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 Post subject: Custom Battleship Encounter error
 Post Posted: Fri Jun 25, 2010 2:54 pm 
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Joined: Thu May 22, 2008 6:43 pm
Posts: 11
Hi,

I got an error for battleship encounter with custom ships: they do not appear.

Here is all the code I used. I recommend not to care about xwing, ywing and ewing becaus ethose are working, only CR90 and ActionVI that are not working.



ENCOUNTERS/capitalships_order.ini

Code:
[EncounterFormation]
ship_by_class = 1, 1, sc_battleships
pilot_job = assault_leader_job
make_class = wanderer
ship_by_class = 2, 2, sc_cruisers
pilot_job = assault_job
make_class = wanderer
ship_by_class = 4, 6, sc_fighters
pilot_job = assault_job
make_class = wanderer
formation_by_class = battleships
behavior = wander
arrival = cruise
allow_simultaneous_creation = false
zone_creation_distance = 3
times_to_create = infinite
[EncounterFormation]
ship_by_class = 1, 1, sc_fighters
pilot_job = assault_leader_job
make_class = wanderer
ship_by_class = 4, 4, sc_fighters
pilot_job = assault_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = cruise
allow_simultaneous_creation = false
zone_creation_distance = 3
times_to_create = infinite
[Creation]
permutation = 0, 3
permutation = 0, 3




faction_prop.ini

Code:
[FactionProps]
affiliation = Re_CLAN
legality = lawful
nickname_plurality = singular
msg_id_prefix = gcs_refer_faction_Re_CLAN
jump_preference = jumphole
npc_ship = Re_CLAN_X-Wing
npc_ship = Re_CLAN_Y-Wing
npc_ship = Re_CLAN_E-Wing
npc_ship = Re_CLAN_Action-VI
npc_ship = Re_CLAN_CR-90
voice = pilot_f_mil_m01
voice = pilot_f_mil_m02
voice = pilot_f_leg_f01
voice = pilot_f_leg_f01a
mc_costume = mc_li
space_costume = li_captain_head, li_male_elite_body, comm_ge_generic2
space_costume = li_rockford_head, li_male_elite_body, comm_li_hatcher
space_costume = li_sales_head_hat, li_male_elite_body, comm_ge_generic2
space_costume = ge_male4_head, li_male_elite_body, comm_li_hatcher
space_costume = pl_male2_head, li_male_elite_body, comm_ge_generic2
space_costume = ge_male3_head, li_male_elite_body, comm_li_hatcher
space_costume = li_newscaster_head_gen_hat, li_female_elite_body, comm_ge_generic2_female
space_costume = li_newscaster_head_gen_hat, li_female_elite_body, comm_li_hatcher_female
space_costume = br_newscaster_head_gen_hat, li_female_elite_body, comm_ge_generic2_female
space_costume = br_newscaster_head_gen_hat, li_female_elite_body, comm_li_hatcher_female
space_costume = pl_female2_head, li_female_elite_body, comm_ge_generic2_female
space_costume = pl_female2_head, li_female_elite_body, comm_li_hatcher_female
firstname_male = 226608, 226741
firstname_female = 226808, 226952
lastname = 227008, 227307
rank_desig = 197002, 197003, 197004, 6, 9
formation_desig = 197808, 197820
large_ship_desig = 196976
large_ship_names = 202608, 202647
scan_for_cargo = commodity_alien_artifacts, 1
scan_for_cargo = commodity_cardamine, 2
scan_announce = true
scan_chance = 0.300000
formation = fighters, fighter_li_n
formation = cruisers, cruiser_delta
formation = battleships, battleship_cruisers




npcships.ini

Code:
[NPCShipArch]
nickname = Re_CLAN_X-Wing
loadout = Re_CLAN_X-Wing_loadout
level = d4
ship_archetype = xwing
pilot = pilot_police_ace
state_graph = FIGHTER
npc_class = lawful, class_fighter, d4, d5, d6, d7, d8, d9, d10, d11, d12, d13, d14, d15, d16, d17, d18, d19
[NPCShipArch]
nickname = Re_CLAN_Y-Wing
loadout = Re_CLAN_Y-Wing_loadout
level = d11
ship_archetype = ywing
pilot = pilot_military_ace
state_graph = FIGHTER
npc_class = lawful, class_fighter, d11, d12, d13, d14, d15, d16, d17, d18, d19
[NPCShipArch]
nickname = Re_CLAN_E-Wing
loadout = Re_CLAN_E-Wing_loadout
level = d11
ship_archetype = ewing
pilot = pilot_military_ace
state_graph = FIGHTER
npc_class = lawful, class_fighter, d11, d12, d13, d14, d15, d16, d17, d18, d19
[NPCShipArch]
nickname = Re_CLAN_Action-VI
loadout = Re_CLAN_Action-VI_loadout
level = d19
ship_archetype = action6_npc
pilot = cruiser_default
state_graph = CRUISER
npc_class = lawful, class_cruiser, d19
[NPCShipArch]
nickname = Re_CLAN_CR-90
loadout = Re_CLAN_CR-90_loadout
level = d19
ship_archetype = ccrv_npc
pilot = battleship_default
state_graph = CRUISER
npc_class = lawful, class_battleship, d19




loadouts.ini

Code:
[Loadout]
nickname = Re_CLAN_X-Wing_loadout
archetype = xwing
equip = infinite_power
equip = ge_s_scanner_01
equip = ge_s_tractor_01
equip = SW_engine
equip = contrail01, HpContrail01, 1
equip = contrail01, HpContrail02, 1
equip = rebel_blaster_mark02, HpWeapon01
equip = rebel_blaster_mark02, HpWeapon02
equip = rebel_blaster_mark02, HpWeapon03
equip = rebel_blaster_mark02, HpWeapon04
equip = rebel_blaster_mark02, HpWeapon05
equip = rebel_blaster_mark02, HpWeapon06
equip = torpedo01_mark02, HpTorpedo01
equip = shield03_mark10_hf, HpShield01
[Loadout]
nickname = Re_CLAN_Y-Wing_loadout
archetype = ywing
equip = infinite_power
equip = ge_s_scanner_01
equip = ge_s_tractor_01
equip = SW_engine
equip = contrail01, HpContrail01, 1
equip = contrail01, HpContrail02, 1
equip = FastSmallGreen, HpRunningLight01, 1
equip = rebel_blaster_mark01, HpWeapon01
equip = rebel_blaster_mark01, HpWeapon02
equip = rebel_blaster_mark01, HpWeapon03
equip = rebel_blaster_mark01, HpWeapon04
equip = rebel_turret01_mark01, HpTurret01
equip = rebel_turret01_mark01, HpTurret02
equip = torpedo01_mark02, HpTorpedo01
equip = torpedo01_mark02, HpTorpedo02
equip = shield03_mark10_hf, HpShield01
[Loadout]
nickname = Re_CLAN_E-Wing_loadout
archetype = ewing
addon = infinite_power
addon = ge_s_scanner_01
addon = ge_s_tractor_01
addon = SW_engine
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
equip = rebel_blaster_mark04, HpWeapon01
equip = rebel_blaster_mark04, HpWeapon02
equip = rebel_blaster_mark04, HpWeapon03
equip = rebel_blaster_mark04, HpWeapon04
equip = rebel_blaster_mark04, HpWeapon05
equip = torpedo01_mark02, HpTorpedo01
equip = shield03_mark10_hf, HpShield01
[Loadout]
nickname = Re_CLAN_Action-VI_loadout
archetype = action6_npc
equip = infinite_power
equip = ge_s_scanner_01
equip = ge_s_tractor_01
equip = SW_engine
equip = rebel_blaster_mark04, HpWeapon01
equip = rebel_turret01_mark04, HpTurret01
equip = rebel_turret01_mark04, HpTurret02
equip = rebel_turret01_mark04, HpTurret03
equip = rebel_turret01_mark04, HpTurret04
equip = rebel_turret01_mark04, HpTurret05
equip = rebel_turret01_mark04, HpTurret06
equip = rebel_turret01_mark04, HpTurret07
equip = shield03_mark10_fr, HpShield01
equip = shield03_mark10_fr, HpShield02
[Loadout]
nickname = Re_CLAN_CR-90_loadout
archetype = ccrv_npc
equip = infinite_power
equip = ge_s_scanner_01
equip = ge_s_tractor_01
equip = SW_engine
equip = rebel_blaster_mark04, HpWeapon01
equip = rebel_blaster_mark04, HpWeapon02
equip = rebel_turret01_mark04, HpTurret01
equip = rebel_turret01_mark04, HpTurret02
equip = rebel_turret01_mark04, HpTurret03
equip = rebel_turret01_mark04, HpTurret04
equip = rebel_turret01_mark04, HpTurret05
equip = rebel_turret01_mark04, HpTurret06
equip = rebel_turret01_mark04, HpTurret07
equip = rebel_turret01_mark04, HpTurret08
equip = shield03_mark10_fr, HpShield01
equip = shield03_mark10_fr, HpShield02




shiparch.ini

Code:
[Ship]
nickname = xwing
ids_name = 458761
ids_info = 66515
ids_info1 = 66516
ids_info2 = 66608
ids_info3 = 66517
ship_class = 1
msg_id_prefix = gcs_refer_shiparch_Libhf
mission_property = can_use_berths
LODranges = 0, 99999, 99999, 99999, 99999, 99999, 99999
type = FIGHTER
DA_archetype = ships\mancer_sw\xwing\xwing.cmp
material_library = ships\mancer_sw\rebels.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\mancer\xwing.ini
pilot_mesh = generic_pilot
nanobot_limit = 100
shield_battery_limit = 100
mass = 150
hold_size = 100
linear_drag = 1
fuse = intermed_damage_smallship01, 0, 400
fuse = intermed_damage_smallship02, 0, 200
fuse = intermed_damage_smallship03, 0, 133
max_bank_angle = 30
camera_offset = 6, 27
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 17
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 25
camera_turn_look_ahead_slerp_amount = 1
hit_pts = 5000
explosion_arch = explosion_li_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 = 50000, 50000, 230000
angular_drag = 40000, 40000, 141000
rotation_inertia = 8400, 8400, 8400
nudge_force = 30000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 4
shield_link = l_fighter_shield01, HpMount, HpShield01
hp_type = hp_fighter_shield_special_10, HpShield01
hp_type = hp_fighter_shield_special_9, HpShield01
hp_type = hp_fighter_shield_special_8, HpShield01
hp_type = hp_fighter_shield_special_7, HpShield01
hp_type = hp_fighter_shield_special_6, HpShield01
hp_type = hp_fighter_shield_special_5, HpShield01
hp_type = hp_fighter_shield_special_4, HpShield01
hp_type = hp_fighter_shield_special_3, HpShield01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01

[Ship]
nickname = ywing
ids_name = 458760
ids_info = 66521
ids_info1 = 66522
ids_info2 = 66608
ids_info3 = 66523
ship_class = 1
msg_id_prefix = gcs_refer_shiparch_Libhf
mission_property = can_use_berths
LODranges = 0, 99999, 99999, 99999, 99999, 99999, 99999
type = FIGHTER
DA_archetype = ships\mancer_sw\ywing\ywing.cmp
material_library = ships\mancer_sw\rebels.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\mancer\ywing.ini
pilot_mesh = generic_pilot
nanobot_limit = 100
shield_battery_limit = 100
mass = 150
hold_size = 150
linear_drag = 1
fuse = intermed_damage_smallship01, 0, 400
fuse = intermed_damage_smallship02, 0, 200
fuse = intermed_damage_smallship03, 0, 133
max_bank_angle = 30
camera_offset = 6, 30
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 17
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 25
camera_turn_look_ahead_slerp_amount = 1
hit_pts = 6000
explosion_arch = explosion_li_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 = 40000, 40000, 170000
angular_drag = 40000, 40000, 141000
rotation_inertia = 8400, 8400, 8400
nudge_force = 30000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2
shield_link = l_fighter_shield01, HpMount, HpShield01
hp_type = hp_fighter_shield_special_10, HpShield01
hp_type = hp_fighter_shield_special_9, HpShield01
hp_type = hp_fighter_shield_special_8, HpShield01
hp_type = hp_fighter_shield_special_7, HpShield01
hp_type = hp_fighter_shield_special_6, HpShield01
hp_type = hp_fighter_shield_special_5, HpShield01
hp_type = hp_fighter_shield_special_4, HpShield01
hp_type = hp_fighter_shield_special_3, HpShield01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, 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_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01, HpMine02
hp_type = hp_countermeasure_dropper, HpCM01, HpCM02
hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01
hp_type = hp_torpedo_special_1, HpTorpedo02
hp_type = hp_torpedo_special_2, HpTorpedo02
hp_type = hp_turret_special_10, HpTurret01, HpTurret02
hp_type = hp_turret_special_9, HpTurret01, HpTurret02
hp_type = hp_turret_special_8, HpTurret01, HpTurret02
hp_type = hp_turret_special_7, HpTurret01, HpTurret02
hp_type = hp_turret_special_6, HpTurret01, HpTurret02
hp_type = hp_turret_special_5, HpTurret01, HpTurret02
hp_type = hp_turret_special_4, HpTurret01, HpTurret02
hp_type = hp_turret_special_3, HpTurret01, HpTurret02
hp_type = hp_turret_special_2, HpTurret01, HpTurret02
hp_type = hp_turret_special_1, HpTurret01, HpTurret02

[Ship]
nickname = ewing
ids_name = 458762
ids_info = 66591
ids_info1 = 66592
ids_info2 = 66608
ids_info3 = 66593
ship_class = 1
msg_id_prefix = gcs_refer_shiparch_Libhf
mission_property = can_use_berths
LODranges = 0, 99999, 99999, 99999, 99999, 99999, 99999
type = FIGHTER
DA_archetype = ships\mancer_sw\ewing\ewing.cmp
material_library = ships\mancer_sw\rebels.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\mancer\ewing.ini
pilot_mesh = generic_pilot
nanobot_limit = 100
shield_battery_limit = 100
mass = 150
hold_size = 100
linear_drag = 1
fuse = intermed_damage_smallship01, 0, 400
fuse = intermed_damage_smallship02, 0, 200
fuse = intermed_damage_smallship03, 0, 133
max_bank_angle = 30
camera_offset = 7, 35
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 17
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 25
camera_turn_look_ahead_slerp_amount = 1
hit_pts = 6500
explosion_arch = explosion_li_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, 24000, 58000
angular_drag = 15000, 15000, 35000
rotation_inertia = 2800, 2800, 1000
nudge_force = 30000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2
shield_link = l_elite_shield01, HpMount, HpShield01
hp_type = hp_elite_shield_special_10, HpShield01
hp_type = hp_elite_shield_special_9, HpShield01
hp_type = hp_elite_shield_special_8, HpShield01
hp_type = hp_elite_shield_special_7, HpShield01
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05




SW01.ini

Code:
[EncounterParameters]
nickname = capitalships_order
filename = missions\encounters\capitalships_order.ini

[Zone]
nickname = Zone_OR01_pop_ambient_02
pos = 0, 0, 0
rotate = 0, 0, 0
shape = SPHERE
size = 99012
sort = 99, 500000
toughness = 10
density = 16
repop_time = 22
max_battle_size = 8
pop_type = Background
relief_time = 15
population_additive = false
faction_weight = Re_CLAN, 20
encounter = capitalships_order, 19, 1.000000
faction = Re_CLAN, 1.000000


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 Post subject: Re: Custom Battleship Encounter error
 Post Posted: Fri Jun 25, 2010 6:38 pm 
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Did you ask Silvik about it? It looks as if you are using the Tie Universe mod if so he made it and you can check the readme for his email address.

Also if it is Tie Universe you have to have SDK 1.3 only installed and use the FLMM 1.31 for it to work right.


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 Post subject: Re: Custom Battleship Encounter error
 Post Posted: Fri Jun 25, 2010 7:03 pm 
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Everything is compatible with it.
Idk if Silvik would help me but I got his permission to use anything from his mod in mine.
But as I said, It work with fighters, only that battleships crash.

PS: I think those ship are Mancers one.


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 Post subject: Re: Custom Battleship Encounter error
 Post Posted: Fri Jun 25, 2010 7:08 pm 
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ET1996 wrote:
Everything is compatible with it.
Idk if Silvik would help me but I got his permission to use anything from his mod in mine.
But as I said, It work with fighters, only that battleships crash.

PS: I think those ship are Mancers one.



Yes I think he would help if he has the time. Did you run any error check programs on your mod?


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 Post subject: Re: Custom Battleship Encounter error
 Post Posted: Thu Jul 01, 2010 1:40 pm 
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Oookay, where is the shiparch entry for the two ships causing the error?

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 Post subject: Re: Custom Battleship Encounter error
 Post Posted: Sun Jul 04, 2010 10:14 am 
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Gibbon wrote:
Oookay, where is the shiparch entry for the two ships causing the error?


Here

Code:
[Ship]
nickname = action6_npc
ids_name = 458753
ids_info = 66585
ids_info1 = 66586
ids_info2 = 66608
ids_info3 = 66587
ship_class = 2
msg_id_prefix = gcs_refer_shiparch_htransport
mission_property = can_use_jumps
LODranges = 0, 99999, 99999, 99999, 99999, 99999, 99999
type = FREIGHTER
DA_archetype = ships\mancer_sw\action6\action6_npc.cmp
material_library = ships\mancer_sw\action6\action6.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\mancer\action6.ini
nanobot_limit = 400
shield_battery_limit = 400
fuse = transport_death_fuse, 0, 1
fuse = intermed_damage_transport01, 0, 750
fuse = intermed_damage_transport02, 0, 375
max_bank_angle = 20
camera_offset = 15, 100
camera_angular_acceleration = 0.060000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 10
camera_vertical_turn_down_angle = 20
camera_turn_look_ahead_slerp_amount = 1
hit_pts = 60000
mass = 1000
hold_size = 10000
explosion_arch = explosion_ge_atransport
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 = 700000, 700000, 300000
angular_drag = 2500000, 2500000, 2500000
rotation_inertia = 1200000, 1200000, 1200000
linear_drag = 1
nudge_force = 150000
strafe_force = 20000
strafe_power_usage = 2
num_exhaust_nozzles = 4
HP_bay_surface = HpRunningLight08
HP_bay_external = HpMount2
shield_link = l_freighter_shield01, HpMount, HpShield01, HpShield02
hp_type = hp_freighter_shield_special_10, HpShield01, HpShield02
hp_type = hp_freighter_shield_special_9, HpShield01, HpShield02
hp_type = hp_freighter_shield_special_8, HpShield01, HpShield02
hp_type = hp_freighter_shield_special_7, HpShield01, HpShield02
hp_type = hp_freighter_shield_special_6, HpShield01, HpShield02
hp_type = hp_freighter_shield_special_5, HpShield01, HpShield02
hp_type = hp_freighter_shield_special_4, HpShield01, HpShield02
hp_type = hp_freighter_shield_special_3, HpShield01, HpShield02
hp_type = hp_freighter_shield_special_2, HpShield01, HpShield02
hp_type = hp_freighter_shield_special_1, HpShield01, HpShield02
HP_tractor_source = HpTractor_Source
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01
hp_type = hp_gun_special_10, HpWeapon01
hp_type = hp_gun_special_9, HpWeapon01
hp_type = hp_gun_special_8, HpWeapon01
hp_type = hp_gun_special_7, HpWeapon01
hp_type = hp_gun_special_6, HpWeapon01
hp_type = hp_gun_special_5, HpWeapon01
hp_type = hp_gun_special_4, HpWeapon01
hp_type = hp_gun_special_3, HpWeapon01
hp_type = hp_gun_special_2, HpWeapon01
hp_type = hp_gun_special_1, HpWeapon01
hp_type = hp_turret_special_10, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07
hp_type = hp_turret_special_9, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07
hp_type = hp_turret_special_8, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07
hp_type = hp_turret_special_7, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07
hp_type = hp_turret_special_6, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07
hp_type = hp_turret_special_5, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07
hp_type = hp_turret_special_4, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07
hp_type = hp_turret_special_3, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07
hp_type = hp_turret_special_2, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07
hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07

[Ship]
nickname = ccrv_npc
ids_name = 458755
ids_info = 66524
ids_info1 = 66525
ids_info2 = 66608
ids_info3 = 66526
ship_class = 2
LODranges = 0, 99999, 99999, 99999, 99999, 99999, 99999
msg_id_prefix = gcs_refer_shiparch_Liblf
mission_property = can_use_jumps
type = FREIGHTER
mass = 1000
hold_size = 6000
fuse = transport_death_fuse, 0, 1
fuse = intermed_damage_transport01, 0, 750
fuse = intermed_damage_transport02, 0, 375
max_bank_angle = 20
camera_offset = 25, 110
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 20
camera_turn_look_ahead_slerp_amount = 1
nanobot_limit = 350
shield_battery_limit = 350
hit_pts = 45000
DA_archetype = ships\mancer_sw\ccrv\ccrv_npc.cmp
material_library = ships\mancer_sw\ccrv\ccrv.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\mancer\ccrv.ini
pilot_mesh = generic_pilot
explosion_arch = explosion_ge_atransport
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 = 700000, 700000, 300000
angular_drag = 2500000, 2500000, 2500000
rotation_inertia = 1200000, 1200000, 1200000
linear_drag = 1
nudge_force = 150000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
num_exhaust_nozzles = 11
HP_tractor_source = HpTractor_Source
shield_link = l_freighter_shield01, HpMount, HpShield01, HpShield02
hp_type = hp_freighter_shield_special_10, HpShield01, HpShield02
hp_type = hp_freighter_shield_special_9, HpShield01, HpShield02
hp_type = hp_freighter_shield_special_8, HpShield01, HpShield02
hp_type = hp_freighter_shield_special_7, HpShield01, HpShield02
hp_type = hp_freighter_shield_special_6, HpShield01, HpShield02
hp_type = hp_freighter_shield_special_5, HpShield01, HpShield02
hp_type = hp_freighter_shield_special_4, HpShield01, HpShield02
hp_type = hp_freighter_shield_special_3, HpShield01, HpShield02
hp_type = hp_freighter_shield_special_2, HpShield01, HpShield02
hp_type = hp_freighter_shield_special_1, HpShield01, HpShield02
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01, HpMine02
hp_type = hp_countermeasure_dropper, HpCM01, HpCM02
hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02
hp_type = hp_turret_special_10, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07, HpTurret08
hp_type = hp_turret_special_9, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07, HpTurret08
hp_type = hp_turret_special_8, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07, HpTurret08
hp_type = hp_turret_special_7, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07, HpTurret08
hp_type = hp_turret_special_6, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07, HpTurret08
hp_type = hp_turret_special_5, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07, HpTurret08
hp_type = hp_turret_special_4, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07, HpTurret08
hp_type = hp_turret_special_3, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07, HpTurret08
hp_type = hp_turret_special_2, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07, HpTurret08
hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07, HpTurret08


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 Post subject: Re: Custom Battleship Encounter error
 Post Posted: Sun Jul 04, 2010 11:00 am 
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The problem seems simple enough. You haven't defined your capships as capships. You've defined them as freighters. That's the first problem. Moving on from this once those are defined properly (type = CRUISER or BATTLESHIP in shiparch), you will need to move the loadouts to loadouts_special.ini as all capship ones are defined here. Then they might just show up. Remember there's nothing wrong with having a seperate shiparch entry for npc ships even though you might share a cmp and mat file with a flyable one.

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 Post subject: Re: Custom Battleship Encounter error
 Post Posted: Thu Jul 15, 2010 8:45 am 
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Posts: 11
Cannot test it... Cannot chat in-game.
On FLHook it says that I am not connected.

Ok tested and not working.
If someone want the mod to test it, just say it to me so I can upload the right version.


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