Base, but no shipdealer
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Basically like the header states, here’s some code:
[MBase] nickname = EW08_03_Base local_faction = fc_ma_grp diff = 19 msg_id_prefix = gcs_refer_base_yourstation [MVendor] num_offers = 2, 4 [BaseFaction] faction = fc_ma_grp weight = 100 offers_missions = false [GF_NPC] nickname = EW0803_fix_bartender base_appr = Robot_body_d individual_name = 0 affiliation = fc_ma_grp voice = rvp003 [GF_NPC] nickname = EW0803_fix_trader base_appr = Robot_body_d individual_name = 0 affiliation = fc_ma_grp voice = rvp003 [GF_NPC] nickname = EW0803_fix_weaponsdealer base_appr = Robot_body_d individual_name = 0 affiliation = fc_ma_grp voice = rvp003 [GF_NPC] nickname = EW0803_fix_ship base_appr = Robot_body_d individual_name = 0 affiliation = fc_ma_grp voice = rvp003 [MRoom] nickname = bar character_density = 6 fixture = EW0803_fix_bartender, Zs/NPC/Bartender/01/A/Stand, scripts\vendors\li_host_fidget.thn, bartender [MRoom] nickname = Deck character_density = 2 fixture = EW0803_fix_trader, Zs/NPC/Trader/01/A/Stand, scripts\vendors\li_commtrader_fidget.thn, trader fixture = EW0803_fix_weaponsdealer, Zs/NPC/Equipment/01/A/Stand, scripts\vendors\li_equipdealer_fidget.thn, Equipment [MRoom] nickname = ShipDealer character_density = 2 fixture = EW0803_fix_ship, Zs/NPC/Shipdealer/01/A/Stand, scripts\vendors\li_shipdealer_fidget.thn, ShipDealer
[BaseInfo] nickname = EW08_03_Base start_room = Deck [Room] nickname = Bar file = Universe\Systems\EW08\Bases\Rooms\EW08_03_bar.ini [Room] nickname = Deck file = Universe\Systems\EW08\Bases\Rooms\EW08_03_deck.ini [Room] nickname = ShipDealer file = Universe\Systems\EW08\Bases\Rooms\EW08_03_shipdealer.ini
I have the [room] ini files done as well, but no shipdealer any ideas why?
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So, is the problem there isn’t any shipdealer NPC?
Or you can’t access the room?
Or you can’t access the shipdealer dialogue?I’m assuming the first, given you included the NPC stuff, but might as well make sure. xD
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Okay, try setting the start_room to ShipDealer, and docking.
If that works fine, you’re probably missing a hotspot thingo in your deck room ini that should look a little like this:[Hotspot]
name = IDS_HOTSPOT_SHIPDEALER_ROOM
behavior = ExitDoor
room_switch = ShipDealer -
Alucard wrote:
I have the [room] ini files done as well, but no shipdealer any ideas why?
Like Bob says, you probably need to put a hot spot in your [room] files (not just on the deck, also in the bar - unless you do not want the player to be able to go straight from the bar to the shipdealer).
See the Iw03_02 room files how it’s done there.
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TY, its fixed now. But maybe if you got a sec, I have another question. Using the vanila nomad ship (fighter) I’m having texture issues. Here’s some code:
ids_name = 500053 ids_info = 500056 ids_info1 = 500055 ids_info2 = 66608 ids_info3 = 500054 ship_class = 3 nickname = admin_no_fighter LODranges = 0, 150, 200, 2500 type = FIGHTER fuse = drop_cargo_fuse, 0.000000, 1 DA_archetype = ships\admin\no_fighter.3db material_library = ships\admin\nomad_fx.txm msg_id_prefix = gcs_refer_shiparch_Liblf mission_property = can_use_berths mass = 100.000000 hold_size = 10000 linear_drag = 1.000000 fuse = li_fighter_gas01, 0.000000, -1 fuse = li_fighter_smoke01, 0.000000, -1 fuse = intermed_damage_smallship02, 0.000000, 400 fuse = intermed_damage_smallship03, 0.000000, 200 max_bank_angle = 45 camera_offset = 12, 43 camera_angular_acceleration = 0.050000 camera_horizontal_turn_angle = 23 camera_vertical_turn_up_angle = 5 camera_vertical_turn_down_angle = 30 camera_turn_look_ahead_slerp_amount = 1 nanobot_limit = 200 shield_battery_limit = 200 hit_pts = 25000 DA_archetype = ships\Admin\no_fighter.3db material_library = ships\Admin\nomad_fx.txm material_library = fx\envmapbasic.mat cockpit = COCKPITS\CIVILIAN\civilian_vheavy.ini pilot_mesh = generic_pilot explosion_arch = explosion_no_elite surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03 surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03 surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03 steering_torque = 24000.000000, 24000.000000, 58000.000000 angular_drag = 15000.000000, 15000.000000, 35000.000000 rotation_inertia = 2800.000000, 2800.000000, 1000.000000 nudge_force = 30000.000000 strafe_force = 20000 strafe_power_usage = 2 bay_doors_open_snd = cargo_doors_open bay_doors_close_snd = cargo_doors_close num_exhaust_nozzles = 1 HP_tractor_source = HpTractor_Source hp_type = hp_thruster, HpThruster01, HpThruster02 shield_link = l_elite_shield01, HpMount, HpShield01 hp_type = hp_elite_shield_special_10, HpShield01 hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_torpedo_special_2, HpTorpedo01, HpTorpedo02, HpTorpedo03, HpTorpedo04 hp_type = hp_torpedo_special_1, HpTorpedo01, HpTorpedo02, HpTorpedo03, HpTorpedo04 hp_type = hp_mine_dropper, HpMine01, HpMine02, HpMine03
All file names are right, but it’s not textured. You can see the guns on the mounts though. Changing the lod does nothing. (0-9999)
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You’ve got a lot of duplicate entries there bud.