Coding

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  • Lazer Gun

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    Friendly Fire had a play with it once I believe, as did Lancer Solarus when he was helping me with hardpoints

  • Flak Turrets implementation

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    @Aeril:

    I don’t mean any hit detection ……

    … so dispersion and the numbers of HpFire effect that,
    that was just an argument,
    if you might need those changes client and/or server side.

  • Need help with server login

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    it’s fixed, seems the newcharacter.ini file called vanilla FL data not stuff from the mod like it should
    just need to give him the updated mod

  • Some questions on asteroid fields

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    All non-dynamic asteroids could be also dynamic asteroids You can define their movement [DynamicAsteroids] asteroid = da_debris_med2 count = 200 placement_radius = 150.000000 placement_offset = 90.000000 max_velocity = 8.000000 <-- here max_angular_velocity = 2.000000 <-- and here color_shift = 1, 1, 1 All dynamic asteroids are destructible by default. Correct me, if i’m wrong You can create as many fields on the same position, as you want, but above 8 of those fields overlaying, Freelancer can’t properly load the system. You have to play around with the count and the placement_radius, to set the field look like a non-dynamic field.

    2. Sorry, don’t know this

    3. Definitely no

    I hope, that i could help you, but you should read the dynamic asteroids tutorial, before you try to create this fields at your own http://the-starport.net/index.php?option=com_content&task=view&id=65&Itemid=29

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    check the spelling of the empathy
    that faction editor is bugged and does outpost stuff like emphaty

    if you use that bugged file you get more than just probs with FLE

  • The Case of The Elusive CRCs

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    Well…

    0x96503c89 = l_dreadnought

    Oi! That’s in MY mod!!

    😄

  • Effect error

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    @FriendlyFire:

    [Section] ; ==> 2 Effect_Name = ku_capgun_01_impact FParams = ;No clue at all ANL_Nickname = ku_capgun_01_impactsparks_Cube.emt ; 0x025EF869 39778409 Parent = ;Indicates which FX_Slot is the parent of this node, usually it is the Main Node but it can be NULL if you do not want to have a parent (this effectively means the particles spawned will be isolated in the world and will have no global velocity or orientation); the Main Node should always have Parent = NULL FX_Slot = ;That's an arbitrary number assigned to the node Slot_Flag = 0 ;The flag is always zero except for the very last block (a block being from ANL_Nickname to Slot_Flag): the last block must contain the number of emt/app pairs (so two emitters and two appearances would make 2) ANL_Nickname = ku_capgun_01_impactsparks.app ; 0x1E5C7174 509374836 Parent = 3 FX_Slot = 2 Slot_Flag = 1 ANL_Nickname = Main_Node ; 0xEE223B51 3995220817 Parent = NULL FX_Slot = 3 Slot_Flag = 1 Slot_Order = ;That's the order in which the different FX_Slots are referenced: the Main Node must ALWAYS be first, followed by emt/app pairs with the emitter usually preceding its related appearance node

    Hope this helps, but unfortunately I don’t think tutorials exist.

    Great Thanks for your help FriendlyFire!

  • Effects problem

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    Usually this results from naming / crc conflicts. Similar happens with textures being copied into new mat files but keeping the same name.
    I’d look for a duplicate effect with the same name.

  • Destructible bases npc patrols question

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    That’s great news. ;D

  • How to make nebulas more mean looking

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    Did something similar to what FF describes in tohoku when i made the giants causeway for MU. Put a large minefield with a fair few exclusion zones then placed a blue nebula which is very dense and causes you to lose all sense of direction as the sun doesnt burn through it. Its a real nice effect.

    Also in other areas i tried different coloured lightning such as green, orange and magenta looks much better than plain old white.

  • Caphip Tumbling

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    agreed

  • No cruise ship

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    @Sabina:

    setting the speed to 0 makes you cruise at 0 lol.

    All that exciting build up to warp speed only to be let down.

    That last sentance may not make any sense, but i felt i needed to post something this morning in my tirednessseseses…. thx Sabina 😄

  • NPC Ship Collision Damage?

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    FL’s collision detection is touchy. No matter what, I’ve never been able to find a way to make NPCs take damage on collisions. They seemingly are impervious to anything like that. As for player-player collisions, I’ve noticed that in most cases, the player who “initiated” the collision will be the only one taking damage, although this can be a bit random. Most of the time, only a single person takes the damage.

    If somebody has any miracle solution, feel free to tell ;D

  • Tweaking Engine Glows

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    Thanks again, lads. Once more, you have been a big help in cutting through a lot of the techno babble that my eyes glaze over when I look at all those lines of codes! With a bit of trial and error on the suggested lines, I’ve been able to pull of effects with that I am more or less happy with.

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    Yes, I hope someone can write a plugin for that too. 😛

    Because self-regenerating armor is very funny function.

  • Artificial Intelligence

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  • Effects

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    That depends on how many parts the ALE file has, like engine ales have a part for trail, fire, and cruise. Each of those sections should be listed in the ael, separated so you can tell which is which. For you, you just have to look at the effects.ini to see which one you’re looking for in the first place 😃

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    @Mindhunter

    Thanks for your reply, like foxUnit01 say, I means is I want the AI to shoot down incoming Missiles / Torpedoes.

    @foxUnit01

    Hi fox, your mod is my teacher, I’m very like your mod.

    If you say you have yet to find a solution, I think that is not yet a solution for that I want.

    Thanks for your all of help. ;D

  • Capital use weapon

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    Oh yes, I think maybe they use too much power.

    I will try to edit it, thanks for all of your help and reply. ;D

    Edit:

    Yes, the problem is in the power and angle of the weapon.

  • List of Constants

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    The Archive’s been moved, here’s the LINK.