Speciality Modding

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391 Topics 4.5k Posts
  • Asteroid Fields

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    Sorry, don’t know how this got posted here…

  • KP Lol plugin

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    o_O !!!
    So you have function to use on another player but it only works on single player ??? strange ô_Ö
    it can make a good addition to flhook in MP 😉

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    Ezekiel wrote:
    try tweaking the fonts and rich fonts .ini

    Thanks for the advice, but I prefer not to. It worked before on this laptop, with the same screen resolution and the same font settings.

    There must be a cutoff setting, as even those too-long lines are cut off (just not at the proper length)

  • Freelancer Capital Explosion FX

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    an extra node, probably like the neutron star effect, etc etc

  • New FX Engine

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    Why485 wrote:
    I presume you mean the style of the engine effects? In that video you linked there’s nothing special going on in that effect, it’s just a simple glow. Most of Freelancer’s engines already do this, only with more particles and fancy stuff added.

    If you’re talking about EVE-style engines, as in the whole anamorphic lens flare deal, then that can be accomplished with ALE editing. I did such a thing for this video.

    Yes, Yes, that’s what I meant … I think that using ALE editing, can do this: / / www.youtube.com/watch?v=Aj56okQaxZI … What do you think why485? I need help in this matter … I’m half a day trying to edit settings ALE with different games, different effects, but they all failed…So I asked here - Maybe someone here can help me with the creation of such effects?

    transtaion by google

  • Multiplayer Scripting?

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    HeIIoween wrote:

    Crazy wrote:

    The main remaining bug seems to be that missions are paused when somone leaves the server (they are not destroyed, they just won’t continue).

    Act_StateChange = SUCCEED is crashing my server.

    Unbeliveable.
    Without special hook all ok.
    It is for vanilla - right?

    Act_StateChange = SUCCEED doesnt cause any problems for me, it just continues with the next mission.

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    Hello! You’re welcom on TSP! You can do a plug in to have real beams! It could be good to see it!

  • FLPlayerBase Mod

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    It’s in Freeworlds: Tides of War too, and I’m sure that will be on the list of things released to the community along with the mod. 😛

    Even if it’s not, they might be able to help you implement it in your own mod. 😉

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    Hi, im currently working on a single player campaign mod. Hopefully wont take too much longer.

    the code format (as far as im aware) is:
    msnship, objective, position, rotation, objective/mission number.

    Have a quick read of this topic and also see the link to the bible:
    Topic:
    http://the-starport.net/modules/newbb/viewtopic.php?topic_id=3817&forum=27

    Bible:
    http://freelancercommunity.net/viewtopic.php?t=511

    @ Helloween - Nice job. (i havent tested it or anything but the coding looks clean).

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    Seems I must drop of this idea cose even workaround not helps much.
    Made temp-repair squad for testing and noticed they will only shoot hostile objects and ships that are treat to them (can hurt them).
    As u can see on this pic they not notice a nomad generator and go straight to weapon platform which they also hate.

    I think its imposible asign ship behaviour to objects and thus make this all posible without a hack.

  • Randomized NPC Loadouts

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    Noted. I appreciate it still being on your todo list - NPC loadouts are nothing short of a pain in the ass, and this would save hours of work and create a much more dynamic PvE experience in allowing a much greater range of weapon / equipment combos to be encountered.

  • Camera Zoom in Turret View

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    Fraps sees what you see, so it should. 😉

  • Hack request: Define Internal/external equipment

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    Quarks wrote:
    Does that mean every ship can mount one then? Or is there some way to limit it?

    Yes. Every hook may limit equipment )

  • Not hack request: Single Player Save Files

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    adoxa wrote:
    Restart is created unencrypted - you have to delete the existing one, first.

    Ok.

  • Simultaneous Objects Death in 2 systems

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    At the moment, Persistent Destructibles doesn’t save anything. When an object is destroyed on the server, its reputation is not sent to the client; PD detects that and destroys the local version. That is to say, PD is for the client; you want something for the server.

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    Problem activating deaths of nearby Solars that are destruct-able by their fuse from triggering generator_death_fuse on 1st Solar (it also vanishes after period of time).

    [fuse] name = generator_death_fuse lifetime = 0.250000 death_fuse = true [impulse] at_t = 0.000000 damage = 1000000000 force = 1000000000 origin_hardpoint = HpFx13 pos_offset = 0, 300, 0 radius = 10000000

    Me and objects survive while ignition object dies. What I do wrong?

  • Energy draining fields

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    Bump. Restated my problem in the first post a bit differently.

  • Lock mouse

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    I thought this thread died…
    I don’t think Freelancer supports this.