Coding

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  • Regarding mplatform loadouts

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    But this DOES work.

    Change the space_dome to type = STATION

    Add the following lines to the space domes in ew04.ini

    dock_with = Ew04_01_Base
    behavior = NOTHING

    That gets all guns firing regardless of whether or not you’re hostile to the zoners or not. If the base is red with you, the domes will fire on you too.

  • Cruise Engine

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    Just a little update on this fairly outdated topic. Got into it however and found out a few things:

    The cruising_speed has a hardcoded limit. You can set it through the constants.ini up to a 1000 and this is what you get then. If you set it higher, you get only 990 but the acceleration gets significantly larger. The cruise_accel_time is not determining but only affecting the true acceleration time. With 2 you sure accelerate faster than with 10 (and it is pretty accurately at 10), but if your cruising_speed is not larger than 1000, you might set your acceleration time to 0.1 or even 0 and still need about 3s to accelerate to the cruising_speed. This may be true even for higher velocities; however, since they cannot be reached but are calculated to be reached within the same seconds, the ship reaches the hardcoded maximum faster, the higher the specified speed is.
  • NPC target turrets(topic header by JONG)

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    Does not work. Noticed that delimiter is " ,\t\n"
    Does it means that:

    attack_subtarget_order = ANYTHING , [tabulation]
    GUNS , [tabulation]
    TURRETS , [tabulation]
    LAUNCHERS , [tabulation]
    TOWERS , [tabulation]
    ENGINES , [tabulation]
    HULL , [tabulation]

    ?

  • 3D Sound Possible Work Around

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    Id definately help out if anyone was to try to make progress to remove this massive thorn in freelancers side!

  • Strange bug: ERROR: UHH index not 0

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    Update:

    It seems, ‘type = JUMP_GATE’ can only have 1 docking_sphere in total,
    not 1 of each type (jump, berth …),
    while 1 of each type works with ‘type = JUMP_HOLE’ as told above.
    😉

  • Question about Tradelanes

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    might be encounter-related.

    Making all the sirius sector in 1 system… well, remember, the further away from the centre you are, the more shaking you experience… it will get unplayable, or sizes should be very small…

  • Question about making a specialty drop item

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    Thank you that was very helpfull. I am making a prize to be found on sort of like a treasure hunt thru the mod. It is going to be one single item that can only be found by one player once and be sold back at the start base. That is why I thought maybe a commodity. But I didn’t think of it just dropping an item like a piece of equiptment not found anywhere else in the mod. That would work too. You just gave me more ideas 🙂

  • Dynamic economy ? How to do that ?

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    sumanuti wrote:
    FLAC has it and few custom made FLHook’s.

    Thanks for your reply.

    Does any other way to make that ?

    I mean is, not use FLAC, but I can’t find any FLHook’s has this function.

  • FL Animations

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  • Tradelane Crash

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    @ Buck Danny:

    Thanks for the tips bud I found the bug:

    I was careless although I didn’t drink anything… two loadouts were accindetly mixed. Now they work fine.

    Thanks again,

    ~D

  • Trouble With Missions and Zone Names

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    Hmmm. It turns out that, after a bit of work, I’ll be able to fit it in after all, by deleting some of the unused zone names from vanilla. Still, it says here that we’re limited to at most 200 names, which seems a bit silly to me considering all the other limits we’ve been able to break. Somebody needs to find an offset for this. Any takers?

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    already done so. But would like to have a bigger map though
    Or have two-three NavMaps at least :-x

  • Base, but no shipdealer

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    Yeah I saw after posting, oops. 🔨

  • How's this done?

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    If you do this on effects that use the beam functionality (effect defined in beam_effects.ini) and if the beam gets destroyed (i.e. hits something) before the corresponding light effect completes, Freelancer will crash. We kinda solved this by some hacky workarounds in Freeworlds but it’s still under testing.

  • FL types.

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  • FLScan and Win7 - false errors reported?

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    BTW, FLEC is meant to compliment FLScan, not replace it. I intentionally avoided adding features FLScan already had 😉

  • Adding Ships

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    For a quick try, if you have all three files ready for each of your new ships, you can also replace an existing ship model files (.cmp, .mat and .sur) with one of your new ones if you just put them in that ship’s folder and rename them to the same name as the ship you re replacing (but first, rename the original ship files to something else, for example old_li_elite.cmp etc), so you don’t need to change any files.

    The icon in the shipdealer will show as the original one too unless you have made one for your ship.

    But when you buy the new ship, remember to dismount all equipment and weapons first in case the hardpoints are not the same class or quantity, and mount new ones. If you don’t do this and the hardpoints are different between the ship you replace and the new ship, it can cause a crash.

  • FL codes encoded.

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  • Dynamic FX limit breaking.

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    Got MaxActiveLights - what does this mean? As is?

    This parameter must be written under your videocard ID in the flconfigdatabase.txt

  • Dynamic (head)lights

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    Thanks w0dk4! That’s what I was looking for.