How to get factions to scan only some factions
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Friendly neighborhood bump.
I’m pretty sure this can be done by setting factions to be allied, but I’d rather not do that, as that has the added side effect of ships of one faction coming to the aid of another. I’m looking to make a faction that is generally neutral, so none of them coming to the aid of others, while at the same time not being scanned, for… reasons.
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Faction Scan. Testing really has been minimal (didn’t even try MP), but it seems okay.
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Thx, will try for MP tonight.
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Well, this is exactly what I was looking for, so I installed it just as instructed, then fired up Freelancer. My computer said, “Objection!” and Spat out the following errors:
WARNING: failed to load mission DLL 'C:\Program Files (x86)\Microsoft Games\Freelancer\dlls\bin\FactionScan.dll' ERROR: failed create DLL instance 'FactionScan.dll' (make sure file exists)
before crashing to the desktop. My setup in Freelancer.ini is thus:
[Initial MP DLLs] path = ..\dlls\bin DLL = Content.dll, GameSupport, HIGHEST ; required to operate gates and docks ; required to create ships in space DLL = Content.dll, SpaceSupport, NORMAL DLL = Content.dll, BaseSupport, NORMAL DLL = Content.dll, SpacePop, LOWEST ;populator DLL = Content.dll, AISandbox, BELOW_NORMAL DLL = Content.dll, TestAutomation, BELOW_NORMAL DLL = Content.dll, BasePop, LOWEST DLL = FactionScan.dll [Initial SP DLLs] path = ..\dlls\bin DLL = Content.dll, GameSupport, HIGHEST ; required to operate gates and docks ; required to create ships in space DLL = Content.dll, SpaceSupport, NORMAL DLL = Content.dll, BaseSupport, NORMAL DLL = Content.dll, StoryLauncher, BELOW_NORMAL ;story/static missions DLL = Content.dll, SpacePop, LOWEST ;populator DLL = Content.dll, AISandbox, BELOW_NORMAL DLL = Content.dll, TestAutomation, BELOW_NORMAL DLL = Content.dll, BasePop, LOWEST DLL = FactionScan.dll
Deleting the relevant lines caused Freelancer to start up normally, so the DLL is definitely the offender.
I should note that I found the installation instructions odd. Every other DLL I’ve installed from you has gone in the EXE folder, not DLLS/BIN, and has been added to dacom.ini, not Freelancer.ini.
Furthermore, I found the wording in the source code file to be awkward. For instance, you mention that multiple factions can be used in one [FactionScan] block, but you don’t mention if that means the scanning faction or the scanned faction. Also, does having a “scan =” overwrite normal behavior, i.e. if it’s not listed after “scan =,” will that faction not be scanned even if it normally would by the indicated faction, or does it just add factions that otherwise wouldn’t be scanned to the list of those that would?
At any rate, thanks for getting this out to me. I’ve already come up with one idea I hadn’t even thought of when I first asked for something like this (namely, a faction scanning other ships of that same faction).
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Sorry, works for me. Are you sure you copied it to DLLS\BIN? And it’s installed there and in freelancer.ini because it modifies content.dll, which isn’t loaded until after the stuff in dacomsrv.ini (and on every loaded game in SP). As for the ini file, well, you can have multiples of both:
[FactionScan] faction = scanner1 scan = scannee1, scannee2 ; factions for scanner1 scan = scannee3 faction = scanner2 scan = scannee1 ; factions for scanner2 scan = scannee2, scannee3 [FactionScan] faction = scanner3 scan = scannee1 ```What normal behavior? If you could already control what factions would be scanned, why did I write this plugin? But if it's not listed in scan, it won't be scanned. Isn't that the point? (Alternatively, if it is listed in dont_scan, it won't be scanned, but everyone else will be.)
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EDIT: Lol, why did this thread show up?! It’s like months old…
I had a hard time to get Adoxa’s custom DLLs into the proper place too; it has been years ago, and I don’t remember the details but I though they were automatically written into some Library section by FLMM, and/or screwed up the custom ids DLL that FLMM generates.
Anyway, I now have all those DLLs in a folder ‘DLLs’ with an extension of .newdll rather than .dll, and use code like this:
<data file="EXE\Territory.dll" method="copyfile" sourcefile="NewDLLs\Territory.newdll" scanfile="”false”"></data> ```to get them into my mod without trouble. Maybe you could try something like that too? (Btw I use FLMM v1.4)