field ;Pretty straightforward
ids_name = 261222 ;If you want your zone named (usually for a nebula/asteroid field), put the IDS Name...
pos = -2405, 0, -53463 :Also pretty logical
shape = ELLIPSOID ;This can be SPHERE or BOX, and maybe CYLINDER, I'd have to check
size = 20000, 10000, 30000 ;Size parameters: SPHERE only has radius and BOX has the same.
property_flags = 129 ;This has to do with the appearance of the field on the navmap. For most zones, it should be left blank (again usually only put for nebulae/asteroid fields)
ids_info = 66047 ;Related to ids_name
spacedust = debrisdust ;Space dust you want in the zone, those are the little particles you see floating around. You don't have to put any.
spacedust_maxparticles = 100 ;Maximum number of particles to float around in your zone.
visit = 36 ;This is used for nebulae/asteroid fields. Most zones should be either 0 or 128 (128 makes the zone invisible on the navmap, while 0 makes so you need to find it before it shows up)
comment = North field ;Comments: no purpose other than to comment!
sort = 12
Music = zone_field_debris ;Music, if you want a special one in your zone (otherwise system defaults apply)
toughness = 19 ;This probably has to do with NPC levels, but I've never seen it affect anything in the game
density = 8 ;Maximum number of NPCs that can be spawned in the same area (say, around a player). Note if players do not see eachother while being in the same zone, they will each have a cap of 8, making the zone hold 16 NPCs.
repop_time = 10 ;Time to repopulate the zone. Shorter is faster.
max_battle_size = 6 ;Self-explaining.
pop_type = lootable_field ;There are many different choices here and I believe it affects how NPCs behave. You might however have to dig through the files to find the specific pop_type that would suit you best.
relief_time = 20 ;This is also related to repopulation timing, but I don't know precisely how. Usually show be close to your repop_time value.
population_additive = false ;Always false. While I never tweaked it, I guess it has to do with the density being global or local (see the density comment)
faction_weight = gd_bh_grp, 10 ;This is where it gets interesting. Each faction_weight line lets you define how much "weight", or influence we could say, the faction has in the field. It seems to be proportional, so it can be 1000 or 10, it's all about ratios.
faction_weight = fc_j_grp, 10
faction_weight = fc_lr_grp, 10
encounter = area_assault, 10, 0.2000000 ;This is the core of the encounters system. You first put this line, which states three things: encounter type, NPC level, chance for it to happen, usually seen as percentages. Those do not have to total 100%.
faction = gd_bh_grp, 1.000000 ;Relates to the preceding encounter line and specifies which faction(s) spawn with the set encounter. First parameter is faction nickname, second is percentage. Those MUST equal 100% (or 1.0). To add multiple factions to the same encounter type, put more faction lines.
encounter = area_defend, 10, 0.3500000
faction = fc_j_grp, 0.34
faction = fc_lr_grp, 0.33
faction = fc_ou_grp, 0.33


Now, the little particularity is that you have to define all the encounter types BEFORE you use them in your system's file. Here's an example:

Code:
[EncounterParameters]
nickname = area_assault
filename = missions\encounters\area_assault.ini

[EncounterParameters]
nickname = area_defend
filename = missions\encounters\area_defend.ini

[EncounterParameters]
nickname = area_scout
filename = missions\encounters\area_scout.ini


This was taken from the same file as the previous block of code. You need to define each encounter type you use and point it to the good file. You can use anything as a nickname, but remember to refer to it properly in your zones! You usually find those at the beginning of the file, nearby the asteroid fields and nebulae definitions.

Hope this helps!

Posted on: 2008/2/19 21:17
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
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Re: Hello eveyone!
Home away from home
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Quote:

Hello everyone!!!! I already see some good old mates here like *TW*Daniel ;D


Welcome to The Starport Sanka02!

Spread the word mate, and lets get everyone here.

Posted on: 2008/2/19 19:53
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Re: Enter the Grim Reaper
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GRIM!!!
I remember you on Vanguard!

Posted on: 2008/2/19 19:38
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Hello eveyone!
Just popping in
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Hello everyone!!!! I already see some good old mates here like *TW*Daniel ;D

Posted on: 2008/2/19 19:35
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Re: Admin and Owners Private Forum Area
Home away from home
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Quote:

Atticus
Nima Shrouded worlds
been running 3+ years
run my Mr X


Entry Granted

Posted on: 2008/2/19 19:09
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Re: Admin and Owners Private Forum Area
Home away from home
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Quote:

Dark_Angel
Freelancer: Black Dawn
A week ^^.
Mr Desc noobie above me ^


Entry Granted

Posted on: 2008/2/19 19:09
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Re: I recently started using Photoshop;
Home away from home
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Cheers guys,

I havent really done anymore work on Photoshop since I posted this as I have been busy at work (The RL sort of work). But hopefully this weekend I'll find some time and do some more playing around.

Posted on: 2008/2/19 19:05
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Re: Hello fellow FreeLancer's :)
Home away from home
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Indeed, welcome to the Starport.

Praise for the site has to go to FriendlyFire. He has done a wicked job.

Posted on: 2008/2/19 19:03
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How to make encounters
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Well, just as it is, I´ve made a system, a base, a jumpgate, a second base, a route from base 1 to 2, a sun, a lightsource etc. But the system is is still.... Quite dead. This is due to no npcs in it at all and me not knowing how to make a (random) encounter. Can anyone tell me how to do this? ???

Posted on: 2008/2/19 18:52
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Re: Nice site
Not too shy to talk
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Lo vanq Welcome to the starport

Posted on: 2008/2/19 18:40
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Re: Just me
Not too shy to talk
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Lo nuts welcome to starport

Posted on: 2008/2/19 18:37
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Re: This Forum
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It can also be related to the geographical location of the site, which is in Texas. Normally, the further you are from the servers, the longer the connection (Even though it often is unnoticeable).

Posted on: 2008/2/19 17:51
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
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Re: Troubleshooting
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Thanks for the tips CatDog. If anybody has anything to add to those, feel free to do so!

Posted on: 2008/2/19 17:49
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
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