Conventional Modding

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  • Edit system size limlt

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    @mknote
    Thanks for tell me that, it’s awesome, looks i’m not only one got that resize problem :-D. I got deathzone problem when i launch from a planet but that’s easy to be fix by edit deathzone for planets and suns one by one 😉

    @BBalazs
    I’m very interested in test your application. It’s my pleasure. please send a copy to nexose(a)gmail(dot)com. And if i got some problem/bug/question about it, please excuse my reply mail, Thank you 😉

  • Sur, .Mat exporter

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  • Ship Can't Tractor

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    In shiparch.ini, you’ll see a section like this for every ship:

    hp_type = hp_gun_special_6, HpWeapon01
    hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03
    hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HPWeapon05
    hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HPWeapon05
    hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HPWeapon05
    hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HPWeapon05
    hp_type = hp_elite_shield_special_3, HpShield01
    hp_type = hp_elite_shield_special_2, HpShield01
    hp_type = hp_elite_shield_special_1, HpShield01
    hp_type = hp_thruster, HpThruster01
    hp_type = hp_mine_dropper, HpMine01
    hp_type = hp_countermeasure_dropper, HpCM01
    hp_type = hp_torpedo_special_2, HpTorpedo01, HPWeapon06

    All the hp_type’s are weapon slots. Here is a breakdown:

    hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03

    hp_gun_special_5 (Class 5 Gun) can mount on the model hardpoints HpWeapon01, 02 and 03.

    So for the ship above, it has 5 weapon slots. Class 1, 2, 3, and 4 guns can be mounted on HpWeapon01, 02, 03, 04, and 05. While Class 5 guns can be mounted HpWeapon01, 02 and 03. A Class 6 gun can mount on HpWeapon01.

    You can also mount a thruster, mine dropper, and a cm on their respective hp’s. You can mount a cruise disruptor (I think?) (hp_torpedo_special_2) on two hardpoints - HpWeapon06 and HpTorpedo01.

    etc.

    To add more guns, you will need to use, create or find more hardpoints on the model. You can also make the current weapon slots able to hold higher level guns by adding hp_gun_special_7 to hp_gun_special_10 and assign them hardpoints to use. You can also allow turrets by adding hp_turret_special_1 (to 10, etc).

  • Multiplayer Scripts

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    i didn’t see it before but their was a previous thred on this with foxunit01 explaining it so here’s the link. 😄

  • SUR issue

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    Yes of course, could you send me your mail adress via pm then?

  • Making non lootable solars lootable

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    I would think it would be as easy as adding a drop loot fuse (like the wrecks have) to the solararch.ini file. Of course, you’ll have to add a loadout to the object as well.

    I don’t know if changing these will cause problems with clients not running the optional mod. I wouldn’t think so, but it would depend on if you made a completely new fuse/loadout, or if you just used or modified an existing one.

  • Minefield mines damage setting

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    Exactly what I was looking for. I changed the stats for the Nomad to mine to radius = 200 and damage = 40000 to match the mines near Zone 21. All is well. So far…

  • Collision group docking crash.

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    about your quote, to clarify, i meant that deleting the hardpoints, and without any collision groups being damaged, i can dock /open inventory fine. I have also gone beyond this and actually moved every single hardpoint from each baydoor, the interior, bot skids, the nose, and the front itself to being attached th the root and about 70 units below it. yes, it makes damage by default appear looking weird, but it cannot be a hardpoint issue because they are no longed destroyed when the front is destroyed.

    also, about the DP hardpoints. Ruleing out what i just said that proves it is not them, the game is designed that hardpoints that do not exist obviously do not crash when something tries to spawn on them, instead it simply does not spawn. For example, if the death fuse called for an explosion on the port skid when it was destroyed during combat, the explosion would not spawn. Also, If the skids are destroyed prior to the front, The damage .3db that replaces them disappears when the front explodes. This is intended, as it would be weird to see damaged skids floating along in space with the ship when they are not attached by anything. (when i moved the hardpoints to the root, the damaged skids DID float in space while not attached, and it looked weird) This is basically the REQUIRED way of removing damaged models because the [destroy_group] fuse entry cannot be used to destroy a group that is already destroyed!

  • Misson Net Worth Requirement

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    Look at the start of storylvl.cpp (mentioned that on the site, but neglected it here). However, if you want to include it as part of an FLMM mod, put it in EXE and add the path (…\EXE\storylvl.dll), since FLMM won’t read it from DLLS.

  • Guns with a shotgun effect?

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    And unless I’m mistaken, if you set the damage of the gun to 1000, and have a gun with 2 HpFire’s (giving you two lasers), you’ll do 2x damage (if all shots hit), 3 HpFire’s will give you 3x damage (if all shots hit), etc.

  • Converting Issue ms3d

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  • Once more into SUR files (advanced)

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    1.) Good, good.

    2.) I didn’t know this, as I’ve never used SUR splicer except to remove the shield bubbles from destroyed component SURs, and I’ve always done multi-part SURs.

    3.) Again, I don’t know about single-part SURs, but they work for multi-part SURs when non-root components are concave. The files I e-mailed should show this.

    MK

  • Player spawned NPC's

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    I remember some people talked about NPC spawn in MP few years before, but no any result i my memory.

    “Drone Fighters”, you can try the AI wing mod by fox, that closest to your request.

  • More than 3 ships at the Ship dealer

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    adoxa wrote:
    Sorry folks, it really is fixed at 3. I was hoping to increase it, but there’s far too many references to change.

    figures lol =]

  • Looking to create a small mod team

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    I believe this topic hasn’t been active since January guys: “Posted on: 1/21”

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    Had a look and that address IS NOT correct.

    EDIT: Damn, I was using 1.0’s common.dll, no wonder I couldn’t find it

  • Playing with main menu backgrounds

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    Just simplely this:
    http://the-starport.net/modules/news/article.php?storyid=5&keywords=thn

    I remember friendlyfire written a other tutorial about thn, but i can’t find it.

  • What do all the suns look like?

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    Oh, don’t worry, I found the download on TLR. Thanks!

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    Yep, DB is very nice.

  • ENB Series

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