Alcander's Freelimits
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I’ve updated the attachment again. Put MultiCruise.dll first, then engclass.dll and all should be well.
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Sweet… thanks a zillion for fixing this conflict… but she ain’t there m8ty… Been over 12 hour now… something go wrong?
Gonna play with your Territory and gatelock .dlls today… I’ll let ye know if any more problems occur, not that there should be… Multicruise conflict makes sense… nothing else in my dacom that “should” interfere with the extras.
Thankx Adoxa
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Don’t tell me… It was sitting on your site the whole time…
Ba!hahahahahahaha… silly me…
EDIT: Did as ye say… but immediately after changing the load order i now get CTD’d untill Multicruise is placed back after the engclass…
Any chance of of you two guys getting together and compiling the works in the near future? Or something of the like…
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Works great now
Did i spot a freighter class in the source… is that working at moment?
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Iit’s kind of a off topic request but since the project is getting so big…
Is it possible to add a light pack mount point? would be kind of a pimping feature, to be able to change those slowsmalwhite for slowsmallpurple or etc…
packs would have generically around 20 lights, can cause any issues if mounted on ships with only 7 our 8 RunningLight Hps?
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Here’s what I currently plan to do with the hardpoints, so you can start planning yourself… The types available are:
- hp_EQUIP_special
- hp_EQUIP_special_N
- hp_TYPE_EQUIP_special
- hp_TYPE_EQUIP_special_N
where N is from 1 to 20; TYPE is one of fighter, elite, freighter, capital; and EQUIP is one of gun, missile, turret, torpedo, disruptor, mine, cm, shield, thruster, power, engine, tractor, scanner, armor, user1 to user5. By default, gun will still be labeled as Gun/Missile and torpedo as Torpedo/Disruptor, but an option will override that. Another option will allow remapping classes 11 to 20 as 1 to 10, or having four groups of five (you’ll have to rename the actual labels yourself, though). Finally, there will be “softpoints”, which are the dynamic hardpoints mentioned earlier.
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So True… You’ll hear no complaints from me on the matter… hehe
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adoxa wrote:
Here’s what I currently plan to do with the hardpoints, so you can start planning yourself… The types available are:- hp_EQUIP_special
- hp_EQUIP_special_N
- hp_TYPE_EQUIP_special
- hp_TYPE_EQUIP_special_N
where N is from 1 to 20; TYPE is one of fighter, elite, freighter, capital; and EQUIP is one of gun, missile, turret, torpedo, disruptor, mine, cm, shield, thruster, power, engine, tractor, scanner, armor, user1 to user5. By default, gun will still be labeled as Gun/Missile and torpedo as Torpedo/Disruptor, but an option will override that. Another option will allow remapping classes 11 to 20 as 1 to 10, or having four groups of five (you’ll have to rename the actual labels yourself, though). Finally, there will be “softpoints”, which are the dynamic hardpoints mentioned earlier.
Did you ever finish this? Is this a part of EngClass2.zip? The reason I ask is… I was going to hold off on implementing this into SWWT unless you decide you’re not wanting to invest any more time into it. In which case, I’ll implement it as is.
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Haven’t started yet - the single-player command console ended up being a bit more than originally intended, plus a couple of sidetracks along the way… ATM I’ve got multiple ships working (so now you can own a fighter and a freighter) and am deciding how to handle transfer between ships (at this stage, it looks like I won’t). Then I want to be able to jump to another system. Then I’ll do the hard points.
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adoxa: Could you imagine to release the multiple ships part as an FLHook plugin as well?
As for the trading….you could use an external file where the equipment get saved for the other ship…then the user might have to relog and then the content of the external file will be read out and the weapons will be edited away from the one ship and given to the other
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@alexcomboy: Sorry, what’s “POC”?
@Bas: Imagine yes, do doubtful. I won’t for the initial release, which will give the existing FLHook developers a look at it and see what they think. As for trading, yes, it’s already possible via save game manipulation, but I was hoping to make use of a dialog. At this stage, hacking the Equipment Dealer is favourite, but it’s still iffy.
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Well… im about to release my latest Beta to my testers… It has most of adoxa’s new stuff working well 8-) …but the mod itself is still in deep development so its far from finished.
I’ll PM you a dll link in a few days