Multiplayer NPC taxing
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I am tormented by a question, in what case NPC taxing player, any encounters should taxing or only specific patrols?
For example at launch from Planet Manhattan Liberty Police NPC can ask the goods, and at launch from Planet Malta Outcasts NPC ask nothing, and ask only when you already sit down on a planet, have not time to shoot down at all you for the illegal goods.
How to me to make so Outcasts NPC demanded at once the goods at launch from a planet?
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thats in faction props ini
[FactionProps]
affiliation = li_n_grp
legality = lawful
nickname_plurality = singular
msg_id_prefix = gcs_refer_faction_li_n
jump_preference = jumpgate
npc_ship = li_n_li_elite_d1-3
npc_ship = li_n_li_elite_d4
npc_ship = li_n_li_elite_d5
npc_ship = li_n_li_elite_d6
npc_ship = li_n_li_elite_d7
npc_ship = li_n_li_elite_d8
npc_ship = li_n_li_elite_d9
npc_ship = li_n_li_elite_d10
npc_ship = li_n_li_elite_d11-19
npc_ship = li_n_cruiser_d22
npc_ship = li_n_dreadnought_d25
npc_ship = Liberty_Cruiser
npc_ship = Liberty_Battleship
voice = pilot_f_mil_m01
voice = pilot_f_mil_m02
voice = pilot_f_leg_f01
voice = pilot_f_leg_f01a
mc_costume = mc_li
space_costume = li_captain_head, li_male_elite_body, comm_ge_generic2
space_costume = li_rockford_head, li_male_elite_body, comm_li_hatcher
space_costume = li_sales_head_hat, li_male_elite_body, comm_ge_generic2
space_costume = ge_male4_head, li_male_elite_body, comm_li_hatcher
space_costume = pl_male2_head, li_male_elite_body, comm_ge_generic2
space_costume = ge_male3_head, li_male_elite_body, comm_li_hatcher
space_costume = li_newscaster_head_gen_hat, li_female_elite_body, comm_ge_generic2_female
space_costume = li_newscaster_head_gen_hat, li_female_elite_body, comm_li_hatcher_female
space_costume = br_newscaster_head_gen_hat, li_female_elite_body, comm_ge_generic2_female
space_costume = br_newscaster_head_gen_hat, li_female_elite_body, comm_li_hatcher_female
space_costume = pl_female2_head, li_female_elite_body, comm_ge_generic2_female
space_costume = pl_female2_head, li_female_elite_body, comm_li_hatcher_female
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 = 196976
large_ship_names = 202608, 202647
scan_for_cargo = commodity_alien_artifacts, 1 this is they scan for
scan_for_cargo = commodity_cardamine, 2
scan_announce = true
scan_chance = 0.300000 and thats the chances the higer the number the higher the chances of you being scaned
formation = fighters, fighter_li_n
formation = destroyers, destroyer_gunboat_fighter
formation = battleships, battleship_cruiser_fighter -
I know it works.
I have this:[FactionProps]
affiliation = li_n_grp
legality = lawful
nickname_plurality = singular
msg_id_prefix = gcs_refer_faction_li_n
jump_preference = any ;jump_preference = jumpgate
npc_ship = li_n_li_elite_d1-3
npc_ship = li_n_li_elite_d4
npc_ship = li_n_li_elite_d5
npc_ship = li_n_li_elite_d6
npc_ship = li_n_li_elite_d7
npc_ship = li_n_li_elite_d8
npc_ship = li_n_li_elite_d9
npc_ship = li_n_li_elite_d10
npc_ship = li_n_li_elite_d11-12
npc_ship = li_n_li_elite_d13-16
npc_ship = li_n_li_elite_d17-19
npc_ship = li_n_cruiser_d22
npc_ship = li_n_dreadnought_d25
voice = pilot_f_mil_m01
voice = pilot_f_mil_m02
voice = pilot_f_leg_f01
voice = pilot_f_leg_f01a
mc_costume = mc_li
space_costume = li_captain_head, li_male_elite_body, comm_ge_generic2
space_costume = li_rockford_head, li_male_elite_body, comm_li_hatcher
space_costume = li_sales_head_hat, li_male_elite_body, comm_ge_generic2
space_costume = ge_male4_head, li_male_elite_body, comm_li_hatcher
space_costume = pl_male2_head, li_male_elite_body, comm_ge_generic2
space_costume = ge_male3_head, li_male_elite_body, comm_li_hatcher
space_costume = li_newscaster_head_gen_hat, li_female_elite_body, comm_ge_generic2_female
space_costume = li_newscaster_head_gen_hat, li_female_elite_body, comm_li_hatcher_female
space_costume = br_newscaster_head_gen_hat, li_female_elite_body, comm_ge_generic2_female
space_costume = br_newscaster_head_gen_hat, li_female_elite_body, comm_li_hatcher_female
space_costume = pl_female2_head, li_female_elite_body, comm_ge_generic2_female
space_costume = pl_female2_head, li_female_elite_body, comm_li_hatcher_female
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 = 196976
large_ship_names = 202608, 202647
scan_for_cargo = commodity_alien_artifacts, 1
scan_for_cargo = commodity_cardamine, 1
scan_for_cargo = commodity_marijuana, 2
scan_for_cargo = commodity_minorbrain, 2
scan_for_cargo = commodity_majorbrain, 2
scan_for_cargo = commodity_software, 1
scan_for_cargo = commodity_prisoners, 2
scan_for_cargo = commodity_vips, 2
scan_for_cargo = dsy_redcapturret, 1
scan_for_cargo = dsy_redcapturret_light, 1
scan_for_cargo = dsy_redcapturret_cruiser, 1
scan_for_cargo = dsy_redcapturret_gunboat, 1
scan_for_cargo = fc_c_gun01_mark01, 1
scan_for_cargo = fc_c_gun01_mark02, 1
scan_for_cargo = fc_c_gun01_mark03, 1
scan_for_cargo = fc_c_gun01_mark04, 1
scan_for_cargo = fc_c_gun01_mark05, 1
scan_for_cargo = fc_c_gun02_mark01, 1
scan_for_cargo = fc_c_gun02_mark02, 1
scan_for_cargo = fc_c_gun02_mark03, 1
scan_for_cargo = fc_c_gun02_mark04, 1
scan_for_cargo = fc_c_gun02_mark05, 1
scan_for_cargo = fc_c_turret01_mark01, 1
scan_for_cargo = fc_c_turret01_mark02, 1
scan_for_cargo = fc_c_turret01_mark03, 1
scan_for_cargo = fc_c_turret02_mark01, 1
scan_for_cargo = fc_c_turret02_mark02, 1
scan_for_cargo = fc_c_turret02_mark03, 1
scan_for_cargo = special_nomad_gun02, 1
scan_for_cargo = special_nomad_gun02_wild, 1
scan_for_cargo = nomad_gun01_mark07, 1
scan_for_cargo = nomad_gun01_mark08, 1
scan_for_cargo = nomad_gun01_mark04, 1
scan_for_cargo = nomad_gun01_mark05, 1
scan_for_cargo = nomad_gun01_mark06, 1
scan_for_cargo = nomad_dyson_turret01, 1
scan_for_cargo = nomad_gun01_mark01, 1
scan_for_cargo = nomad_gun01_mark02, 1
scan_for_cargo = nomad_gun01_mark03, 1
scan_for_cargo = nomad_lair_turret01, 1
scan_for_cargo = nomad_lair_turret02, 1
scan_for_cargo = nomad_torpedo01_rtc, 1
scan_for_cargo = nomad_torpedo02, 1
scan_for_cargo = nomad_turret01_mark01, 1
scan_for_cargo = nomad_turret01_mark02, 1
scan_for_cargo = nomad_turret01_mark03, 1
scan_for_cargo = special_nomad_gun01, 1
scan_for_cargo = special_nomad_gun01_wild, 1
scan_for_cargo = special_nomad_gun03, 1
scan_for_cargo = nomad_cruise_disruptor01, 1
scan_for_cargo = nomad_cruise_disruptor02, 1
scan_announce = true
scan_chance = 0.300000
formation = fighters, fighter_li_n
formation = gunboats, gunboat_li_n
npc_ship = Liberty_Gunboat
npc_ship = Liberty_Cruiser
npc_ship = Liberty_Battleship
formation = gunboats, gunboat_wall
formation = destroyers, destroyer_gunboat_fighter
formation = battleships, battleship_cruiser_fighterEncounter Zone:
[zone]
nickname = Zone_Li01_001_Planet_Li01_01
pos = -33020, 0, -27925
rotate = 0, 104, 0
shape = SPHERE
size = 7000
comment = Manhattan
sort = 1
toughness = 1
density = 6
repop_time = 10
max_battle_size = 4
pop_type = li_p_grp, base_cluster_law
relief_time = 10
faction_weight = li_p_grp, 12
faction_weight = co_be_grp, 10
faction_weight = co_hsp_grp, 10
faction_weight = co_kt_grp, 10
faction_weight = co_me_grp, 10
faction_weight = co_nws_grp, 10
faction_weight = co_ni_grp, 10
faction_weight = co_os_grp, 4
faction_weight = co_rs_grp, 10
faction_weight = co_shi_grp, 10
faction_weight = co_ss_grp, 10
faction_weight = co_vr_grp, 8
faction_weight = gd_bh_grp, 3
faction_weight = fc_freelancer, 4
density_restriction = 4, unlawfuls
encounter = area_defend, 1, 0.050000
faction = li_p_grp, 1.000000
encounter = area_bh_defend, 1, 0.030000
faction = gd_bh_grp, 1.000000
encounter = area_armored_prisoner, 1, 0.020000
faction = li_p_grp, 1.000000
encounter = area_trade_freighter, 1, 0.090000
faction = co_hsp_grp, 0.260000
faction = co_me_grp, 0.260000
faction = co_ss_grp, 0.260000
faction = co_vr_grp, 0.210000
encounter = area_trade_transport, 1, 0.120000
faction = co_be_grp, 0.100000
faction = co_hsp_grp, 0.100000
faction = co_kt_grp, 0.100000
faction = co_me_grp, 0.100000
faction = co_nws_grp, 0.100000
faction = co_ni_grp, 0.100000
faction = co_rs_grp, 0.100000
faction = co_shi_grp, 0.100000
faction = co_ss_grp, 0.100000
faction = co_vr_grp, 0.080000
encounter = area_trade_armored, 1, 0.020000
faction = co_os_grp, 1.000000
encounter = area_lifter, 1, 0.030000
faction = co_me_grp, 0.500000
faction = co_ss_grp, 0.500000
encounter = area_repair, 1, 0.030000
faction = co_me_grp, 0.500000
faction = co_ss_grp, 0.500000
encounter = capitalships_Liberty, 19, 0.100000
faction = li_n_grp, 1.000000
encounter = lone_freelancer, 15, 0.060000
faction = fc_freelancer, 1.000000Patrol zone for example:
[zone]
nickname = Zone_Li01_path_bounty5_5
pos = -31194, 0, 59376
rotate = -90, 5, 0
shape = CYLINDER
size = 750, 24049
sort = 99
toughness = 3
density = 1
repop_time = 90
max_battle_size = 2
pop_type = field_patrol
relief_time = 30
path_label = bounty5, 5
usage = patrol
mission_eligible = True
faction_weight = gd_bh_grp, 10
density_restriction = 1, patroller
density_restriction = 1, police_patroller
density_restriction = 1, pirate_patroller
density_restriction = 4, lawfuls
density_restriction = 4, unlawfuls
encounter = patrolp_bh_assault, 3, 0.400000
faction = gd_bh_grp, 1.000000Who would tax: NPC patroller or NPC from the encounter zone?
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well they all should tax you .
Well, I think so.
Ok, second question is:
- why Outcasts NPC with similar parameters require me to drop the goods only after clicking on dock?
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i dont know that one . you can also do this anounce scan = false . then they wont anounce the scan
I know this.
Simply i just made it to see fact of scan. -
also your area defend you wanna might make that a bigger number encounter = area_defend 1, 0.100000
where police are concerned and navy. because the mod i am playing now the cops and millitary are allover my heels. im playing on gibbons server http://gizmostudios.proboards38.com/index.cgi -
I’ve tested NPC cargo scans fairly extensively with lawful factions. What I found was only the patrol path NPC (patrolp encounters) will scan cargo. I have never seen Area encounter NPCs scan cargo with any value of scan chance. I have no reason to think the unlawful factions would behave differently.
This would probably explain why you’re seeing fewer Outcasts scan your cargo, as I believe there are far more patrol routes around Manhattan than Malta. And the way patrol routes converge at the bases that is where you’re most likely to cross them and hence why you’re seeing them only scan you as you dock.
Hope that helps.
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Thank you Icely, this only confirms my thoughts