NPCs won't fight - missions
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In New London, and in New London only, you can take a mission on planet new london, arrive at the waypoint, the enemy NPCs are red, and they talk to you with their usual threats, but then they just sit there. You can shoot them until they’re all dead and they won’t do more than just spin around like they’re looking for who’s shooting at them.
If I take a mission on Planet New London and I get directed to Cambridge for the battle, all works properly in Cambridge. Missions in other systems all seem to work properly as well.
This seems to happen across the spectrum of NPC enemies. I’ve done high and low payout missions against Corsairs, Outcasts, and Gaians. They all behave the same.
Sometimes the NPCs will have the red brackets around them when you approach them, other times they’re non-bracketed until you click on them.
Any suggestions as to where I might find the answers?
mbases.ini for Br01_01_Base looks like it’s OK.
??
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Actually, upon further investigation, it’s not just missions. I can attack any NPC in New London in order to make them angry with me and they’ll turn red but just ignore me as though I don’t even exist. Solars seem to notice and fire upon me, but not the NPC ships.
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I don’t understand…
Infinite power supply hasn’t been changed. Even if it were, why would it only affect NPC behavior in a single system? NPCs still fly around, it’s just that when they’re hostile in New London, they don’t attack. -
Although… you did make me consider something else.
I recently implemented Adoxa’s plugin that allowed for an admin scanner. ge_s_scanner_02 has been altered to allow for admins to have long range scanners. Some of the npc ship loadouts still have that scanner. I’ll alter them to have the scanner_01 and see if that’s the problem. Perhaps it only happens in Br01_01 because that’s the first system in the list…?Will check and report.
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Well, that was it. I removed the ge_s_scanner_02 from all NPCs and replaced it with the ge_s_scanner_01 and all is well again.
I have no idea why that worked the way it worked. You’d think that if the scanner caused some NPCs to phail they would all fail, but because it only happened in New London I figured it was something to do with the system rather than the missions files, pilot behavior settings, etc.
Live and learn… hopefully
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robocop wrote:
Well, that was it. I removed the ge_s_scanner_02 from all NPCs and replaced it with the ge_s_scanner_01 and all is well again.I have no idea why that worked the way it worked. You’d think that if the scanner caused some NPCs to phail they would all fail, but because it only happened in New London I figured it was something to do with the system rather than the missions files, pilot behavior settings, etc.
Live and learn… hopefully
Dunno, did they work in other systems you went to, and they also had that scanner in loadouts there too? Does seem weird - but I’ve no idea what the plug-ins are about, how they work etc
I just know that the one time I stuffed up NPC’s like that it was because I had knackered something. I think it was the power supplies, but it could have been engines or scanners - no idea because it really was 8 years ago
Just remember everything spawning, hanging in space, and doing sweet FA -
Odd, I was just in NL again and realized there are NO brackets around the NPCs UNLESS they’re selected. The perform as they’re supposed to, but no brackets. They show up in the scanner windows, they behave properly when provoked, and appear to be otherwise normal.
The ships in NY do have brackets around them. In fact, a random sampling of over a dozen systems seems to indicate that this phenomena is isolated to New London.
Why might it work for one system and not another? Very odd…
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robocop wrote:
Why might it work for one system and not another? Very odd…
And also very interesting… I’d guess that your hypothesis of Br01 being the first system, makes the most sense (or, rather, makes the least nonsense ). An idea might be to rename Ew06 to Aa01 and see what happens.
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Well, it seems to be related to something in the Deep Scanner. When I replace the Deep Scanner (adoxa haxxed) with the regular Scanner the brackets show up fine in New London.
Other than the range of the deep scanner and the exe haxx in order to make it work, the coding for the deep scanner and the scanner are identical.
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I’m beginning to wonder if all of these plugins Adoxa has made are potentially causing conflicts with each other or something along those lines anyway. Through no fault of his own obviously, his work is genius, but there’s always a chance that having a shed load of different plugins, hacks and hooks going at the same time will screw the odd thing up here and there.
I love the matchplayer plugin he made for me but occasionally I’ve noticed ships spawn then not move afterwards, like they’re glued to the spot.
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we had that problem and it turned out to be the fact that the NPCs were using the modded admin scanner. Once I put the regular scanner on them they worked fine.
In this case, All NPCs are using the standard scanner that the players get. The only thing using the Deep Scanner is admin ships.
It’s odd because it’s only in NL, and only noticed by players that have the deep scanner. In all other systems everything seems to be fine.