Encounter problem
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Thanks Gibbon
That sorts the crashes but only the fc_rob_grp now appears
Itās a start at looking
For information, we have the True command in a number of systems withoutany problem, however interetingly, in the past all major odd encounter problems have been in āTrueā systems.
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Shouldnāt:
faction_weight = fc_f_grp, 1
faction_weight = li_n_grp, 1
faction_weight = fc_rob_grp, 1
faction_weight = fc_ap_grp, 1be:
faction_weight = fc_f_grp, 0.250000
faction_weight = li_n_grp, 0.250000
faction_weight = fc_rob_grp, 0.250000
faction_weight = fc_ap_grp, 0.250000 -
ā¦ only the fc_rob_grp now appears ā¦
If you remove those from your encounter, do the other faction appear?
If still no, maybe check the loadouts and modify the encounters / check if factions can use the encounters. -
Shouldnāt:
faction_weight = fc_f_grp, 1
faction_weight = li_n_grp, 1
faction_weight = fc_rob_grp, 1
faction_weight = fc_ap_grp, 1be:
faction_weight = fc_f_grp, 0.250000
faction_weight = li_n_grp, 0.250000
faction_weight = fc_rob_grp, 0.250000
faction_weight = fc_ap_grp, 0.250000Never known anything else used except whole numbers for this. If you look at any of the original encounters then only whole numbers are used. Later in the script the numbers should equal 1, so what youāre saying is right, just not in that section
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faction_weight = fc_f_grp, 1
faction_weight = li_n_grp, 1
faction_weight = fc_rob_grp, 1
faction_weight = fc_ap_grp, 1This is basically saying that only 1 of each will spawn (althought the contents of your encounter ini files can override this, a dozen could spawn if you have it written that way).
encounter = area_defend_custom2, 19, 0.350000
faction = li_n_grp, 0.250000
faction = fc_f_grp, 0.250000
faction = fc_rob_grp, 0.250000This needs to be edited so the 3 groups total 1.000000
i.e.
encounter = area_defend_custom2, 19, 0.350000
faction = li_n_grp, 0.340000
faction = fc_f_grp, 0.330000
faction = fc_rob_grp, 0.330000encounter = battleship_robots, 19, 0.010000
faction = fc_f_grp, 1.000000The odds of this one appearing are 1%. You could probably spawn it 100-300 times before seeing it. Set it to the vanilla high average 0.350000 for testing purposes. Once it works you can lower it again.
Then you need to say what this zone is spawning around. Is it a dockable object or deep in space? The answer to that is crucial to how you defined these lines in the encounter:
pilot_job = defend_leader_job
make_class = wanderer -
This works for me, so if it doesnt work for you your problem lies in the factions or the encounter params.
Try this:
MAKE SURE - your encounter params are all listed for the encounters as well.If these are wrong or incorrect you will have and get nothing in terms of encounters.
[Zone]
nickname = Zone_BR07_pop_ambient_12
pos = 0, 0, 631
rotate = 0, 0, 0
shape = SPHERE
size = 75422
comment = Rogue Robot Pop
sort = 1
toughness = 19
density = 9
repop_time = 25
max_battle_size = 15
pop_type = Background
relief_time = 35
population_additive = false
faction_weight = fc_f_grp, 10
faction_weight = li_n_grp, 10
faction_weight = fc_rob_grp, 10
faction_weight = fc_ap_grp, 10
encounter = area_defend_custom2, 19, 0.350000
faction = li_n_grp, 0.250000
faction = fc_f_grp, 0.250000
faction = fc_rob_grp, 0.250000
encounter = area_heavy_patrol, 19, 0.150000
faction = li_n_grp, 1.000000
encounter = area_horde, 19, 0.350000
faction = fc_f_grp, 1.000000
encounter = battleship_robots, 19, 0.010000
faction = fc_f_grp, 1.000000
encounter = area_evac_monkey, 19, 0.140000
faction = fc_ap_grp, 1.000000 -
population_additive = This determines wether NPCs from overlapping zones will spawn and interact with the other zone, yes this does mean you could be getting shot at from NPCs from 2 different zones at the same time.
Iirc āTrueā is very bad if one of the zones is a roid/neb, and āBackgroundā pop_types should always be āFalseā as FL concideres them to be the dross of the zone types, and are only there to fill in the spaces between the other zones, and because of this you donāt want them interacting with other zones.faction_weight = goes from 1 to 20, think of it as a measure of how badly they want to spawn first, with 1 being the cowards letting everybody else go first, and 20 being the nutjob with no common sense that dives in without looking. Set them all to ā1ā and they will still spawn, just so long as thereās nobody else around to āscareā them.:P
This needs to be edited so the 3 groups total 1.000000
FL is quite happy if you have less than 1.000000, exceding it is what FL doesnāt like, it will fire a syntax error into your CPU and move the decimal point one place to the left, giving you even less chance of spawning than you thought.
@ Tunicle, problems with the loadout usually means (99 times out of 100) a CTD, check the faction_prop to make sure they actually have the pilots & ships of the correct class to appear in the encounter, this is a classic mistake as far as FLE users are concerned, as FLE will let you use any faction in any encounter, even if they donāt have ships.
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My first suggestion would be to make sure your encounters called arenāt using ābehavior = patrol_pathā in the encounter file. Unless you use patrol_path explicitly in path-type zones, this will be an instant server crash. Considering I see an āarea_heavy_patrolā in there, Iād check that first. =P
My second suggestion would be to watch the "sort = " value. Depending on how this value is set, it can either make the zone work perfectly or crash your server. It is the value FLServer uses to determine the priority of overlapping zones; for instance, patrol paths, which should always have the highest priority, increment from 99 downwards - the first path will have 99 sort, a path that intersects it will have 98 sort, a third path that intersects the first two would have 97 sort, etc. This is also used by FLServer to determine the priority of which zone spawns first - a high-sort zone will be considered before a low-sort zone. Thus, if this is a big āambientā populator that covers the whole system, you should probably have sort in the lower 10s, or maybe even just set to ā0ā
Aside from those two things, not sure what the problem could be. On a side note, I donāt think faction_weight or pop_type actually has any effect - itās not called from any bit of hard-code, and removing those lines entirely from every zone makes no change.
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Tunicleā¦
A lot of shooting in the dark here, because you havenāt laid out all your iniās for us to see, and a lot of things affect encountersā¦
faction_weight doesnāt matter, I havenāt seen any noticeable effect from changing or removing them completely either, but it should be set to integer values (1, 5, 20 usually if I remember?) but definitely not fractions. You can remove them all for testing purposes anyway.
Your zone toughness = 19 and your encounter difficulties are all set to 19, this is fineā¦
But only your robots spawn?
A brief alertā¦ If your encounter spawns enough ships of the first faction to satisfy the density = 9, then no more will spawn until you kill some, and the first faction may spawn again before other factions, so this may mask the problem. So set density = 30 and max_battle_size = 30 temporarily to find out.
If this doesnāt improve mattersā¦
What happens if you disable the robots temporarily and try each faction alone?
If they donāt spawn thenā¦
In npc_ships do you have npc_class = (legality, ship class, d1, d2, ā¦ d19 for all factions and ships involved?
Also check for spelling mistakes in your encounter names, faction_prop.ini npcship = lines, and npcships.ini for ship archetype and ship loadout spelling, this is the most common problem in my case
If those are all OK, thenā¦
Do all of your other factions than the robots have d19 ships defined, with the correct ship archetype and loadout?? (faction_prop.ini gives npcship, npcships.ini gives ship type & loadout, pilot level & ship_class should match ship class (fighter/gunboat/cruiser/battleship) and also gives encounter difficulty. Also double-check loadouts.ini / loadouts_special.iniFailing this then feel free to attach your faction_prop.ini, npcships.ini, loadouts.ini, loadouts_special.ini
I think I repeated myself here but Iām tired and canāt see clearly enough to correct myself, itās 04:50!
Gānight!
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Hi, thanks for asking.
We have tried everything and followed all leads and still a crash anytime up to 2.5 hours after start. We have altered all settings, coded things in and out and eventually still a crash. Everything else works in other systems and all encounters etc. work so we are stumped.We have noticed 1 thing. One of the NPCās drop sunslayer ammo and when tractored in they do not show in cargo. We are looking at this but other than this slim chance nothing else seems amiss.
If that fails we will recode the system and hope and write it off as one of those things.
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Are all entries for the weapon/ammo present and correct in the weapon good and equip files? Does the good files properly reference the equip files. Just an immediate thoughtā¦ you would no doubt get errors in pretty much all the checkers out there and a line(s) in the flserver log file thought, so iām inclined to think this isnāt your prob.