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 Post subject: Multiplayer Scripting Examples
 Post Posted: Tue Sep 14, 2010 7:40 am 
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Location: Moscow, Russia
Freelancer\EXE\freelancer.ini :
Code:
[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, StoryLauncher, BELOW_NORMAL ;story/static missions <------------- added this
DLL = Content.dll, SpacePop, LOWEST ;populator
DLL = Content.dll, AISandbox, BELOW_NORMAL
DLL = Content.dll, TestAutomation, BELOW_NORMAL
DLL = Content.dll, BasePop, LOWEST



At the end of any *.fl file:
Code:
...
[MissionState]
mission_accepted = 1 ; yes we have mission
att_clamp = true
tradelane_attacks = true
scan_clamp = true
gcs_clamp = false
hostile_clamp = false
random_pop = true

[BStoryMissionDone]

[StoryInfo]
ship_bought = false
Mission = Mission_13
MissionNum = 0
delta_worth = -1.000000
debug = 0


At data/missions/m13.ini:
Code:
[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

[MsnSolar]
nickname = freeport7_space_dome1
faction = li_p_grp
reputation = li_p_grp
system = LI01
position = 4118, 1000, -21000
orientation = 0, 0, 1, 0
archetype = freeport7_space_dome
label = lbl_fp7base
radius = 0
pilot = setscene_nomad_fighter_FP7
random_name = true
loadout = space_dome_co_01
parent = fp7base

[MsnSolar]
nickname = freeport7_space_dome2
faction = li_p_grp
reputation = li_p_grp
system = LI01
position = 3080, 1000, -21000
orientation = 1, 0, 0, 0
archetype = freeport7_space_dome
label = lbl_fp7base
radius = 0
pilot = setscene_nomad_fighter_FP7
random_name = true
loadout = space_dome_co_01
parent = fp7base

[MsnSolar]
nickname = freeport7_space_dome3
faction = li_p_grp
reputation = li_p_grp
system = LI01
position = 3600, 1000, -20609
orientation = 1, 0, 1, 0
archetype = freeport7_space_dome
label = lbl_fp7base
radius = 0
pilot = setscene_nomad_fighter_FP7
random_name = true
loadout = space_dome_co_01
parent = fp7base

[Trigger]
nickname = tr_initialize_init
system = li01
InitState = ACTIVE
Cnd_True = no_params
Act_ActTrig = go_mis

[Trigger]
nickname = go_mis
system = Li01
Cnd_SystemEnter = Li01
Act_ActTrig = mis_yes
Act_ActTrig = mis_no

[Trigger]
nickname = mis_yes
Cnd_HasMsn = yes
Act_ActTrig = start_init

[Trigger]
nickname = mis_no
Cnd_HasMsn = no
Act_SetVibe = fp7base, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = freeport7_space_dome1, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = freeport7_space_dome2, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = freeport7_space_dome3, Player, REP_HOSTILE_THRESHOLD
Act_ActTrig = the_end_end

[Trigger]
nickname = start_init
system = li01
Cnd_Timer = 10
Act_RandomPop = true
Act_RpopAttClamp = true
Act_RpopTLAttacksEnabled = true
Act_Destroy = freeport7_space_dome1, SILENT ; kill copies of solars (detroy root must be in fuse)
Act_Destroy = freeport7_space_dome2, SILENT ; -//-
Act_Destroy = freeport7_space_dome3, SILENT ; -//-
Act_Destroy = fp7base, SILENT ; -//-
Act_SpawnSolar = fp7base
Act_SpawnSolar = freeport7_space_dome1
Act_SpawnSolar = freeport7_space_dome2
Act_SpawnSolar = freeport7_space_dome3
Act_MarkObj = fp7base, 1
Act_MarkObj = freeport7_space_dome1, 1
Act_MarkObj = freeport7_space_dome2, 1
Act_MarkObj = freeport7_space_dome3, 1
Act_SetVibe = fp7base, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = freeport7_space_dome1, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = freeport7_space_dome2, Player, REP_HOSTILE_THRESHOLD
Act_SetVibe = freeport7_space_dome3, Player, REP_HOSTILE_THRESHOLD
Act_ActTrig = the_end

[Trigger]
nickname = the_end
system = Li01
Cnd_SystemEnter = Li01
Cnd_Destroyed = fp7base, 1, EXPLODE
Cnd_Destroyed = freeport7_space_dome1, 1, EXPLODE
Cnd_Destroyed = freeport7_space_dome2, 1, EXPLODE
Cnd_Destroyed = freeport7_space_dome3, 1, EXPLODE
Act_AdjAcct = 1850000000
Act_ActTrig = the_end_end

[Trigger]
nickname = the_end_end
system = Li01
Cnd_SystemEnter = Li01
Cnd_Timer = 1
Act_ChangeState = SUCCEED ; comment to disable FP7 respawn after disconnect

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