Speciality Modding

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391 Topics 4.5k Posts
  • Disable nudge_force object avoidance

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    Awesome! The second offset controls exactly what I’m looking for - it controls the sensitivity for which nudge_force is used, so raising it a little stops excessive auto-dodging while still preserving proper AI strafing and docking alignment. Many thanks!

  • Plugin Request - Start animation in cruise

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    maybe a bit offtop but related to animations however. is there a way, or can there be done a way (don’t hit, i know there can) to force any equipment onboard a ship, that contains in its model an animation called the same name as the one on the ship itself, to trigger it always when the ship’s animation is triggered?

  • Hack request AMount of Zoom in system navmap

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    Gr8! ill have a go at it now!

    Yeah got it!

    Thx for spelling it out in big letters!

    wow my first hacking experience, i feel younger and smarter allready 😄

  • Some crazy ideas

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    A virtual filesystem (VFS) is an sqlite3_vfs object that SQLite uses to interact with the underlying operating system.

  • Lights in clouds

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    foxUnit01 wrote:
    I’m not really sure if there’s a way to fix this. What video card do you have, Con?

    I have… Mobile Intel® 4 Series Express Chipset Family… I think

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    As Crazy said, this could easily be done in FLHook. Doing it through client-side is only asking for somebody to reverse the change and cheat easily.

  • Hack Request - Allow multiple Bats/Bots types

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    I tried that a while ago and the result was at least with ‘combinable = false’, that
    those could be mounted as internal equipment So I didn’t recognize any possible use,
    I just misused that to mount some nonsense stuff like ‘cup holder’, ‘airbag’, …
    Finally we noted, that it seemed possible with that stuff mounted,
    to go beyond the ships bat/bot limit, by looting bots/bats

    With the last version I tied to exploit this
    and build bat / bot extenders like

    misc_equip.ini
    [ShieldBattery]
    nickname = batterypod001
    ids_name = 0 ;GENERATESTRRES(“Battery Pod” )
    ids_info = 0 ;GENERATEXMLRES(“<xml><rdl><push><tra data=“1” mask=“1” def=”-2"><just loc=“center”><text>Battery Pod</text><para><para><tra data=“0” mask=“1” def=“-1”><just loc=“left”><text>A very handy equipment part, which allows you to store additional lots of Shield Batteries. Only backdraw - the dealer won’t sell more than, valid for your ship and you have to loot the additional ones.</text><para></para></just></tra></para></para></just></tra></push></rdl></xml>" )
    volume = 35
    mass = 20
    hit_pts = 2500

    misc_good.ini
    [Good]
    nickname = batterypod001
    equipment = batterypod001
    category = equipment
    price = 9999999
    item_icon = equipment\models\commodities\nn_icons\equipicon_license.3db
    combinable = false
    ids_name = 0 ;GENERATESTRRES(“Battery Pod” )
    ids_info = 0 ;GENERATEXMLRES(“<xml><rdl><push><tra data=“1” mask=“1” def=”-2"><just loc=“center”><text>Battery Pod</text><para><para><tra data=“0” mask=“1” def=“-1”><just loc=“left”><text>A very handy equipment part, which allows you to store additional lots of Shield Batteries. Only backdraw - the dealer won’t sell more than, valid for your ship and you have to loot the additional ones.</text><para></para></just></tra></para></para></just></tra></push></rdl></xml>" )
    shop_archetype = equipment\models\commodities\crates\crate_grey.3db

    This is not tested by now and it might cause other problems,
    as getting kicked 4 cheating, when lifting off with too much bots/bats.
    😉

  • .CMP file format clarification

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    Ha that’s all i needed for Mesh type!

    the .cam files/nodes only exist in .cmp file that are used for cockpits, for example in:

    DATA\COCKPITS\LIBERTY\MODELS\li_elite_cockpit.cmp

    There is a node called “cockpit cam020620232716.cam”, which is the cockpits .cam node, in it, it has fovx, fovy, Znear and Zfar values and i need to know what these do.

    Also looking at the manhatten cityscape there is a MaterialAnim node, i’m guessing this is a whole new can of worms, does anyone understand Material Animation?

    So the question’s are:

    What does sort of movement does the sphere node control.
    What does the Offset do in the Revs node?
    What does the bounding box do in VMeshRef?
    Are the values in the Axis rotate a decimal percentage of the measure written in the frames?
    Does freelancer actually use the switch2 values for LoD switching, or are they just ignored for the value in the ini’s?
    Mesh type, still don’t know what that does (sorry adoxa, understood surface though!)
    The .cam node and everything that is under it, that is just the values for the camera when in cockpit mode right? Can you explain how they work?

    Thanks
    Ozed

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    Nice. Thanks Adoxa.

  • Ale editing

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    Thank you adoxa. I’ve test the xml project and it could be good because it is more easy to do new effects.

  • Weapon levels above 10

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    …. now i know, why I m getting bald …

  • Big NPC formations "fail"

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    I added a new one. There is no setting for the distance the NPC are allowed to be away from the leader. It seems to use the radius of the leading ship.

  • Plugin request - Special weapon slots

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    there are coding solutions for many things but if you want to input something that simply can’t be input in the very same way you imagine, you can play around with codes for decades and won’t find the perfect solution but dozens of ways to make “something similar”.

  • Need help with sur

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    a tradelane is made with 4 models if i remember well
    so it’s not a hole in the model 😉 it’s 4 models

    and for a base i think there is a reason why all the docking are in a sequence, when you are in a cinematic the sur should be disable

    maybe i’m totaly wrong ^^ , i said from my knowledge 😉

  • HaCk ReQuEsT?? or is it???

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    Is Devast8or’s make_wire utility the only one?

    Yes, the only one. It works, you have to make a low poly version of the ship / slash part in a .cmp then extract the vmesh.dat then export to vmeshwire then combine with the original model, for which I use the XMLutf convertor (very nice thank you). It works, but its a long winded hack. Would be better is we could just pick the nodes we require for the wire from the main model. I understand that FLDeveloper has a wireframe “vertex helper” but there is no documentation and I’m not entirely sure what its suppose to do.

  • Plugin request - Ship Classes

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    great, thank you, Adoxa 😄

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    Read 1 again. Basically:

    attack_preference = invalid ship type, whatever, whatever

    is the same as:

    attack_preference = anything, 5000, GUNS | GUIDED | UNGUIDED | TORPEDO

  • FLHook related server error ?

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    Copy the visual studio C runtime dlls that are included with hook into your Freelancer\EXE directory.

  • Hack request - maximum achieveable reputation

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    Just figured I’d pitch in on this: there are some weird things that happen when you allow your reputation to go all the way to 1 or -1.

    For a reputation of 1, NPCs excuse your friendly fire and a few other things (the offset for this is in the Limit Breaking 101 under NPC behavior) - I personally look at this as a feature (which is why I found the offset for it, I wanted it on all friendly NPCs), but it’s behavior that you may not want, so adjust it accordingly if so.

    As for -1 reputation, this seems to make all NPCs of that faction exclusively target you. While this doesn’t matter in vanilla FL (all NPCs prioritize players anyways), this is game-breaking if your mod is designed around NPCs shooting other NPCs as well as players. Again, it probably doesn’t matter, but just keep it in mind if it’s behavior you don’t want.

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    FF’s dead true… when testing things for extended periods of time… one can start to notice things they would otherwise plain miss…

    Pain in the ass if you ask me… ignorance is bliss 8-) at least then you can claim…“ive never seen it”…