Help with a mission script
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I have crazy idea to write special mission player traffic, and replay it after each server restart. It’ll be bot - the mission creator X))
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At /data/missions/m13.ini:
[Mission]
npc_ship_file = missions\npcships.ini[MsnSolar]
nickname = fp7base
faction = li_p_grp
reputation = li_p_grp
system = LI01
base=intro1_base
position = 3600, 1000, -21000
orientation = 1, 0, 0, 0
archetype = freeport7
loadout = freeport7
label = lbl_fp7base
radius = 0
pilot = setscene_nomad_fighter_FP7
random_name = true
.
.
.Isn’t it Mission1a? Freeport 7…
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No, it is not mission m01a, it is peace from mission m01a with other pilot, loadout, base and faction
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To stop the multiple spawning of all objects, base’s, npc etc i have two scripts running.
Each new player that joins the server starts on a basic script.
I have a character on a seperate i.d that has the second script info (which spawns everything then locks manhattans dock after launch). In addition to this, i can use this character to begin other missions running by landing on other bases each time locking the dock.
When a server restart happens i use the character and .beam to manhattan where i can start that script again.Seems to be working so far!
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Locking the dock… …Start that script again…
Well that sucks! If you want people to play on this server you need either unlock the bases and reset the scripts with the server, or lock the bases and don’t restart the scripts (Making it remember what each player did), unless it will drive people crazy redoing the same missions in the same order every day again and again and again… Just thinking of it makes me hate this server, and it doesn’t exist yet.
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The bases only become locked to my character starting scripts… its so i dont forget that a base starts a script and i land by mistake.
All other players can still land anywhere and the script they are using unlocks jumpholes and changes their starting rep (once)…
When they encounter a character in a base (can be one of many) they are offered missions and rewarded via pop up messages!Hope that helps clear things up.
Cheers, Khayman
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Intresting:
Cnd_InZone = false, Player, OBJECT_ZONE
Any Zone? Only Player or Object allowed?
Other parameters are:
EXCLUSION_ZONE
NEBULA_ZONE
DUST_ZONE -
Additional Condition (number 43):
Cnd_RumorHeard - not listed in Rasauul’s Storyline Bible
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Act_SetShipAndLoadout ```This not works! :cry: Adoxa maybe you know how force it to work?
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Yep, i mean in mp.
Strange, but if i do simple:
... [Trigger] nickname = tr_initialize_init system = li01 InitState = ACTIVE Cnd_True = no_params ;Act_ChangeState = SUCCEED Act_ActTrig = go_mis [Trigger] nickname = go_mis system = Li01 Cnd_Timer = 1 Act_SetShipAndLoadout = none, none
or
... [Trigger] nickname = tr_initialize_init system = li01 InitState = ACTIVE Cnd_True = no_params ;Act_ChangeState = SUCCEED Act_ActTrig = go_mis [Trigger] nickname = go_mis system = Li01 Cnd_Timer = 1 Act_SetShipAndLoadout = no_fighter, no_fighter
Nothing going on, hmhmhmhm….
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Thx Adoxa!
It works, simply need to relogin -
Did you guys found a solution against multiactivating of the missions? Every login the .fl file grows with new [StoryInfo] parameters.
How exactly do you activate spawning just by one player? I tried a lot in the past 5 hours, but every of my char will spawn objects or no char spawns anything.A solution would be to create a small extern program to remove every [StoryInfo] entry except one in every fl file, so no multiplicating is possible.
By the way, if you set Mission_13 to be No_Mission, it does’nt activate anything.
[StoryInfo]
ship_bought = false
Mission = Mission_13
MissionNum = 41
delta_worth = -1.000000
debug = 0 -
I have the same problem with this multiactivating.
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try #26 - this must switch mission to no_mission
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@ skotty - I use FLHook plugin version and i make a restart.fl with this at the bottom:
[StoryInfo]
ship_bought = false
Mission = Mission_13
MissionNum = 0
delta_worth = -1.000000
debug = 0or
i use mpnewcharacter.fl once at the start of a server restart and delete
[StoryInfo]
ship_bought = false
Mission = Mission_13
MissionNum = 41
delta_worth = -1.000000
debug = 0before another script can start.
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Just to give a quick update:
I think ive stopped the multi-spawning of npcs and bases using mission code only (no flhook required).
I’ll do some more tests, but so far is so good!
If all goes well i will post the code, if people want it.
Testing the server without flhook, flshell or anything of the like, just plain old freelancer (with the 1.1 patch).p.s - with this method it is easy to spawn ships, bases etc but it wont act like some kind of single player mission in multi-player.
I guess its main use would be to add objects, bases, npcs etc without a client needing a mod. -
This thread got me trying out mission scripting. So far I’ve managed to make NPCs spawn as well as Solars, even a dockable base in SP by experimenting with code here and in the SDK mission files. The main thing that bothered me about this was that the solars and NPCs vanished when I jumped out and returned to the system they were in. Will Solars vanish in MP if a player leaves the system they’re in, or do they persist in-game and this is just a problem with SP?
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khayman wrote:
I think ive stopped the multi-spawning of npcs and bases using mission code only (no flhook required).Will you also tell us what you did? Just making people curious is nasty :-x