Native, or noramal, FL bugs
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Want to say a few words about known freelancer bugs.
Almost everyone knows there are some native bugs in the game:
1. NPCs don’t use countermeasures
2. NPC’s don’t fire missiles in randommissions(only CDs)
3.When solars in randommissions fire, the projectile effects are invisible
4. Cruising in circles NPC bug, when they(transports) start cruising in circles in cruise instead of docking(hardly ever noticed, 'cos npcs disappear 2.5k away, and the circle is about 3.4k not less.
5.tradelane entering bug(large trains).
6.Some more I guess of such small annoying things.There are ways to partly work out some of them.
1. Rename countermeasuredroppers to minedroppers and creating special minedroppers for npcs.
4.Make transport engine use power while cruising, so that it can’t constantly cruise for more than 3-5 min, seems to solve the broblemSome ideas to fix these bugs:
2.In randommissions npcs replace missiles with CDs, change their missileblock behaviour, and create new system npc’s for system encounters(Say, d1-d19 randommissions, d20-d38 for system encounters, should be possible I hope).
3. Maybe to make randommissions solars use ammo, give this ammo an invisible 3db model(kinda bullets) and attach a projectile-like effect to this ammo, like missile trail(randommissions solars fire missiles, maybe will work).So, if anybody knows more bugs like this, has some ideas and comments, please respond.
Maybe after compiling them it will be worthy to post kinda tutorial.
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for anyone interested, heres what ive found in the archive:
http://www.the-starport.net/archive/viewtopic.php?f=18&t=31120
http://www.the-starport.net/archive/viewtopic.php?f=18&t=32259will give it a try sometime…
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2. NPC’s don’t fire missiles in randommissions(only CDs)
Setting missiles to auto_turret = true makes npc fire them in randommissions.
Seems like they use their missile_block to do it, didn’t check it though.
giving randommissions npcs and normal npcs diferent loadouts and there are no changes in the normal npc missile usage patterns(if there are any after you change auto_turret to true)