Help with mission formations
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In the faction_props.ini in the missions folder u can find the following block:
[FactionProps]
affiliation = fc_or_grp
legality = unlawful
nickname_plurality = singular
msg_id_prefix = gcs_refer_faction_fc_or
jump_preference = jumphole
npc_ship = stinger01_d1-19
voice = pilot_f_ill_m01
voice = pilot_f_ill_m02
mc_costume = mc_fc
space_costume = pi_pirate1_head, pi_orillion_body, comm_br_guard
space_costume = pi_pirate4_head, pi_orillion_body, comm_rh_alaric
space_costume = sh_male4_head, pi_orillion_body, comm_br_guard
space_costume = ge_male2_head, pi_orillion_body, comm_rh_alaric
space_costume = ge_male4_head, pi_orillion_body, comm_br_guard
space_costume = ge_male1_head, pi_orillion_body, comm_rh_alaric
firstname_male = 226608, 226741
lastname = 227008, 227307
rank_desig = 197128, 197129, 197130, 10, 15
formation_desig = 197808, 197820
formation = fighters, fighter_guildadd this to make them use BS’s with a different formation:
large_ship_desig = 524459
large_ship_names = 524378, 524378
formation = battleships, Custom_battleship_formand add this to the formations.ini
[Formation]
nickname = Custom_battleship_form
pos = 0, 0, 0
pos = -200, 0, 500
pos = 200, 0, 500
pl_pos = 500, 100, 500Voila u should have BS’s encounters using your new formation.
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Thanks for ur fast reply mindhunter but i dont know if ya understood right…
i got them already using a bs in normal encouter situations but during missions they dont use the bs formations
i mean missions as in a mission ya get from a base then fly to the way point. (kill ships etc)
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i got them already using a bs in normal encouter situations but during missions they dont use the bs formations
Might be good to say that in the beginning…
Which encounter u use? Is is a BS encounter with the right settings for BSs?
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in normal encounters the Battleships use this formation:
nickname = Blah_Blah
pos = 0, 0, 0
pos = 400, 0, 0
pos = -400, 0, 0
pos = 0, 200, 0
pos = 400, 200, 0
pos = -400, 200, 0
pos = 400, 0, 0
pos = 400, 200, 0
pos = 0, -200, 0
pos = 400, -200, 0
pos = -400, -200, 0
pos = 400, -200, 0
pl_pos = 0, 0, 500but no matter what i do with any formation used during “BASE MISSIONS” the ships always appear in the same way…
Usually a horizontal line same as other npc factionsi have in the npc_ships.ini this: (note: im only using the rh bs to test)
[NPCShipArch]
nickname = fc_or_elite_order_d1-17
loadout = or_Battleship_Loadout
level = d17
ship_archetype = rh_battleship
pilot = battleship_default
state_graph = FIGHTER Â <–------maybe change this?
npc_class = lawful, class_battleship d1, d2, d3, d4, d5, d6, d7, d8, d9, d10, d11, d12, d13, d14, d15, d16, d17[NPCShipArch]
nickname = fc_or_elite_order_d17-19
loadout = or_Battleship_Loadout
level = d19
ship_archetype = rh_battleship
pilot = battleship_default
state_graph = FIGHTER Â <–-----maybe change this?
npc_class = lawful, class_battleship, d18, d19i have two levels because when i used them for base missions with fighters the lvl 17 had anubis and the lvl 19 had anubis mk 2.
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Well cool guess thats the problem.
Here is a exemple from my npcships.ini.
I user GUNBOAT for light battleships i want to use as escort and CRUISER for heavy Battleships.
This way I can use the BS encounter ini’s from the Vanille BS NPC’s mod beside my own ones[NPCShipArch]
nickname = Ancient_cruiser_19
loadout = Ancient_cruiser_loadout
level = d19
ship_archetype = Ancient_cruiser
pilot = pilot_military_ace
state_graph = GUNBOAT
npc_class = unlawful, class_gunboat, d19[NPCShipArch]
nickname = Ancient_warship_19
loadout = Ancient_warship_loadout
level = d19
ship_archetype = Ancient_warship
pilot = pilot_military_ace
state_graph = CRUISER
npc_class = unlawful, class_battleship, d19 -
state_graph defines the AI behaviors to use from state_graph.db, and has no effect on formations. I’m pretty sure that random missions use pre-defined formations when the ships are created, which may be where your problem is, but I’m not 100% sure on this.
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As far as I can remember, random missions actually use the formations defined in formations.ini, which are themselves referred to in faction_prop.ini. I remember this because I managed to make random mission NPCs spawn in a cross-shaped formation a long while ago.
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hmm… atm i have this:
Faction_prop:
[FactionProps]
affiliation = fc_or_grp
legality = lawful
nickname_plurality = singular
msg_id_prefix = gcs_refer_faction_fc_or
jump_preference = any
npc_ship = fc_or_elite_order_d1-17
npc_ship = fc_or_elite_order_d17-19
npc_ship = Bretonia_Battleship Â
npc_ship = Liberty_Battleship Â
npc_ship = Kusari_Battleship Â
npc_ship = Rheinland_Battleship
voice = pilot_f_ill_m01
voice = pilot_f_ill_m02
mc_costume = mc_fc
space_costume = pi_pirate1_head, pi_orillion_body, comm_br_guard
space_costume = pi_pirate4_head, pi_orillion_body, comm_rh_alaric
space_costume = sh_male4_head, pi_orillion_body, comm_br_guard
space_costume = ge_male2_head, pi_orillion_body, comm_rh_alaric
space_costume = ge_male4_head, pi_orillion_body, comm_br_guard
space_costume = ge_male1_head, pi_orillion_body, comm_rh_alaric
firstname_male = 226608, 226741
lastname = 227008, 227307
rank_desig = 197128, 197129, 197130, 10, 15
formation_desig = 197808, 197820
formation = fighters, fighter_basic
formation = freighters, freighter_basic
formation = freighters2, freighter2_basic
formation = cruisers, cruiser_wall
formation = battleships, Blah_BlahFormations :
nickname = Blah_Blah
pos = 0, 0, 0
pos = 400, 0, 0
pos = -400, 0, 0
pos = 0, 200, 0
pos = 400, 200, 0
pos = -400, 200, 0
pos = 400, 0, 0
pos = 400, 200, 0
pos = 0, -200, 0
pos = 400, -200, 0
pos = -400, -200, 0
pos = 400, -200, 0
pl_pos = 0, 0, 500NPC_ships:
[NPCShipArch]
nickname = fc_or_elite_order_d1-17
loadout = or_Battleship_Loadout
level = d17
ship_archetype = rh_battleship
pilot = battleship_default
state_graph = FIGHTER Â
npc_class = lawful, class_battleship d1, d2, d3, d4, d5, d6, d7, d8, d9, d10, d11, d12, d13, d14, d15, d16, d17[NPCShipArch]
nickname = fc_or_elite_order_d17-19
loadout = or_Battleship_Loadout
level = d19
ship_archetype = rh_battleship
pilot = battleship_default
state_graph = FIGHTER Â
npc_class = lawful, class_battleship, d18, d19shipclasses.ini:
[ShipClass]
nickname = sc_destroyers
member = class_destroyer[ShipClass]
nickname = sc_battleships
member = class_battleshipive also adjusted the initial_world.ini and the Empathy.ini for the reps/rep changes.
Like i posted before the encounters work in normal encouters (ships you meet while flying around) and they appear in battleships during the Random missions (missions you get paid for from the bases).
But in the random missions (missions you get paid for from a base) the formation is wrongi’ll keep trying…
p.s thanks again for all your help on this
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Here is my:
Faction_prop:
[FactionProps]
affiliation = emp_n_grp
legality = lawful
nickname_plurality = singular
msg_id_prefix = ignore
jump_preference = any
voice = pilot_f_mil_m01
voice = pilot_f_mil_m02
voice = pilot_f_leg_f01
voice = pilot_f_leg_f01a
mc_costume = mc_emp
space_costume = emp_black_head, emp_male_tie_pilot_body, prop_hat_emp_tie_helmet
space_costume = br_newscaster_head_gen_hat, emp_female_tie_pilot_body
space_costume = li_newscaster_head_gen_hat, emp_female_tie_pilot_body
space_costume = rh_newscaster_head_gen_hat, emp_female_tie_pilot_body
space_costume = ku_newscaster_head_gen, emp_female_tie_pilot_body
space_costume = pl_female1_head, emp_female_tie_pilot_body
space_costume = pl_female3_head, emp_female_tie_pilot_body
space_costume = pl_female5_head, emp_female_tie_pilot_body
firstname_male = 226608, 226741
firstname_female = 226808, 226952
lastname = 227008, 227307
rank_desig = 197002, 197003, 197004, 6, 9
formation_desig = 197808, 197820
large_ship_desig = 1
large_ship_names = 202608, 202647
formation = any, fighter_wall_basic
scan_for_cargo = commodity_pilots_emp, 0;???
scan_for_cargo = commodity_pilots_djedi, 1;???
scan_for_cargo = commodity_neophage_weapons, 2;Neophage??
scan_for_cargo = commodity_anti-personnel_weapons, 3;???
scan_for_cargo = commodity_harvested_human_organs, 4;???
scan_for_cargo = commodity_human_bomb_implants, 5;???
scan_for_cargo = commodity_heavy_water, 6;??
scan_for_cargo = commodity_old_fashioned_nuclear_devices, 7;???
scan_for_cargo = commodity_holstein_sea_serpent_venom, 8;Holstein???
scan_for_cargo = commodity_poisonous_plants, 9;???
scan_for_cargo = commodity_alien_artifacts, 10;??
scan_for_cargo = commodity_cardamine, 11;???
scan_for_cargo = commodity_alien_organisms, 12;???
scan_for_cargo = commodity_dangerous_alien_artifacts, 13;???
scan_for_cargo = commodity_carnivorous_insectoids, 14;???
scan_announce = true
scan_chance = 1.00000
npc_ship = LandingCraft1-3
npc_ship = Shuttle1-3
npc_ship = STTransport1-3
npc_ship = ThetaShuttle1-3
npc_ship = TieAggressor1-3
npc_ship = TieBizarro1-3
npc_ship = TieBooster1-3
npc_ship = TieClutchMk21-3
npc_ship = TieDroid1-3
npc_ship = TieFighter1-3
npc_ship = AssaultShuttle4-6
npc_ship = EmpEscort4-6
npc_ship = SithFighter4-6
npc_ship = SithLander4-6
npc_ship = TieInterceptor4-6
npc_ship = TieRaptor4-6
npc_ship = TieRaptorDroid4-6
npc_ship = STTransport7-9
npc_ship = TieAdvancedX17-9
npc_ship = TieBizarro7-9
npc_ship = TieLambda7-9
npc_ship = EmpEscort10-12
npc_ship = EmpETA-210-12
npc_ship = TieAdvanced10-12
npc_ship = TieAvenger10-12
npc_ship = TieBigGun10-12
npc_ship = TieVanguard10-12
npc_ship = EmpEscort13-15
npc_ship = TieAdvanced13-15
npc_ship = TieAvenger13-15
npc_ship = TieBigGun13-15
npc_ship = TieBomber13-15
npc_ship = TieDroidMk213-15
npc_ship = TieGT13-15
npc_ship = TieGuard13-15
npc_ship = TieGunship13-15
npc_ship = TieIntruder13-15
npc_ship = TieTriBomber13-15
npc_ship = TieWarheads13-15
npc_ship = AssaultGunboat16-18
npc_ship = LandingCraft16-18
npc_ship = MissileBoat16-18
npc_ship = Shuttle16-18
npc_ship = ThetaShuttle16-18
npc_ship = TieCyclone16-18
npc_ship = TieDefender16-18
npc_ship = TieDefenderMk216-18
npc_ship = TieInvader16-18
npc_ship = TieLancer16-18
npc_ship = TiePhantom16-18
npc_ship = TieReaper16-18
npc_ship = TieRoyal16-18
npc_ship = TieScimitar16-18
npc_ship = TieShadowDark16-18
npc_ship = TieVampire16-18
npc_ship = ATATBarge_Transport18
npc_ship = Bayonet_Cruiser18
npc_ship = BSTransport_Transport18
npc_ship = Decimator_Transport18
npc_ship = EmpPatrol_Gunboat18
npc_ship = Enforcer_Battleship18
npc_ship = Harrow_Battleship18
npc_ship = Interdictor_Battleship18
npc_ship = Lancer_Transport18
npc_ship = StarDestroyer_Battleship18
npc_ship = StarDestroyer2_Battleship18
npc_ship = Suprosa_Transport18Formations :
[Formation]
nickname = fighter_wall_basic
pos = 0, 0, 0
pos = 100, -50, 0
pos = 150, 50, 100
pos = 50, 50, 100
pos = 100, 0, 200
pos = -100, -50, 0
pos = -150, 50, 100
pos = -50, 50, 100
pos = -100, 0, 200
pl_pos = 0, 200, 100[Formation]
nickname = largeships_team_wall_basic
pos = 0, 0, 0
pos = 2000, 0, -2000
pos = -2000, 0, -2000
pos = 1500, 2000, -2000
pos = -1500, 2000, -2000
pos = 1500, -2000, -2000
pos = -1500, -2000, -2000
pos = 0, 2000, 2000
pos = 0, -2000, 2000NPC_ships:
[NPCShipArch]
nickname = StarDestroyer_Battleship18
loadout = StarDestroyer_Battleship18_NPC
level = d18
ship_archetype = StarDestroyer_Battleship
pilot = pilot_largeship
state_graph = FIGHTER
npc_class = lawful, class_battleship, d18[NPCShipArch]
nickname = StarDestroyer2_Battleship18
loadout = StarDestroyer2_Battleship18_NPC
level = d18
ship_archetype = StarDestroyer2_Battleship
pilot = pilot_largeship
state_graph = FIGHTER
npc_class = lawful, class_battleship, d18shipclasses:
[ShipClass]
nickname = sc_largewarships
member = class_battleship
member = class_cruiser
member = class_gunboatENCOUNTERS:
[EncounterFormation]
ship_by_class = 1, 1, sc_largewarships
make_class = class_default
ship_by_class = 1, 1, sc_largewarships
ship_by_class = 1, 1, sc_largewarships
formation = largeships_team_wall_basic
behavior = trade
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
group_reroll_frequency = synch
times_to_create = infinite[Creation]
permutation = 0, 9999============================================
So if your “ENCOUNTERS” file is not correct, then your random missions will be issue too.
Hope that can be help.
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Thanks for your imput Jong, but i have just worked out where i was going wrong ;D
All i had to do was edit the Fighter_basic formation lol…. some fighters now appear in battleship formations… but its all good^^.
The missions to kill the battleships were just too damned hard tho (fighting 6 fully flying and firing battleships is bad for your health) so i added fox’s wingmen hehe
trots off to find fraps to make a video
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ok i posted the video in
http://the-starport.net/index.php?option=com_smf&Itemid=26&topic=977.msg7804;topicseen#new
btw if anyone wants a copy of this mod or info about any of its features just let me know