Waypoint function not avaliable anymore.

There are 21 replies in this Thread. The last Post () by Martind Forlon.

  • I guess you are talking about newly added CF missions right? Once you are in ACTIVE storyline, then you cannot set own waypoints, it is exactly how it was hard-coded in vanilla missions too. However with 2.0 was found a way how to PAUSE storyline and this was used on 3 occasions (important from CF storyline view). I do not want spoil you SP, so only will tell that once you for a first time arrive on Order HQ in Sol, you will be asked if you want continue. If you refuse, storyline will PAUSE and you will be able freely explore, set your own waypoints and ... search for special side-quest mission. This as long as you will return to Order HQ base bar and agree on continue in campaign. Here is only one limitation and it is, that you will be not able get common missions from bars (NPCs will reply that you are on mission, and in fact you are, mission aka campaign was "only" paused).


    In SP is few cases when you need to look around in ACTIVE campaign and search for next waypoint "blindly" ... however also here were done some tweaks which will show you waypoint again, when you arrive during search circa 15k away from searched item and in one case it is even much farther (and with time limit few minutes too I guess). It could be little difficult here, but you can use planets, suns or other objects as "target" and go to them and such way stay on horizont and explore system. It is not perfect, but here it is about FL engine limitation. If I remember it right, you need use this "blind" search in exactly 4 cases (3x find a secret container which will show info hidden by Jack Blinch and leading to Dimensional Rift, as entrance to Altair sector, and 4th one is search for jump to Dervon in Utopia ... this can be done relative easily if you will use turret view and look around for something HUGE when you will be on trade-lane there.

  • Excellent, thanks for the info, i had done the "search for 3 containers" missions before posting this, a bit laborious, but it was a nice challenge (finding the first one cost me about 2 millions credits in repairs because it was in a radioactive area full of derelict ships near a sun, and since i didn't know I had to look for a container, I assumed I had to shoot all those derelicts...They were full of diamonds, but I only collect pilots so I jettisoned all those diamonds...). The one in ormicron something (i think) got me a little on edge, it is a sector full of spiky rocks with bad vision and no visual cue to direction, i had to turn the map on and off continually to know where i was going, but doing so I would hit a spiky rock which would totally mess-up my direction, worse, i went at the total opposite direction of where the container was (i got a hint when I was in the upper corner of the map... Fortunately, i could click on the base there and use the goto command, that saved me an hour...)


    As I write this, i finished the container escort mission, and i'm ready to go do some exploring, my HF ship is just totally inadequate now, and I long to try those trains (isn't it strange that the whole place is filled with train traffic, and they are nowhere to be bought until now?).

  • isn't it strange that the whole place is filled with train traffic, and they are nowhere to be bought until now?


    Nice note :D:sehrgut: ... I think you can be the first one who came with such observation. But maybe can be used next (story) explanation: Trains were not given to "freelancers", only available for factions, till was Sol liberated from Nomads threat and was needed more trading traffic. And in this moment come for freelancers chance to get theirs own train.

  • Yes, in fact, the mission that lead you to have access to trains is a train escort mission, so it would fit perfectly in the story.


    That could be easily implemented since text is mostly used to describe missions. I personally prefer text if the voice acting is not top notch, you can fit in far more information too. I think the people working on the mod understood that since it seems mission elaboration is becoming better as time (missions) advance. I didn't like the voice in the first crossfire mission, it sounded as if someone enclosed his head in a cardboard box with a big mike, and the other guy was worse, but then i was pleasantly surprised by the intelligent mix of text, animation and voice when possible, so I can only give a thumbs up. What would do the job too, and permit the story to use far more animations, would be to implement bubbles which pop over the head of the people as they speak. And i'd get rid of the guy who say the station name when you lift-off, the result is not worth the trouble, the "good luck out there" is enough. But i'm not complaining or anything, i'm just writing stuff.

  • There alas can't be used "bubbles", it is still FL engine after all which is behind this ... making new cutscenes was not the easiest stuff, they are all rendered in game engine. I may see only one way which can be used for adding "random" texts and this are these "spamming" informations messages from Zones plugin which are "launched" on some places. Still it is big dunno, if that can be used, and I even less think that mod creator will want to at least think about this ... possibilities for coding were pushed far away behind a border where can be easily doable some further changes. Not count the need to keep these SP changes separate from multiplayer.


    And if I'm not mistaken, there is for example for scene in New Berlin (met Orilion) used also text where is written what was said during this cutscene. ( :D and this talking there was in 1.9 much worse as is in 2.0 :) :) ) ... Some ppl during closed beta-testing bring alot headaches to OP when wanted to make some thing more and more perfect :P

  • nomad guns never used energy

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    Twenty percent skill,
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  • Found a data disk worth 8,500,000, the description says that i should carry it to planet crossfire for a new mission. I like the idea of getting mission this way, I just hope this is not part of the main quest, I don't want to break the game with this thing in my inventory...For now, nobody on planet crossfire want it, so I guess it will work after I complete the main quest.

    Edited once, last by johivas ().

  • Play CF storyline require FOLLOW PRECISELY MISSION PATH. If things go wrong for any reason then the best solution is load latest MISSION save, where are set correctly mission triggers.

  • I kept my last save before taking the disk, if you tell me this disk is part of the main storyline, then i'll load back the old save. If not, then i'll carry it until the storyline is done, and i'll then try again to carry it at planet crossfire. Now, I don't want to criticize too much since i'm having a really good time, the scenery is fantastic, bump-mapping everywhere, good battles, a plethora of ships to choose from, tons of different sectors, treasures, money, good story and missions. Yet, when designing quests, you got to think that the players will do anything crazy, you don't even take a fraction of a chance, and so you don't leave a disk that is part of the storyline laying out there somewhere in space available for picking anytime, unless you put a warning before starting the game "Don't explore wrecks before finishing the storyline"... see how that sounds ridiculous? Yet, that's what you're telling me. The sectors i'm exploring are unlocked, what am I to do?

  • Are you exploring in paused storyline? If yes, then it could be ok, still ... this high reward disk IS (is this that one from Death Valley ?) part of active storyline and may be better do not take it. And you not need to take it at all, if you decide in pause follow hint in next story: Crossfire Short Stories Part XVII: New discoveries in the Sol system?


    .. btw this disk is only as loot, normally can be sold on any base. Info there is very likely leftover from previous mod version, as campaign mission to DV was redone for CF 2.0.


    (and sorry that I'm not sure, it is some time I played through whole campaign]

  • Yes, I paused the storyline after the train escort mission to the order HQ in sol (the next mission specifically mentioned that it would be at a good time to pause the story). The disk is indeed from Death Valley. I understand that things would go probably easier or better if I followed a scripted walkthrough, but the problem with me is that I hate walkthrough, I feel like a failure if I have to do things following a walkthrough... They're super useful, but I find it more rewarding upon success if try to do things by myself, a walkthrough is a last retort measure to me, I know you have one here, but I haven't looked at it yet. I'll even say the modding team should be proud of that too.


    As for the disk, I've been having it too long, i'll take the risk of carrying it with me, even if I still got a lot to do before resuming the storyline. It is very tempting to sell it, it's exactly the amount I need to start the next step of my galactic supremacy plan, it would save me many hours, but don't you think it would further increase the risk of storyline failure if I sell it? What if I need to go get again it and it's not there? If I still have it, there is an increased chance the mission will work. I will sell it just before the mission, and if the game crash or something, then i'll keep it, and if something bad still happens, then what can I say, i'll reload and redo a whole day's work, and someone will have to consider it as a bug.


    Go get again it... :))

  • You can easily test if is all ok when you return to order hq and visit bar. If is launched cutscene with accept/decline it should be ok :) ...


    ... there will be 2 more chances pause campaign
    ... for real exploration is the best go to MP or finish campaign



    ... on other side your play-style can be perfect test for ''pauses''. :)

  • My playstyle... Lately i've been playtesting quite a few freshly developed big mods for old games, Pirates of the Caribbean new horizons (best sailing game ever), Rome total war roma surrectum (best army game ever), Jagged alliance 2 1.13. The work on those mods is incredible, and what they all have in common is a dedicated team of serious modders who like their game enough to work 5 years or more, always making it always better, and they all have a few guys who like to help on their forums too, which is a necessity since there is always a bug and my playstyle attracts bugs, (i'm just lucky there are none in my bed...) Next on my list is Deus ex revision, probably ready next month. But enough of that.


    I'll go to the order HQ very soon, for now, I wanted to talk about the incompetence of the liberty navy, the liberty police and the liberty military, with a grain of salt, evidently...You see, I needed 10 millions to finally have enough money for a big train (the reason i'll go back to the order HQ soon). I'm in New York and I only have this old VHF with 140 cargo space, and i am not motivated to run around getting a freighter just to raise 10 millions, and I don't want to start battling for credits since I made peace with everybody except the Confederated strike force (I had to battle a lot to make peace), which is quite far away... So the best option I see is to buy engine parts from Newark station in New York, go to the battleship Mississippi in the adjacent sector of Texas to sell the parts, and come back to Newark station with prisoners. This short run net me a nice 500,000 credits, not bad for a cargo hold of 140...But i'll still have to do it 20 times.


    Here are a few funny things I noticed.
    1- From New York to Texas, it's smooth sailing.
    2- There is always a ship docking before me when I arrive at the battleship Mississippi.
    3- 2 out of 3 times there is a battle at the Texas-New York gate and I have to wait for traders to use the gate before me.
    4- I have to dock with 4 tradelanes on my way back to Newark station, and i'll get interrupted by 2-3 rogues twice, once if i'm very lucky. Now, Ney york is a kind of place where you have all kind of police and military, and navy and more police, hell everybody even owns a battleship! Yet, they can't take care of a few dirty rogues. And those rogues are brave enough to interrupt the tradelane with all the police around, but they run away in fear as soon you fire a .50 mW laser pointer at them from the inside of your cockpit. I wonder if I could pay a kid to sit on the gate and slingshot their windshield when they show up...


    Anyway, no problem there, just some idiosyncrasies...

    Edited once, last by johivas ().

  • :) nice games/mods testing :)


    __________________
    And now some small notes: this npcs behavior is like in vanilla freelancer, but you may for dock try use one small trick (as in more cases can be lerned/hear quite fast in multiplayer): make formation with npc ship going to use gate, you will jump right after that ship ... may need some practice :)


    Moneys: killing Xenos and sell pods in Texas work good and you can repair rep with them very easily by shoting few police depots in New York.


    And .... this bonus mission I mentioned earlier is very nicer paid :)


    Have fun :)