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Scheduled Pinned Locked Moved Coding
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  • ? Offline
    ? Offline
    Guest
    wrote on global:last_edited_by,
    #1

    In encounters we see

    sort = 51

    or an assortment of other numbers. Any clues as to the exact meaning of these please?

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    0
  • L Offline
    L Offline
    Legion
    wrote on global:last_edited_by,
    #2

    There was an old post about it on TLR (should still be in the archieves)

    It seems the smaller the number the more “important” the zone is

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    0
  • F Offline
    F Offline
    Forsaken
    wrote on global:last_edited_by,
    #3

    This is purely from observation of use by vanilla…

    sort = Value from 0-99. Higher the value, higher the precidence. Used to determine priority of overlapping zones. Try to ensure that you have established some sort of scheme to establish this when planning your encounter zones. Rule of Thumb, Patrols always have higher precidence, patrols from more powerful factions in that system have higher precidence over other patrols. Ambient, base, and planet population zones have the lowest precidence.

    P.S. When are you gonna join the SWWT team mate? 😛

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  • F Offline
    F Offline
    foxUnit01
    wrote on global:last_edited_by,
    #4

    Forsaken pretty much hit the nail on the head. As a general rule of thumb, the bigger the zone, the lower the sort - especially if that zone has other zones inside of it. Any zones that you have “cutting” through multiple zones - like patrols - should have the highest sort. When you think about it, it makes sense.

    Just try to make sure you don’t have too many overlapping zones with the same sort value. If too many overlapping zones have the same sort, FLServer will eventually get confused and crash.

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  • D Offline
    D Offline
    DwnUndr
    wrote on global:last_edited_by,
    #5

    I have made a tutorial with some more information about sort numbers here:

    http://freelancercommunity.net/viewtopic.php?t=496

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  • ? Offline
    ? Offline
    Guest
    wrote on global:last_edited_by,
    #6

    Thx for the replies troops, i’m now wiser 😉

    @DwnUndr

    Just read that link of yours, very interesting reading. I’ve not encountered that tradelane issue before but i feel a rearrange coming on, just in case lol

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    0
  • F Offline
    F Offline
    Forsaken
    wrote on global:last_edited_by,
    #7

    Doh, don’t do that. If its working just fine now, and you’re not having any issues with stability… dont touch it! 😄

    “Just in case” has caused alot of headaches for people in the past lol.

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  • C Offline
    C Offline
    Cannon
    wrote on global:last_edited_by,
    #8

    My dumb question: can you remove these for non-encounter zones? In my caseI have asteroid fields that don’t have any NPC populations although there is an overlapping zone that does have an NPC population.

    For example…

    [Zone]
    nickname = Zone_Br03_field_01
    pos = -87447, 0, 6437
    size = 33798, 21459, 21459
    shape = ELLIPSOID
    sort = 34 <–— can I delete this?

    [Zone]
    nickname = Zone_Br03_pop_field_02
    pos = -87447, 0, 6437
    size = 35798, 25459, 25459
    shape = ELLIPSOID
    repop_time = 15
    max_battle_size = 4
    pop_type = major_tradelane
    relief_time = 15
    faction_weight = co_be_grp, 10
    faction_weight = co_nws_grp, 10
    faction_weight = co_rs_grp, 10
    encounter = tradelane_trade_freighter, 5, 0.190000
    sort = 40

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  • D Offline
    D Offline
    DwnUndr
    wrote on global:last_edited_by,
    #9

    No, don’t delete sort = 34

    Change it to sort = 99.500000

    –---------------------------------------

    In your second zone (maybe you truncated it for this example)

    I see faction_weight = and encounter = but no faction =

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  • C Offline
    C Offline
    Cannon
    wrote on global:last_edited_by,
    #10

    I’m almost a beginner when it comes to ini modding, thanks for the info.

    Yes this was a heavily truncated example (and I don’t think any zone in the mod actually has a sort number of 34)

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