Need help: gunboats don't fly
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Help please! I think i wrote all right but i cant see any gunboat ships in my popzone/patrol
faction_prop.ini
[FactionProps] affiliation = fc_n_grp legality = unlawful nickname_plurality = plural msg_id_prefix = ignore jump_preference = jumpgate npc_ship = mod_no_fighter npc_ship = mod_no_elite npc_ship = mod_no_vheavy npc_ship = mod_no_gunboat mc_costume = mc_fc firstname_male = 229608, 229608 firstname_female = 229608, 229608 lastname = 229608, 229608 rank_desig = 197140, 197140, 197140, 10, 15 formation_desig = 197808, 197820 formation = fighters, fighter_guild formation = gunboats, armored_basic
npcships.ini
[NPCShipArch] nickname = mod_no_gunboat loadout = mod_no_gunboat level = d19 ship_archetype = no_gunboat pilot = MSN13_Nomad_Fighter state_graph = GUNBOAT npc_class = unlawful, class_gunboat, d1, d2, d3, d4, d5, d6, d7, d8, d9, d10, d11, d12, d13, d13, d14, d15, d16, d17, d18, d19
system ini:
[Zone] nickname = Zone_HI04_pop_ambient_01 pos = 15607, 0, 25775 rotate = 0, 0, 0 shape = SPHERE size = 5789 comment = Ambient Pop sort = 51 toughness = 19 density = 3 repop_time = 25 max_battle_size = 4 pop_type = Background relief_time = 35 population_additive = false faction_weight = fc_n_grp, 20 encounter = area_gunboats, 19, 1.000000 faction = fc_n_grp, 1.000000
Whats wrong?
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Have you added
[EncounterParameters]
nickname = area_gunboats
filename = missions\encounters\area_gunboats.ini
in your system ini? -
If I had 2 guess:
Nova wrote:
faction_prop.ini
[FactionProps]
affiliation = fc_n_grp
……
formation = fighters, fighter_guild
formation = gunboats, armored_basicsystem ini:
[Zone]
nickname = Zone_HI04_pop_ambient_01
……
encounter = area_gunboats, 19, 1.000000
faction = fc_n_grp, 1.000000
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That has nothing to do.
In the encouter area_gunboats, the formation name is gunboats.
In the faction prop of the Nomads is given, that gunboats = amored basic. So it uses amored basic formation for gunboats. -
Do you have any other zones in that system? It’s an ambient pop zone and I think other zone types usually take priority over them. Normally you would make an ambient pop zone like that pretty large so that it covers a whole system or asteroid field etc, use smaller zones around bases such as single base law etc. When you leave the area of a base or gate the ambient pop then becomes active.
Try adding a different faction and encounter, one you haven’t modded to the zone and see if it spawns. Use a simple area_scout encounter, should tell you straight away if it’s the zone or something you’ve modded.
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These inis don’t exist.
Did you try to remove some equipment in the loadouts.ini?
Maybe there is an error. -
Skotty. wrote:
Did you try to remove some equipment in the loadouts.ini?
Maybe there is an error.Loadouts.ini:
[Loadout]
nickname = mod_no_gunboat
archetype = no_gunboat
equip = ge_ng_engine_01
equip = ge_s_scanner_02
equip = nomad_gun01_mark03, Hp_1_01
…
equip = nomad_gun01_mark03, Hp_1_06
equip = cloak_nomad_gunboat, HpCloak01Nothing special
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Haha! Cloak! THANKS!!!
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Hehe yes cloak. So the ships were the whole time there, but invisible.