Yeah I’d like to see it if it it isn’t too much trouble.
Chess
Yeah I’d like to see it if it it isn’t too much trouble.
Chess
Alright thanks, guess I’ll have to try playing with that and see the results.
I believe I can fix the npc’s dropping too much by altering the npc’s cargo capacity % usage but I could be mistaken. It’s been a couple years since i’ve actively modded so I’ve forgotten a lot and gotten a bit rusty.
Does the loss of value work with commodity based loot?
I’m more concerned about excessive profit from killing trade ships.
I was under the impression with commodities either it existed or it did not the damage itself was irrelevant. I’m pretty sure each group of cardamine would have the same hp so unless some of it missed the blast it’d either all be gone or none would be gone. I’m not sure how random the loot spread is so I don’t know if a similar amount would escape the blast raidus.
lootable = false would make the specific item not drop.
Can the added damage be applied in a way that it does destroy some loot but not all of the loot?
Essentially, I’m aiming for 2/3 or 3/4’s of the loot to not drop/be destroyed and the remaining 1/3rd or 1/4th to drop. Sorry I have issues being clear .
Besides using flhook is their any method for getting partial loot instead of the targets full cargo hold using the dump_cargo or something similar?
If a ships entire cargo is dropped players have very little incentive to ask for cargo rather than just shooting first and the NPC’s can drop far too much cargo in some circumstances. A Partial drop of cargo instead of complete or no cargo drop would produce more economically balanced results.
Thank you for your time,
Chess
Oh alright thanks I’ll have to try that
Changed the mission weights to proper values and no people in the bar. I also neatened the code to ensure the order did not matter and no change.
Edit:
Did a little more digging on the Lancers Reactor Archive and found out about some universe.ini issues. I swapped from using the FLE produced ini to manually scripted and it’s working now. APparently, I had some garbage lines mixed in Thanks for the help
I’m a bit rusty on my modding and I’ve forgotten what the cause for it is. The npc’s I am using are copies off of other bases in the game with the identities changed. I am sorry for the stupid question but my searching failed to find any topics with the solution specified.
"[MBase]
nickname = BW11_01_Base
local_faction = fc_h_grp
diff = 9
msg_id_prefix = gcs_refer_base_BW11_01_Base
[MVendor]
num_offers = 6, 10
[BaseFaction]
faction = fc_h_grp
weight = 85
mission_type = DestroyMission, 5.4782, 53.365, 100
npc = bw1101_hogosha_001_m
npc = bw1101_hogosha_002_m
npc = bw1101_hogosha_003_m
[BaseFaction]
faction = fc_c_grp
weight = 15
mission_type = DestroyMission, 5.4782, 53.365, 100
npc = bw1101_corsairs_001_m
[GF_NPC]
nickname = bw1101_corsairs_001_m
body = pl_male1_journeyman_body
head = pi_pirate1_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 221005
affiliation = fc_c_grp
voice = rvp140
misn = DestroyMission, 5.4782, 53.365
room = bar
[GF_NPC]
nickname = bw1101_fix_bartender
body = pi_pirate3_body
head = ku_bartender_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 244831
affiliation = fc_h_grp
voice = rvp101
bribe = co_shi_grp, 10000, 16100
bribe = fc_fa_grp, 10000, 16100
bribe = fc_h_grp, 10000, 16101
[GF_NPC]
nickname = bw1101_fix_trader
body = pi_pirate3_body
head = ku_captain_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 244832
affiliation = fc_h_grp
voice = rvp126
[GF_NPC]
nickname = bw1101_fix_weaponsdealer
body = pi_pirate3_body
head = pl_male5_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 244833
affiliation = fc_h_grp
voice = rvp106
[GF_NPC]
nickname = bw1101_hogosha_001_m
body = pi_pirate3_body
head = sh_male4_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 220496
affiliation = fc_h_grp
voice = rvp101
misn = DestroyMission, 5.4782, 53.365
room = bar
[GF_NPC]
nickname = bw1101_hogosha_002_m
body = pi_pirate3_body
head = sc_scientist2_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 220497
affiliation = fc_h_grp
voice = rvp121
misn = DestroyMission, 5.4782, 53.365
room = bar
accessory = prop_shades_03
[GF_NPC]
nickname = bw1101_hogosha_003_m
body = pi_pirate3_body
head = pl_male8_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 220498
affiliation = fc_h_grp
voice = rvp121
misn = DestroyMission, 5.4782, 53.365
room = bar
[GF_NPC]
nickname = BW1101_fix_ship
body = pi_pirate3_body
head = ku_bartender_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 244831
affiliation = fc_h_grp
voice = rvp101
[MRoom]
nickname = bar
character_density = 5
fixture = BW1101_fix_bartender, Zs/NPC/Bartender/01/A/Stand, scripts\vendors\li_bartender_fidget.thn, bartender
[MRoom]
nickname = trader
character_density = 2
fixture = BW1101_fix_trader, Zs/NPC/Trader/01/A/Stand, scripts\vendors\li_commtrader_fidget.thn, trader
[MRoom]
nickname = ShipDealer
character_density = 2
fixture = BW1101_fix_ship, Zs/NPC/Shipdealer/01/A/Stand, scripts\vendors\li_shipdealer_fidget.thn, ShipDealer
[MRoom]
nickname = Equipment
character_density = 2
fixture = BW1101_fix_weaponsdealer, Zs/NPC/Equipment/01/A/Stand, scripts\vendors\li_equipdealer_fidget.thn, Equipment
"
Thank you for your time
Sorry, for the horrible response delay. Thanks for the reply adoxa btw heard tons about you.
I’ll have to play with the packet program some more. As FL Server became a bit unstable while it was in use. But that might be caused by other stuff I’ve done lately.
So, the server sends a short to the client the client then based on the short relates it to an entry. Is my assumption that the entry goes from RTC Shiparch if the entry number is not in shiparch correct or a coincidence and, is the randomly improper ship something that only would occur at certain times or all the time?
The mod I made years ago and I sadly cannot recall the edits.
The current mod I made adds 1 entry to the shiparch that is a copy of the rhino.
It edits shiparch.ini, goods.ini , and market_ships.ini
The moded player can fly thier rhino clone around around an unmodded player with no crash. The unmodded player cannot touch the rhino and it visually sees a rhino as that is the first ship in rtcshiparch.
The last time I did this for some reason the npc’s became confused and npcs randomly turned into trains I never figured out what caused it and sadly I lack the code to check. I was wondering if it was known issue.
Previously, about 2-4 years ago I tried adding additional ships to shiparch and having them interact with players that were not modded. The additional ships appeared as the visuals they would have in rtc shiparch. But, they were invincible to unmodded players and they also seemed to cause the npc’s to fly the wrong ships and to behave oddly. The ships I added were just copies of the existing ships in freelancer that matched the ship in rtc shiparch with the exception of the depot which I used the patriots shiparch file for. I simply changed the nickname(it’s possible I need to change something else and I forgot it’s been months since I actively modded)
I was trying it again yesterday but I got completely different results. The npc’s did not seem to go crazy but, no matter how few or many ships I added I ctd’d on contact. I added 47 ships, 46 ships , and 1 ship.
I was wondering if anyone knows off the top of their head how unmodded’s and additional shiparch (I’m also curious about additional solararch entries) behave?
Is the npc going crazy a random factor or a constant or did I screw my code up in the past/am I screwing it up now?
I’ll be doing more testing but as the person I normally test with is on a business trip and my laptop takes 10 minutes to start fl it’s slow going so I figured I’d ask here
Thanks for looking,
Chess.
Update: Upon further thinking I decided to remove the collision groups and the simple that I had copied upon doing so the crashes stopped. I haven’t been able to reproduce the crazy ai yet tho.