Speciality Modding

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  • 101 Patch

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  • Request: System music plugin

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    Is there a way to have only battle music or a fusion of the danger and battle musics portions. Just like in Darkstar one, an intro (optional) and random battle music, no danger music, it brake the action. You see what I want to say?

  • Shield drag

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    Thanks Adoxa - it works šŸ™‚

  • Character Limit

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    Hm, okay. BTW, have you tried looking at a packet dump? That might provide some data; in particular, look at packets having a size greater than 10238 ( = 0x2800, or 10190 = 0x27d0, less two) as they should be the ones going wrong (thereā€™s a 10Ki buffer on the stack).

  • Cargo Expansion Upgrade

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    Thanks, glad you like them. I will post more pictures as I finish things. I will probably start a different thread for it though.

  • Cloaking Transparency

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    did anything come of this, id be really interested in the use of an ECM based system for my mod.

    šŸ™‚

  • Hook to set IFF?

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    sumanuti wrote:
    PlayerControl plugin does this!
    There is a need to define thing you carry that will fix reputation on each dock/undock. Setting one to be 0.91 should automatically assign Faction affiliation.

    I know how to do it by changing reputation. What Iā€™m looking for is a way to change the primary affiliation directly, without touching the reputation.

    Your IFF doesnt change everytime a reputation goes to .9 so something is making a decision to set IFF and then affecting the change, while choosing not to do so at other times. I assume there is a discrete call in the game for this, thatā€™s what Iā€™m looking for.

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    Timmy51m wrote:
    Weapons and such have explosion resistance entries in weap_equip donā€™t they? Perhaps thatā€™s why they donā€™t go boom from normal explosions.

    Thatā€™s not the case, it seems like fuse damage does not percepted by the hull as other types of damage(explosion and hits). didnā€™t try collision.

  • Trouble with open(close)_sound

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    The door open sound while undocking from a base would be in the thn file (since you are still in animation). You would have to add it and provide the trigger.
    There would be a secondary problem of ā€˜duckingā€™ involving the normal launch voice, but both could still be audible.

  • Mission Impossible - Cargo Extending

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    HeIIoween wrote:
    Got Used Cargo Reducing oO

    Note for modders/coders/hackers: Ofcourse this requires hack because FL des not allow to buy equipment with negative volume value.

    So, whatā€™s code I need to hack to make FL can allow to buy equipment with negative volume value?

  • Alcander's Freelimits

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    adoxa wrote:
    ā€¦ I probably wonā€™t be going the whole hog, now.

    Agreed, thatā€™s why i have not asked something additionalā€¦
    I have only power upgrades by your EngClass so even dunno why ppl talking about unlimited count of engines per one slot.
    Will check then too with your solution.

  • Mbases.ini "character_density = 7" limit

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    JONG wrote:
    So you do a big job to copy many exist cameras to make those NPC show up?

    No. Only changed Zs with P and P2 to Zg with unique number and A.

  • New ale question

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    Yep except for the fact that Iā€™ve checked engines and I cannot for the life of me find whatā€™s different.

    Also the FX and range stats are already matched, as is the refire and lifespan (largely reducing the flickering associated with muzzleflash beams)

  • The Big Huge Effects Pack!

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    No, just renaming to .flmod doesnā€™t work. As I posted, the files are not set up like that. The code needs putting in manually. I was wondering if anybody had already done this.

  • ALE Question

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    Interesting topic about ale reapetitionā€¦ So Iā€™ve a question too. Is it possible to have an effect that reapet only 2 or 3 time. Just to know if it is possible to have longer timed laser.

  • How to increase mass to dynamic asteroids?

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    Sorry for the necropost but I had the idea to create an entirely active asteroid field. Think of the asteroid field in The Empire Strikes Backā€¦ This asteroid field would be in an added system requiring a client mod to access.

    The more I read on this the less likely it appears that this is even possible.

    I wanted to find out how to do two things.
    1). Add mass to dynamic asteroids that would actually impact the direction of the ship and hopefully also do damage
    2). Create an entire asteroid field consisting of dynamic asteroids using randomly selected/sized asteroids.

    This also has to be done in a way that does NOT affect the unmodded player in vanilla systems.

    It looks like each of the asteroid types would have to exist in the asteroidarch.ini file as dynamic asteroids. Itā€™s been my experience that adding anything to an arch file really messes things up for players running unmodded.

    Now, as I read this thread I get the understanding that dynamic asteroids are randomly generated on the client side, not the server side. This could create problems with lag as well as confusion during pvp.

    Is this an exercise in futility for a server running an optional vanilla compatible mod?

  • Offset requests - Dynamic price in Base

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    Thanks F!R, Iā€™m very grateful to your help.

    So edit those hacks only can let the price to rise, not the ā€œDynamic economicā€, right?

    Does other way to make mod has dynamic economic? I mean is not use the FLAC.

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    HeIIoween wrote:
    Ah yes, currently iā€™m using```
    905332 --> 50DB26 common.dll 139B74 adoxa place cloaking devices on countermeasure hardpoints

    Thanks HeIIoween, you are so kind of man.

  • Level Requirements for MP?

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    adoxa wrote:
    Sure.

    Find attached the anticheat - if caught, it will log as ā€œShip or Equipment not sold on baseā€ and youā€™ll be kicked, but not banned. As usual, my testing has been minimal; in particular, I havenā€™t tested it with other anticheat measures (it may be best to load this one last). Couple of points: it only prevents buying, trading and selling are still allowed (well they should be, I didnā€™t actually test); if you happen to acquire a high-level launcher, you wonā€™t be able to buy its ammo, however FLHookā€™s autobuy will (should) still work.

    MARK.

    I will try and setting this after done all the ini editing, and thank you for the job.

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    Actually, it just reduces speed in general. You need a hack for it to work correctly on cruise engines (otherwise it interactsā€¦ strangely), and this hack makes it so you donā€™t need a damage or interference value in the zone for the drag_modifier to work.

    The drag_modifier is actually present in Vanilla FL, in Tau-23 (though the SDK removed it forā€¦ some reason); itā€™s why your speed is reduced in that system. It even has itā€™s own warning message, although it doesnā€™t seem to play if you have a damage or interference value taking effect in that zone (which is why you donā€™t hear it in Tau-23).