FLHook's user commands
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The constants might not be in constants.ini. -
And some ammo might have volume.
2 restrict the possible amount 2 load
individualy by ammo typ + ship size.(So i think you can go beyond ship stats with “.addcargo”.)
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Hello chaps.
Any update on this version? I am looking into switching to it on our RRJDS server to replace Ioncross, and I would appreciate some pointers to how to get the job done successfully and quickly?
Thanks in advance.
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I wouldn’t really call FLHook an Ioncross replacement - it’s more of a complement, since it doesn’t replace all the features of a general server administration utility.
As far as pointers on installing FLHook go, it’s pretty easy. For a basic install all you need to do is copy FLHook.dll, FLHookWString.dll, and FLHook.ini to exe and add FLHook.dll to the [Libraries] section in dacomsrv.ini.
Now when FLServer starts up FLHook’s console will also open. Use help to get a command listing (look at the readme for more detail on the commands). Once you give your account on the server admin rights you can also enter commands using the chat interface ingame by prefixing the command name with ‘.’ .
For a more in-depth configuration look at FLHook.ini and read the readme.
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Thanks M0tah!
So I can use it in place of FL Shell anyway.
In this case what can I replace Ioncross with?
My problem is that it is giving out lots of messages about players mounting more than 24 weapons - almost all of our big ships have more than 24.
Or maybe someone can de-engineer Ioncross for me to get rid of the 24 weapon check?
I don’t care what Joe Boomz might think, he made it abandonware very plainly.
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I only heard good reviews about Biocross as Ioncross replacement. Never tried it personally TBH
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StarTrader wrote:
Or maybe someone can de-engineer Ioncross for me to get rid of the 24 weapon check?Looks like there’s three offsets you’ll need to change: 0x7d026, 0x7d417, and 0x7d7da. All three are the number of weapons it checks for (normally 25, since it’s checking if it’s greater than or equal to it). Since they’re bytes you can probably go up to a max of 127. Or you can change the bytes at 0x7d028, 0x7d419, and 0x7d7dc to 0x00 to bypass the check.
All of these are in FLServerOperator.exe, mk.V.1. -
Thank you so much M0tah, just the job!
I think the sensible thing is to set it to 33 so that it checks for the crash-cause of firing more than 32 weapons simultaneously, I’ll try it that way first.