to be able to remove the IFFs while having certain stations remain restricted, you could just have them go automatically hostile to any faction that isn't their own as if the station was attacked, i'm not exactly knowledgeable on the topic, but I would assume there's a way to trigger such a thing
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(05-18-2020, 09:50 PM)Hemlocke Wrote: to be able to remove the IFFs while having certain stations remain restricted, you could just have them go automatically hostile to any faction that isn't their own as if the station was attacked, i'm not exactly knowledgeable on the topic, but I would assume there's a way to trigger such a thing
Easiest option is to require the parent NPC faction's ID in order to dock.
(05-18-2020, 09:50 PM)Hemlocke Wrote: to be able to remove the IFFs while having certain stations remain restricted, you could just have them go automatically hostile to any faction that isn't their own as if the station was attacked, i'm not exactly knowledgeable on the topic, but I would assume there's a way to trigger such a thing
Easiest option is to require the parent NPC faction's ID in order to dock.
A simple ID check for docking permissions allows for the elimination of whatever guard IFFs remain without causing a cascade of NPC Base/Ship aggro to ripple through a system because a player took a wrong turn in the trade lane network.
A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.
(05-18-2020, 09:50 PM)Hemlocke Wrote: to be able to remove the IFFs while having certain stations remain restricted, you could just have them go automatically hostile to any faction that isn't their own as if the station was attacked, i'm not exactly knowledgeable on the topic, but I would assume there's a way to trigger such a thing
Easiest option is to require the parent NPC faction's ID in order to dock.
(05-18-2020, 09:38 PM)Skorak Wrote: You sadly cannot do any of these fancy npc ideas as they'll cease to spawn once Server load reaches a certain threshold that can be reached by as little as 40 players.
I'm pretty sure there are ways around that, what is needed is to figure how to trigger missions programmatically when entering a zone, since the mission NPCs always spawn (FWTOW did something similar, I think). But it might be quite complicated without extensive coding. And might cause regular missions to be unusable (quite bad considering the new PvE mission controller that just got added).
Anyway it doesn't even matter, I guess to keep it competitive you could lock out guard systems with some FLHook trickery when there are not enough players on the server.
It would turn this into something people do during low pop times when there are no other opportunities for interaction, and would also help when trying to RP getting special tech / ships when nobody wants to play ball (case in point, Sajuuk wanting to obtain a Zoner Nephilim for his "save the space kangaraas / Firefoxes" RP )