Alcander's Freelimits
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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
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Eh - sadly for me you just integrated a feature (multiple ships) I wanted to create as soon as I would knew enough about FLHook and C++.
Luckily - Your effort wasn’t wasted as I guess it would take me at least a year or two to archieve that knowledge
(see here: http://the-starport.net/freelancer/forum/viewtopic.php?topic_id=1880&forum=48)
Just for my curiousity, did you pick up the idea there or did you just get the same idea as me?
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@Bas: No, from SP turned MP mod?. Same idea, though. Not too sure how well my implementation will adapt to MP, but I think it should.
@alexcomboy: Ah, of course. Sorry, you’ll have to wait until it’s finished.
However, to whet your appetite, here’s how it works. Let’s say you currently have an Eagle, but want to buy the Humpback. So you go to the appropriate dealer and type park. That puts your ship and all its equipment and cargo in storage, as well as your weapon groups. (However, to make things a little easier for myself, the ship must be in perfect health.) Now you can buy the Humpback, equip it as desired and do all your trading. To get the Eagle back is simply a matter of typing drive (stored ships magically follow you around :)). That will park the Humpback and select the Eagle. If the Humpback’s not for you, type sell h to get rid of it (drive will automatically select the ship if you only have one, but sell does not). And if I can get it working, xfer will allow you to transfer equipment between the current and stored ship. The stored ships are saved with the save game, appending “s” to the name (so autosave.fl has autosave.fls).
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Could you also expand the feature so it would be possible to have more then 2 different ships? Maybe five or so?
(Shouldn’t be hard or much work, from what I do know about programming)I guess you already modified the FL exe so it is possible in SP to enter something in chat?
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I didn’t really make it clear, but yes, you can have as many ships as you want. However, they’re identified by their name, so having many of one ship means cycling through them all to get the one you want. I don’t anticipate people having more than three of one ship, though…
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Indeed nice, but though I personally hoped that having multiple ships would be possible as well (maybe create a suffix? someshipname_1, someshipname_2….).
Just cause I love to have multiple Pvp characters at the same location (forced to have more than one) because i prefer to use different pvp setups. -
That’s why I wouldn’t expect more than three - one for each shield type. However, since I already have a system in place to use subsequent entries (for base and object names), may as well use it here, too. For example, base Ma will find the first base that contains Ma (Mannheim), base Ma* finds the second (Mainz) and base Ma*3 finds the third (Manhattan).
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Huh???!! :idea:
I already do that - I use 5 characters per account, and I can have several accounts on one PC - and this way MY ships can be parked in different systems, with different factions - whereas YOUR way they are always clinging to your skirt strings!
And - I can use one as a store for equipment, one for a bank for my oodles of cash, etc…
Beat THAT! :idea:
ROFL!!
Just joking! XD
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Adoxa i don’t mean to be a bother but are you going to finish the engclass.dll to give harpoints for Scanners and tractors that you said you would get to do in here? It’s just i’ve been hanging about for it and doesn’t seem to be coming. I really don’t mean to be a pain but if you are going to be doing this can you also make some auxiliary equipment hardpoints. Thanks just want to hear if you will be continuing this.
Ozed.