Speciality Modding

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391 Topics 4.5k Posts
  • Sigh.. another question about cloaks…

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    Xarian_Prime wrote:
    yep i did that, changed its type… but when i set it back to [CloakingDevice] that kills being able to unmount it… hence my dillema 🙂

    I dont know how FLHook v1.6.7 works, but my initial cloak version did not feature unmounting the cloak, it was always bound to the ship you buy. Might want to read Motah’s readme.

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    5b ==> the b stands for Byte 😉

  • ID names or not?

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    So it wouldn’t be good for multi-languages.
    But yet, it saves a lot of space!

  • Mission Script for commodity transportation

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    @Quarks
    No. It is only in content.dll.

    And return loot is in Assasinate_mission

  • InfoCard GUI Hack Request

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    Thank you very very much, tis all I needed 🙂

  • Rotate Camera,Entities in THN

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    Both of download link is not work, but i found this: http://toolserver.org/~dschwen/tools/rotationmatrix.html hope it helps, at least it’s helped me.

  • Pimpship/engine shop

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    Thanks Cannon for reply and your amazing plugin that makes wonders.
    The odd thing is now present with pimping lights. As I was convinced that involving buyable engines to the mod and thus revealing invisible hardpoint in game the lights cant be pimped.
    But now, even after removing engines from mod I still cant get full setup shown!

    (Eagle in this case)

    Why suddenly it stopped to work in full?
    Any Idea?

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    thanks works a treat was glad to see the back of that

  • Different difficulty?

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    No no no, it isn’t difficulity! Its just the nickname! The programers did it to recognize the loadouts, which one is stronger and so…
    If you want tough ships, you need to set them some good guns, and a high rank armor scale. It has no effect to encouncers.
    Encouncers are set by danger level (d1-d19). This will be effected by the toughness entry in the zone/patrol encouncers.

  • Turret / Gun "autoaim"

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    gotcha

  • FL Coding?

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    Thanks! 🙂
    Looks nice Adoxa.

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    Looks i must plug a FLHook in my mod…

    But Thanks Vital.

  • Temp mission script server

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    I have added it in my serverlist to see when it is online 🙂

  • Idea: Ship paintshop !!!

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    If it is implementable, the ship Model Cloner utility will take care of internal material names in mat files.

  • IDS headscratcher - HELP

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  • Weapon fire FX used as engine FX

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    @TheDvDMan
    you prolly would not get around with ini coding to get a cruise charge without flame. however, if you decompile a trail ale (including the cruise charge and cruisefire) it is pretty enough to delete the reference to it in the ael file. deleting the matching anl blocks you can do, additionally, it would reduce the file’s size but would not result in anything different after the first step. in general, search for the cruisefire keyword and delete the matching *.app and *.emt blocks (nickname endings) in the ael, that’d do it. do not forget to delete the matching FX_Slot references in the Slot_Order parameter.

  • BATTLESHIPS

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    Well, if FLAC isn’t for you, then you’re pretty much limited to an FLHook plugin. I have no experience with FLHook. Sorry.

    R

  • TLR shield: solution(hack/plugin) request

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    OMG, it WORKS!!! it works!!!

    I don’t no how you did it, but it works.

    Really thanks!

  • Crazy question about economics

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    adoxa, when you are up to doing it, can you make it with reference to the market files, too? so say, there is a default recreation speed of goods if you let it undefined but you can define it for each good on each base? this way more profitable trade routes can be designed in a way players have to race against each other to get the candy 😄

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    Timmy51m wrote:
    I don’t know if it well help, but in one of the story missions, one of the early ones, willard research station gets attacked by the rheinlanders. There’s a set of bombers that you have to destroy that are attacking the battleship, they appear to ignore everything else. Might be something in their that helps you out.

    Since it’s in story mode, it’s probably coded in the mission script that they attack the capships and ignore the fighters.