Coding

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  • Encounter Zones: Population Types

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    I know in what situations I use each one of them. But I hoping someone had done some tests and observed how the npc reacts. Example: Npcs enter by cruise, then wander for 1 minute then they leave.

    Since noone else has tested, I guess its the only thing to do.

  • Ship Not Docking

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    yea, just make your thrusters 10000000000000 power and your set. ofc… once you do that and touch thrust, say good bye to Kansas.

  • Nomad ship issues

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    Aye… totaly forgot that :-
    Sry could have said u that… it’s been awhile since i made BS NPC’s

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    Very thanks F!R, that is very help. 🙂

  • Request: Missions Coding Tutorial

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    –-Moved to Coding area—

  • Anybody have a tut for system creation?

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    already pointed him to the tutorials section and found him two. XD

  • Coding a Repair Turret?

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    Yep, go take a look at flhook readme.txt and flhook.ini in /EXE. You’re also welcome to use that version in your own mod.

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    @Huor:

    Just change the value of USE_3D_SOUNDS in the section [PerfOptions] of the PerfOptions.ini file… at least this should be enough^^

    You can provide a file with deactivated this or you write a script that changes this value to your needs - what easier for you - i dunno^^

    Thanks for your reply, but it’s must to edit player setting.

    I get it in TLR, here is :

    look in EXE for dacom.ini

    [SoundManager] ;HEADPHONES 1, STERO 2, QUAD 7, SURROUND 8 ;speakerConfiguration = 2 ;set only if you want to override Windows setting createAll2dInSoftware = true 3D_SW_Algorithm = Light use2DHW = true use3DHW = false;;;<<<< <this is="" what="" you="" need="" maxsoundchannels="24" ;="" was="" 30\.="" changed="" for="" beta="" -psw="" ;pci="" -="" force="" hw="" mixing="" until="" library="" default="" force_freq_control_to_sw="false" max3dpan="15</pre">Btw, thanks for your help.</this>
  • How stop engine kill

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    @foxUnit01:

    Yeah, any linear_drag on an engine will be “turned off” when Engine Kill is enabled - however, any linear_drag on the shiparch entry will still be “turned on” when Engine Kill is enabled. I use this on Capital Ships, so they can’t hit Engine Kill and do drive-bys at 800m/s. Also, in Flak, ships that can use Engine Kill (any small ships, fighters, freighters, etc.), the shiparch entry has 0 linear_drag, allowing the ship to float indefinitely if Enging Kill were to be enabled. No matter what though, the two drag entries always add up, so as Lancer said you can mix and match as you please.

    Also, on the topic of Engine Kill, a neat trick found long ago (can’t remember who found this) - if you have two engines mounted on a ship at once, and you hit Engine Kill, both engine’s linear_drag values “turn off,” but one engine’s max_force value remains on - so, if you had two engines with 12000 force and 120 linear_drag each for a total of 24000 force / 240 drag (100m/s), upon hitting Engine Kill you’d have 12000 force going against 0 drag - technically, a speed of infinity (well, an undefined speed, since you’re dividing by 0) - limited by constants.ini’s “anom_limits_max_velocity” setting.

    Haha, I remember that thread… ** Tutorial ** Adding a Warp Drive

    that is quite fun in my opinion 😄

  • About "formations.ini"

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    Never mind, I solved it myself. ;D

  • Can be destroyed of engine ?

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    @Syd:

    no
    you have definate that the Item on “HpEngine01” are destroyd, but in the loadout entry of the NPCs i the Engine not HpEngine01, you must edit the entry

    equip = ge_gf1_engine_01

    to

    equip = ge_gf1_engine_01, HpEngine01

    I was try to change above setting and do a test, isn’t work and show me error on flserver.

    I guess this is not possible to make engine can be destroyed.

  • Roll commands

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    **Looks like I hadn’t moved it into the downloader yet, it is here though

    http://digitalbrilliance.com/modules.php?name=Forums&file=viewtopic&t=231**

  • Failed to get start location ?

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    Yes so far there is no resolution, nobody seems to know what is the exact cause, and it happens in my mod also.

  • Mine levels

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    ok i will try these and get back to you.

  • [Split] New Planets?

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    nope its mine lol 😄

  • Question about versions (like 1.0)

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  • About NPC use CM's

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    Hi foxUnit01, nice to see you. 😉

    Thanks for your suggest, I guess that is only way to make NPC use the mine, even NPC like a fool to drop the CM’s. ;D

  • What should transports use?

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    ahh ty 😉

  • Multiple missile launches

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    Well, I put every HpFire at a different angle and if you press the fire button in rapid succession you see the missiles being launched in different angles to the target which makes them fly in on a different path.

    The point is, if it would be firing four missiles at once wouldn’t it be using four rounds of ammo per shot?

    But I’ll try the line above and see the results.

  • Delayed weapon firing

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    charging cruise engine is allready ingame ;D