Conventional Modding

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  • Hiding weapons from player?

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    That should work perfectly for our needs. Thanks, Adoxa!

    EDIT: Yep, that works just fine for our needs. I tried it out with a mining ship, and it’s mining laser is now stuck to the ship permanantly. Should be useful to keep people from mixing and matching guns that are supposed to be fixed, without relying on a server rule to enforce it.

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    I dont think its really possible to only offer the hardest missions without adoxa’s plugin.

  • Encounter does not appear in zone

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    Yes, the problem is fixed. What I did was to copy all of the relevant parts of this particular edit to a single document and then printed it out and looked at it line by line over dinner… (my wife hates it when I do that)
    Double-checking that references were associated properly, and referenced properly, and in all of the appropriate sections. Everything looked like it should work.

    I started flagging each entry and drawing lines from section to section where each entry belonged and that’s finally when I noticed that I forgot the underscore on the appropriate npc_ship entry. Once I fixed that, everything worked as expected.

  • Is there a tool besides fl explorer

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    yeah i made a load out for a liberty battleship i will test it tonight or tomorrow

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    I think I figured out how NPC ships are placed in formations but the player ship doesn’t seem to know where to go when forming with the capship formations.

    Here are the formations:
    [Formation]
    nickname = battleship_wall
    pos = 0, 0, 0
    pos = 400, 0, 0
    pos = -400, 0, 0
    pos = 400, 200, 0
    pos = -400, 200, 0
    pos = 400, -200, 0
    pos = -400, -200, 0
    pos = 0, 200, 0
    pos = 0, -200, 0
    pl_pos = 0, 50, 225

    [Formation]
    nickname = battleship_cruisers
    pos = 0, 0, 0
    pos = 200, 70, 150
    pos = -200, 70, 150
    pos = 50, 100, 200
    pos = -50, 100, 200
    pos = -100, 130, 230
    pos = 100, 130, 230
    pos = -150, 150, 260
    pos = 150, 150, 260
    pl_pos = 0, 50, 225

    [Formation]
    nickname = battleship_cruiser_fighter
    pos = 0, 0, 0
    pos = 200, 70, 150
    pos = -200, 70, 150
    pos = 150, 100, 00
    pos = -150, 100, 00
    pos = -200, 130, 30
    pos = 200, 130, 30
    pos = -250, 100, 00
    pos = 250, 100, 00
    pl_pos = 0, 50, 225

    [Formation]
    nickname = battleship_delta
    pos = 0, 0, 0
    pos = 50, 70, 50
    pos = -50, 70, 50
    pos = 75, 100, 75
    pos = -75, 100, 75
    pos = 50, -70, 50
    pos = -50, -70, 50
    pos = 75, -100, 75
    pos = -75, -100, 75
    pl_pos = 0, 50, 225

    [Formation]
    nickname = cruiser_delta
    pos = 0, 0, 0
    pos = 50, 70, 50
    pos = -50, 70, 50
    pos = 75, 100, 75
    pos = -75, 100, 75
    pos = 100, 100, 90
    pos = -100, 100, 90
    pl_pos = 0, 50, 225

    [Formation]
    nickname = cruiser_gunboat_fighter
    pos = 0, 0, 0
    pos = 50, 70, 50
    pos = -50, 70, 50
    pos = 75, 50, -75
    pos = -75, 50, -75
    pos = 100, 60, -60
    pos = -100, 60, -60
    pl_pos = 0, 50, 225

    [Formation]
    nickname = destroyer_gunboat_fighter
    pos = 0, 0, 0
    pos = 100, 0, 20
    pos = -100, 0, 20
    pos = 35, 10, -75
    pos = -35, 10, -75
    pos = 50, 20, -60
    pos = -50, 20, -60
    pl_pos = 0, 50, 225

    If I read these correctly, the player ship (pl_pos) should be slightly above and well behind the 0, 0, 0 ship and inline with it.
    So, directly behind and slightly above.

    The player ship however seems to be searching for its place in the formation and always ends up nose down looking at the capship, advancing forward, and then correcting position.

    Formations seem to work when forming with transports…
    [Formation]
    nickname = escort_transports_delta_formation
    pos = 0, 0, 0
    pos = 50, -50, 0
    pos = -25, 50, 100
    pos = 75, 50, 100
    pos = -75, 50, 75
    pos = 125, 50, 75
    pl_pos = 25, 50, 225

    they work fine when forming with Walker’s formation in SP…
    [Formation]
    nickname = walkers_formation
    pos = 0, 0, 0
    pos = -100, -100, 100
    pos = 100, -100, 100
    pos = -100, 100, 200
    pos = 100, 100, 200
    pos = -200, 0, 0
    pos = 200, 0, 0
    pl_pos = 0, 0, 400

    Any suggestions?

    Thanks
    R

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    Gibbon wrote:
    Did you mess with the numbers at all? The start distance and fade distance can be altered.

    I just Cntrl+C and Cntrl+V, include numbers. That’s why i think that’s strange.

    I also try other asteroid setting from several ini, same problem.

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    Capt.Morgan wrote:
    The textures in the CAV’s MAT are in JPG format. For FL, it has to be DDS or TGA, but HardCMP is a bit less picky. This is why you’re having problems.

    Now, here’s what you can do. Extract all the textures using the UTF editor. You’ll save them one at a time. Once that’s done, delete the MIP0 node that it’s attached to, then put the node back in by creating a new node and renaming it to MIP0 (or MIPS if MIP0 doesn’t work for some reason. I’m not sure what the difference is.)…

    MIP0 to MIP8 = TGA textures.
    MIPS = DDS Texture. MIP Maps can be included inside this node, it is an option of the DDS exporter for Photoshop, and may also be in the exporters for GIMP and PAINT.NET too.

    No need to delete the MIP0 node - you can rename it to MIPS when needed, just import your new dds texture into the same node and rename it MIPS…

    But if you do this and there are MIP1 or more nodes - can be up to MIP8 - then you must delete these, they are not needed.

  • Custom Encounters Multiplayer

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    Does changing an object’s behavior to wander do anything?

    Also, does an exclusion zone prevent sun damage?

    Hopefully final edit, how would I go about programming a new faction for my ship that is always hostile?

  • Mod modding

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    The method didn’t work, but I figured it out. I was working with a custom ship so I overlooked the most obvious thing. The original ships don’t have cloak functionality in the SP or MP even though they have the hardpoint. That is why I overlooked it. It wasn’t obvious to me. After I figured it out, I went into HardCMP and added the hpcloak. Works perfectly now.

  • Are the Nomads experimenting in capitalism?

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    Awesome. So all I have to do is change the faction = all line to faction = (all factions except fc_n_grp) and I should be gtg.

    Thanks much

  • SSV Normandy SR-1

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    That is one sweet looking model. Are there any download links?

    I am still looking for SR-1. Any info is helpful.

    Addendum: I found a model and have spent the last 5 hours or so modifying the .ini coding to make it easier to use. I was wondering if there was a way to add a thruster hardpoint since the model is missing one.

    Also if there is a way to shrink it to the size of the Sabre or slightly larger, that would also be helpful.

  • How to move target reticule manually?

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    Your bag of tricks never ceases to amaze me, adoxa 😄

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    Timmy51m wrote:
    Bloody hell, that’s disgusting, Trent never even packed a change of clothes. Dirty bugger!

    ROFL! Yeah, DA didn’t program him changing clothes, neither Juni and King. But their clothes are a part of their role! I mean Tren’t wouldn’t look the same without his brown jacket and jeans…
    Now please don’t go too much off-topic.

  • FLMM won't activate full mod - change limit?

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    Don’t you worry about that… If your problem is already solved, you may continiue teaching German!

  • XTS Battleship Wrecks Mod

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    @robocop

    Battleships: there are archtype references in some system inis, they are debris from the storyline…
    planet_storm_5000 is used somewhere in New Tokio.

  • Factions = War

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    Wow, where were you when I wrote all of those utilities for FL 😛

  • Changing Levels?

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    Or you use the save editor:
    Get it here!

  • What's the Secret of NavMap items?

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    just for fun…

  • Docking problems

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    8-) 8-) :pint:

  • Random jumps

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    Remind me again how does it work? You know, entries, parameters and stuff… I just deleted it with the readme since it had bugs…