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Robocop
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Post subject: Nomads won't fire CDs - need help Posted: Wed Jan 04, 2012 10:18 pm |
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Joined: Wed Sep 03, 2008 4:52 pm Posts: 70
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My Nomad encounters are working fine, and the Nomads have the Nomad Cruise Disruptor in their loadout. The problem is they don't use it but more than once or twice.
Here's basically what's going on.
The Nomads do fire a CD, but only once... I logged into the system and went into cruise. The first Nomad group that I encountered CD'd me and I had to evade and go back into cruise. They never stopped my attempts to go into cruise, and once I was in cruise I was able to cruise around them until I got bored... They never fired a second shot.
Next I flew away until they were no longer on my scanner. A couple minutes later I encountered another group. Despite me flying around them for a couple minutes, they never fired a CD at me, only their guns.
I F1'd and came back in and the same behavior repeated. It seems they're only firing one CD and done.
Here's the important info:
[Zone] nickname = Zone_St05_pop_ambient_01 pos = -22972, 0, -25117 rotate = 0, 46, 0 shape = ELLIPSOID size = 45639, 24198, 24198 sort = 51 toughness = 19 density = 12 repop_time = 25 max_battle_size = 20 pop_type = Background relief_time = 35 population_additive = false faction_weight = fc_n_grp, 1 encounter = area_nomads, 15, 0.5 faction = fc_n_grp, 1
[Zone] nickname = Zone_St05_pop_ambient_02 pos = 25270, 0, -18990 rotate = 0, -27, 0 shape = ELLIPSOID size = 45486, 28486, 28486 sort = 51 toughness = 19 density = 12 repop_time = 25 max_battle_size = 20 pop_type = Background relief_time = 35 population_additive = false faction_weight = fc_n_grp, 1 encounter = area_nomads, 15, 0.5 faction = fc_n_grp, 1
[Zone] nickname = Zone_St05_pop_ambient_03 pos = 4441, 0, 25117 rotate = 0, -15, 0 shape = ELLIPSOID size = 53450, 30324, 30324 sort = 51 toughness = 19 density = 12 repop_time = 25 max_battle_size = 20 pop_type = Background relief_time = 35 population_additive = false faction_weight = fc_n_grp, 1 encounter = area_nomads, 15, 0.5 faction = fc_n_grp, 1
[zone] nickname = zone_st05_pop_nomads pos = 112, 2000, 547 shape = BOX size = 53277, 4000, 57373 sort = 51 toughness = 19 density = 12 repop_time = 30 max_battle_size = 12 pop_type = Background relief_time = 12 faction_weight = fc_n_grp, 10 encounter = area_nomads, 15, 0.85 faction = fc_n_grp, 1 encounter = capitalships_Nomads, 15, 0.15 faction = fc_n_grp, 1
Nomads spawn just fine, they shoot their guns, they just don't use CDs.
from faction_prop.ini
[FactionProps] affiliation = fc_n_grp legality = unlawful nickname_plurality = plural msg_id_prefix = ignore jump_preference = jumphole npc_ship = MSN13_Nomad_Fighter_Populator npc_ship = fc_n_no_fighter_d15-18 npc_ship = Nomad_Gunboat npc_ship = Nomad_Battleship mc_costume = mc_fc firstname_female = 229608, 229608 lastname = 229608, 229608 rank_desig = 197140, 197140, 197140, 10, 15 formation_desig = 197808, 197820 formation = fighters, fighter_guild formation = gunboats, gunboat_wall formation = battleships, battleship_wall
from npcships.ini
[NPCShipArch] nickname = fc_n_no_fighter_d15-18 loadout = no_fighter_loadout02 level = d15 ship_archetype = no_fighter pilot = MSN13_Nomad_Fighter_Ace state_graph = FIGHTER npc_class = unlawful, class_fighter, d15, d16, d17, d18
from loadouts.ini
[Loadout] nickname = no_fighter_loadout02 archetype = no_fighter equip = ge_nf_engine_01 equip = infinite_power equip = ge_s_scanner_02 equip = no_thruster, HpThruster01 equip = armor_scale_11 equip = nomad_cruise_disruptor01, HpTorpedo01 equip = nomad_gun01_mark03, HpWeapon01 equip = nomad_gun01_mark03, HpWeapon02 equip = nomad_gun01_mark03, HpWeapon03 cargo = special_nomad_gun01, 1 cargo = special_nomad_gun02, 1
from pilots_story.ini
[Pilot] nickname = MSN13_Nomad_Fighter_Ace inherit = story_light_fighter_hard
[Pilot] nickname = story_light_fighter_hard gun_id = gun_story_fighter_hard_style_a missile_id = story_missile_fighter_ace evade_dodge_id = evade_dodge_fighter_style_c evade_break_id = evade_break_fighter_style_b buzz_head_toward_id = buzz_head_toward_fighter_style_b buzz_pass_by_id = buzz_pass_by_fighter_style_b trail_id = trail_fighter_style_a strafe_id = strafe_fighter_style_a engine_kill_id = engine_kill_fighter_style_a mine_id = mine_light_fighter_a countermeasure_id = countermeasure_a damage_reaction_id = damage_reaction_fighter_style_a missile_reaction_id = missile_reaction_fighter_style_a formation_id = formation_fighter_style_a repair_id = repair_fighter_both job_id = story_job_fighter_a
The pilots exist, they recognize as hostile, they shoot guns, they shoot at least the one CD, and after that it's as if they don't even have a CD anymore.
What am I missing, what should I do?
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DwnUndr
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Post subject: Re: Nomads won't fire CDs - need help Posted: Thu Jan 05, 2012 1:08 am |
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Joined: Sun Jan 06, 2008 4:53 pm Posts: 1053
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Things to try:
1. toughness should match the encounter, so the 19 should read 15
toughness = 19
encounter = area_nomads, 15, 0.5
in all zones
------------ this is the encounter in EW05:
toughness = 19 density = 3 repop_time = 25 max_battle_size = 4 pop_type = Background relief_time = 35 faction_weight = fc_n_grp, 10 <----------10 ships spawn, yours only has 1 encounter = area_nomads, 19, 0.250000 faction = fc_n_grp, 1.000000
with you having only 1 ship spawning it is not able to fulfill the requirements of the 'area_nomads' definition which is:
[EncounterFormation] ship_by_class = 1, 1, fighters pilot_job = assault_leader_job make_class = wanderer ship_by_class = 3, 3, fighters pilot_job = assault_job make_class = wanderer formation_by_class = fighters behavior = wander arrival = cruise allow_simultaneous_creation = yes zone_creation_distance = 0 times_to_create = infinite [Creation] permutation = 0, 3
So, instead of being able to spawn a leader and 3 fighters, the encounter is broken
2. how much CD ammo did you give them? If only 1, that would be a problem for the first encounter
Once that is fixed test again and I will look deeper into the rest of your coding
_________________ http://FreelancerCommunity.net http://UnderVerse.us
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Robocop
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Post subject: Re: Nomads won't fire CDs - need help Posted: Thu Jan 05, 2012 7:28 am |
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Joined: Wed Sep 03, 2008 4:52 pm Posts: 70
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I don't understand what you mean by 'faction_weight = fc_n_grp, 10 <----------10 ships spawn, yours only has 1' I get Nomads out the whazoo, they're just not firing the CDs.
Your point is taken on the toughness, I'm changing that as we speak. I'll let you know if that helps.
I did give them ammo after noticing that the other Nomad loadouts that had CDs also had cargo = ammo lines. I had assumed that because the gun is set to uses_ammo = false, and it works fine without ammo for a player, that it would do the same for an NPC. After I added the ammo, it still didn't work.
So, if you could further explain point 1, that'd be appreciated, and I'm changing the toughness level to match the encounter level.
On the area_nomads setting, should my encounters be spawning 12 instead of 10 to match the 1+3 of the encounter?
I'll let you know and thanks for responding.
R
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Robocop
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Post subject: Re: Nomads won't fire CDs - need help Posted: Fri Jan 06, 2012 12:19 pm |
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Joined: Wed Sep 03, 2008 4:52 pm Posts: 70
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I thought toughness for the zone could not be lower than the highest level encounter within that zone. ie. If i had encounters of level 19, the zone would have to be toughness = 19, but every encounter below that level would also show up. If the toughness were set at 15, any encounters above level 15 would NOT show up. Is my understanding in error?
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DwnUndr
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Post subject: Re: Nomads won't fire CDs - need help Posted: Fri Jan 06, 2012 1:27 pm |
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Joined: Sun Jan 06, 2008 4:53 pm Posts: 1053
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If set to 15, nothing tougher should show up, correct (and your npcs are set to 15 so this is good).
Next up, faction_prop:
npc_ship = fc_n_no_fighter_d15-18 This is the only ship you have designated for them. For normal encounters (factions) it would be recommended to have ships designated all the way to level 1, but nomad encounters don't have this restriction, so you are good here.
I would add this back: firstname_male = 229608, 229608
I noted in my tutorials an error that occured if the female was omitted, perhaps there is an error here because you omitted the male. Worth a shot anyway.
... npc_class = unlawful, class_fighter, d15, d16, d17, d18 (vanilla had FIGHTER, not class_fighter)
Loadouts: equip = nomad_cruise_disruptor01, HpTorpedo01 cargo = nomad_cruise_disruptor01_ammo, 20 (this is how vanilla defined it, check yours)
Lastly, after playing a bit and shutting down the server, what does your flspew say? (clean this out before you launch the server so only errors from this session are recorded).
_________________ http://FreelancerCommunity.net http://UnderVerse.us
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Robocop
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Post subject: Re: Nomads won't fire CDs - need help Posted: Fri Jan 06, 2012 1:55 pm |
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Joined: Wed Sep 03, 2008 4:52 pm Posts: 70
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DwnUndr wrote: If set to 15, nothing tougher should show up, correct (and your npcs are set to 15 so this is good).
Next up, faction_prop:
npc_ship = fc_n_no_fighter_d15-18 This is the only ship you have designated for them. For normal encounters (factions) it would be recommended to have ships designated all the way to level 1, but nomad encounters don't have this restriction, so you are good here.
I would add this back: firstname_male = 229608, 229608
I noted in my tutorials an error that occured if the female was omitted, perhaps there is an error here because you omitted the male. Worth a shot anyway.
... npc_class = unlawful, class_fighter, d15, d16, d17, d18 (vanilla had FIGHTER, not class_fighter)
Loadouts: equip = nomad_cruise_disruptor01, HpTorpedo01 cargo = nomad_cruise_disruptor01_ammo, 20 (this is how vanilla defined it, check yours)
Lastly, after playing a bit and shutting down the server, what does your flspew say? (clean this out before you launch the server so only errors from this session are recorded). Probably should mention that we have missions against nomads (fc_n_grp) working using an Adoxa plugin that makes it work with the vanilla faction. I believe that's why the male name was deleted. It didn't look right when getting the missions. I'll look at that and see. Also, the pilot was established at level 15 because missions against level 19 Nomads were too easy. We reduced the mission level to 15 but gave the d15_d18 ships the same pilot, ship, and loadout so that more Nomads would show up for the mission. Now instead of a half-dozen Nomads and you're done, you get waves of them and sometimes a dozen or more at once. Back on Wednesday I did add the cargo = (ammo for nomad cd) line to the loadout because I noticed that some of the loadouts for the MSN nomads had that entry as well despite the gun being set to uses_ammo = false. That didn't fix it either. Again, we don't have a problem with Nomads spawning, they're all over the place. We don't have a problem with missions against Nomads, those work fine also. The problem seems to be only that the Nomad ships don't fire CDs. I'm actually thinking about giving the Nomads an Outcast pilot and a Hornet CD or something just to see if it's the pilot or the gun. I was hoping there was something simple in the zone setting that would be causing it. By flspew.txt you mean the fl-server-errors-log.txt file from the server, correct?
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DwnUndr
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Post subject: Re: Nomads won't fire CDs - need help Posted: Fri Jan 06, 2012 4:35 pm |
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Joined: Sun Jan 06, 2008 4:53 pm Posts: 1053
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flspew/flspit is an internal error checker for freelancer. Found in the the following hidden folders on XP: %USERPROFILE%\Local Settings\Application Data\Freelancer
Place this file anywhere and double-click it. It takes the vanilla mass of garbage and condenses it to readable format.
Attachments: |
FlSpit.zip [1.39 KiB]
Downloaded 513 times
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_________________ http://FreelancerCommunity.net http://UnderVerse.us
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Robocop
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Post subject: Re: Nomads won't fire CDs - need help Posted: Fri Jan 06, 2012 5:36 pm |
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Joined: Wed Sep 03, 2008 4:52 pm Posts: 70
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huh, all these years and i never knew flspit existed. I knew about flspew of course, but my understanding is that flspew shows problems on the client side, fl-server-errors-log.txt shows problems on the server side. As NPC encounters and behavior are entirely server-side I didn't even look at flspew.txt. There's nothing that jumps out at me other than a lot of missing mp3 codec messages. Here it is, perhaps you're better versed in interpretation. http://67.167.62.237/uploads/flspew.txtDon't worry about that loadout error. That's related to a lootable wreck in the system and should have no bearing on the matter. I had it in just the server mod and it's been working fine. I've added it into the client mod just to get rid of the error.
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DwnUndr
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Post subject: Re: Nomads won't fire CDs - need help Posted: Fri Jan 06, 2012 8:08 pm |
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Joined: Sun Jan 06, 2008 4:53 pm Posts: 1053
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Well that was painful to look through, heh
[1/4/2012 3:37:20 PM] ERROR:General:StreamingSound: missing MP3 codec? WARNING:General:set_gamma_function() called outside of create_buffers/destroy_buffers WARNING: Failed to get start location
WARNING: get_system(St02) failed. WARNING: get_system(St03) failed. WARNING: get_system(St03b) failed. WARNING: get_system(St02c) failed.
ERROR: 0x98dbab0e: Unable to find [Loadout] 0x818aa247.
WARNING: CExternalEquip: Object (0xb24de3c0) missing hardpoint (HpRunningLight01) for item (0x924a48cf) WARNING: CExternalEquip: Object (0xb24de3c0) missing hardpoint (HpRunningLight02) for item (0x924a48cf) WARNING: CExternalEquip: Object (0xb24de3c0) missing hardpoint (HpDockLight01) for item (0x94a7d787) WARNING: CExternalEquip: Object (0xb24de3c0) missing hardpoint (HpDockLight02) for item (0x94a7d787)
ERROR: ArchDB::Get(2547721671) failed <-------(rm_space_police01)
ERROR: ArchDB::Get(3098097218) failed <-------(wplatform)
ERROR: 0x98dbab0e: Unable to find [Loadout] 0x818aa247.
WARNING:General: DA SYSTEM: trailing references
[1/6/2012 3:32:16 PM]
ERROR: 0x98dbab0e: Unable to find [Loadout] 0x818aa247.
-------------------- Nothing jumps out. Try running the server on one machine and join it with another, then look at the client spew.
_________________ http://FreelancerCommunity.net http://UnderVerse.us
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Robocop
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Post subject: Re: Nomads won't fire CDs - need help Posted: Fri Jan 06, 2012 11:28 pm |
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Joined: Wed Sep 03, 2008 4:52 pm Posts: 70
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What do you think... The loadout does have the nomad cd ammo but when you scan the ship, it doesn't show up in the scan list. Would that be because it's not listed in select_equip.ini or goods.ini?
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DwnUndr
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Post subject: Re: Nomads won't fire CDs - need help Posted: Fri Jan 06, 2012 11:31 pm |
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Joined: Sun Jan 06, 2008 4:53 pm Posts: 1053
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If you have not modified it, the nomad cd does not require ammo (even though you can see where DA added some)
[Munition] nickname = nomad_cruise_disruptor01_ammo explosion_arch = nomad_cruise_disruptor01_explosion hp_type = hp_gun requires_ammo = false
_________________ http://FreelancerCommunity.net http://UnderVerse.us
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Robocop
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Post subject: Re: Nomads won't fire CDs - need help Posted: Fri Jan 06, 2012 11:36 pm |
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Joined: Wed Sep 03, 2008 4:52 pm Posts: 70
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Yeah, and yet they don't shoot but the one CD...
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Gibbon
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Post subject: Re: Nomads won't fire CDs - need help Posted: Mon Jan 16, 2012 5:38 pm |
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Joined: Mon May 26, 2008 2:44 am Posts: 227 Location: Planet Primus
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Just to clarify a point, FACTION WEIGHT in encounters isn't used in Freelancer, you can delete those entries and no harm is done. I removed them from all my encounters without any issues. Adoxa told me this ages ago and he's not wrong as i've tested this theory in depth. The line isn't read in the exe file at all. You don't need them in any encounter or patrol path.
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Robocop
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Post subject: Re: Nomads won't fire CDs - need help Posted: Mon Jan 16, 2012 5:39 pm |
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Joined: Wed Sep 03, 2008 4:52 pm Posts: 70
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Yeah, I noticed that as well and removed those lines. It seems that FLE puts them in automatically when creating the zone.
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Gibbon
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Post subject: Re: Nomads won't fire CDs - need help Posted: Mon Jan 16, 2012 5:43 pm |
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Joined: Mon May 26, 2008 2:44 am Posts: 227 Location: Planet Primus
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FLE does include them as well, but they are also present in the original code as we all know. Yet another feature that doesn't work or was removed, tbh i can't see the use for it anyway as the percentages for who turns up are defined in each separate encounter anyway.
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