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There are currently 72 users playing Freelancer on
43 servers. | March. 29, 2023 |
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Re: Help with a mission script |
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Just can't stay away
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To stop the multiple spawning of all objects, base's, npc etc i have two scripts running.
Each new player that joins the server starts on a basic script. I have a character on a seperate i.d that has the second script info (which spawns everything then locks manhattans dock after launch). In addition to this, i can use this character to begin other missions running by landing on other bases each time locking the dock. When a server restart happens i use the character and .beam to manhattan where i can start that script again. Seems to be working so far! ![]()
Posted on: 2010/9/12 0:46
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Re: Help with a mission script |
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The bases only become locked to my character starting scripts.. its so i dont forget that a base starts a script and i land by mistake.
All other players can still land anywhere and the script they are using unlocks jumpholes and changes their starting rep (once).. When they encounter a character in a base (can be one of many) they are offered missions and rewarded via pop up messages! Hope that helps clear things up. Cheers, Khayman
Posted on: 2010/9/12 23:53
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Re: Help with a mission script |
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Intresting:
Cnd_InZone = false, Player, OBJECT_ZONE Any Zone? Only Player or Object allowed? Other parameters are: EXCLUSION_ZONE NEBULA_ZONE DUST_ZONE
Posted on: 2010/9/13 6:42
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Re: Help with a mission script |
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Additional Condition (number 43):
Cnd_RumorHeard - not listed in Rasauul's Storyline Bible
Posted on: 2010/9/13 6:47
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Re: Help with a mission script |
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Code: Act_SetShipAndLoadout This not works! ![]() Adoxa maybe you know how force it to work?
Posted on: 2010/9/14 22:30
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Re: Help with a mission script |
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Looking at the disassembly, I don't see anything that seems wrong. Sure you're using it right? (I guess you mean in MP, since it must work in SP, otherwise you wouldn't get a ship at the start.)
Posted on: 2010/9/15 4:02
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Re: Help with a mission script |
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Yep, i mean in mp.
Strange, but if i do simple: Code:
or Code: ... Nothing going on, hmhmhmhm....
Posted on: 2010/9/15 5:49
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Re: Help with a mission script |
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If you could provide me with a small mod to get started, I'll see if I can track down what's going on.
Posted on: 2010/9/15 9:15
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Re: Help with a mission script |
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Thx Adoxa!
It works, simply need to relogin ![]()
Posted on: 2010/9/17 5:01
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Re: Help with a mission script |
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Did you guys found a solution against multiactivating of the missions? Every login the .fl file grows with new [StoryInfo] parameters.
How exactly do you activate spawning just by one player? I tried a lot in the past 5 hours, but every of my char will spawn objects or no char spawns anything. A solution would be to create a small extern program to remove every [StoryInfo] entry except one in every fl file, so no multiplicating is possible. By the way, if you set Mission_13 to be No_Mission, it does'nt activate anything. [StoryInfo] ship_bought = false Mission = Mission_13 MissionNum = 41 delta_worth = -1.000000 debug = 0
Posted on: 2010/10/25 14:57
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Re: Help with a mission script |
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I have the same problem with this multiactivating.
Posted on: 2010/10/27 17:00
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Re: Help with a mission script |
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try #26 - this must switch mission to no_mission
Posted on: 2010/10/27 18:03
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Re: Help with a mission script |
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@ skotty - I use FLHook plugin version and i make a restart.fl with this at the bottom:
[StoryInfo] ship_bought = false Mission = Mission_13 MissionNum = 0 delta_worth = -1.000000 debug = 0 or i use mpnewcharacter.fl once at the start of a server restart and delete [StoryInfo] ship_bought = false Mission = Mission_13 MissionNum = 41 delta_worth = -1.000000 debug = 0 before another script can start.
Posted on: 2010/11/21 16:03
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Re: Help with a mission script |
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Just to give a quick update:
I think ive stopped the multi-spawning of npcs and bases using mission code only (no flhook required). I'll do some more tests, but so far is so good! If all goes well i will post the code, if people want it. Testing the server without flhook, flshell or anything of the like, just plain old freelancer (with the 1.1 patch). p.s - with this method it is easy to spawn ships, bases etc but it wont act like some kind of single player mission in multi-player. I guess its main use would be to add objects, bases, npcs etc without a client needing a mod.
Posted on: 2011/2/6 12:24
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