Player control plugin
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Finaly, we did it.
This is our modification of Cannon’s player control plugin :
- when a player dies, he loses all ammos, nanobots and shield batteries. No cheat with double cargo.
- additionnal commodities : 1 escape pod and some scrap metal.
- all lootcrates have their specific design in space, not only one.
- a command /pvp. When a player does that command, and fights against another player who does the same thing, they don’t drop anything and don’t lose ammo, nanobots and shield batteries. But if a player commits a suicide (selfkills include) with /pvp, he drops his cargo and loses all of it anyway.
When a ‘pvp’ player attacks a ‘nopvp’ player, he couldn’t do any damage to this player.
When a ‘nopvp’ player attacks a ‘pvp’ player, a message tells it to players around, and the /pvp command is removed. - in the original player control plugin, the number of cargo dropped is based on the quantity that the player had at its last backup (entry system, off a base …). Our version does a calculation based on the amount at the time of death of the player. It’s better for chasing a player who just stoled weapons on wrecks.
Thanks to Kidsquale who did that great job. And, of course, Thanks to M0tah, V0dka and Cannon who develop FLHook plugin !
If someone wants some information, or wants to try our modified version of player control plugin, just ask. -
we found another problem that disturbs us a little bit in our work on FLSES, you can’t access any of your admin commands via telnet.
Take a look at thefollowing tempban plugin functions on how to do it:
EXPORT bool ExecuteCommandString_Callback(CCmds* classptr, wstring wscCmd) { returncode = NOFUNCTIONCALL; // flhook needs to care about our return code if(IS_CMD("tempban")) { returncode = SKIPPLUGINS_NOFUNCTIONCALL; // do not let other plugins kick in since we now handle the command CmdTempBan(classptr, classptr->ArgCharname(1), classptr->ArgInt(2)); return true; } return false; }
and for an entry in the consoles help command:
EXPORT void CmdHelp_Callback(CCmds* classptr) { returncode = DEFAULT_RETURNCODE; classptr->Print(L"tempban <charname>\n"); }</charname>
we may include that to our version on Sirius Hegemonia, and send it to you
EDIT: Sorry haven’t seen it’s in V1.0 of your plugin
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Ladwin wrote:
Finaly, we did it.This is our modification of Cannon’s player control plugin :
.
.
.If someone wants some information, or wants to try our modified version of player control plugin, just ask.
Is still an offer valid? I wanna try it. Or is the public one same?
So far with current public available I got 2 small problems:
1. I made new scanner which only one ship has it (nomad fighter) and is available trough /restart command. Also it suppose to be used for rep-fixer which through plugin I can set it as item that cant be lost/seen.This doesn’t work!
2. The odd thing is now present with pimping lights. As I was convinced that involving buyable engines to the mod and thus revealing invisible hardpoint in game the lights cant be pimped.
But now, even after removing engines from mod I still cant get full setup shown!
(Eagle in this case)Suddenly it stopped to work in full!
For 1. case is maybe the addon = ge_s_scanner_03, internal, 1 as no external hp type of item? I tried also mounted/unmounted settings.
NOTE: Im not in rush and this isnt on fire, so easy - other important stuff 1st to be solved.
THANK YOU ALL !
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Back to story.
Sry all and especially Cannon who is busy with 1.6.1 but with this 2 things left to solve (look previous post) lets focus on 1st.
I attached all relevant evidence which concerns this control.
Some of details:- On server, nomad faction players (not listed in rep list) which holds place of fc_f_grp cant fix permanently hostile reputation towards civilian factions.
- Even changes to empathy.ini
<data file="DATA\MISSIONS\empathy.ini" method="sectionreplace">[RepChangeEffects] group = fc_f_grp <dest>event = object_destruction, -0.030000 event = random_mission_success, 0.140000 event = random_mission_failure, -0.045000 event = random_mission_abortion, -0.067500</dest> <source> event = object_destruction, 0 event = random_mission_success, 0 event = random_mission_failure, 0 event = random_mission_abortion, 0</data> ```not do a trick. Any suggestion why?
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I think you misunderstand how the reputation fixer works. It changes the reputation only on the ships that mount the item. It does not change the reputation of other ships.
I think you want all players who do not mount ge_s_scanner_03 to be hostile to fc_f_grp.
To do this, you need an item that is mounted by other ships and set the reputation for fc_f_grp to -0.9 for this item. For example: [ge_s_scanner_02]
fc_f_grp = -0.90, 1The alternative way to do this is to make non nomad ship hostile when the ship is are created for the first time. I think you set the initial reputations in the multiplayer.fl file.
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Cannon wrote:
I think you want all players who do not mount ge_s_scanner_03 to be hostile to fc_f_grp.No. I need opposite fix. All players that have ge_s_scanner_03 to be hostile to all other factions (except fc_n_grp - NPC nomads).
As it is now for example, nomads can dock Malta - see attachment!
Don’t know what mpnewcharacter.fl has effect on this which is set to be Freelancer faction.
mpnewcharacter.fl[Player] name = %%NAME%% rank = 28 house = 0, li_n_grp house = 0, li_lsf_grp house = 0, li_p_grp house = 0, br_n_grp house = 0, br_p_grp house = 0, ku_n_grp house = 0, ku_p_grp house = 0, rh_n_grp house = 0, rh_p_grp house = 0, co_alg_grp house = 0, co_be_grp house = 0, br_m_grp house = 0, co_nws_grp house = 0, co_hsp_grp house = 0, co_ic_grp house = 0, co_khc_grp house = 0, co_kt_grp house = 0, rh_m_grp house = 0, co_me_grp house = 0, co_ni_grp house = 0, co_os_grp house = 0, co_rs_grp house = 0, co_shi_grp house = 0, co_ss_grp house = 0, co_ti_grp house = 0, co_vr_grp house = 0, fc_bd_grp house = 0, fc_b_grp house = 0, fc_c_grp house = 0, fc_fa_grp house = 0, fc_g_grp house = 0, fc_gc_grp house = 0, fc_h_grp house = 0, fc_j_grp house = 0, fc_lh_grp house = 0, fc_lr_grp house = 0, fc_lwb_grp house = 0, fc_m_grp house = 0, fc_ou_grp house = 0, fc_rh_grp house = 0, fc_or_grp house = 0, fc_u_grp house = 0, fc_x_grp house = 0, gd_gm_grp house = -0.65, fc_uk_grp house = -0.65, fc_n_grp house = -0.65, fc_ln_grp house = -0.65, fc_kn_grp house = -0.65, fc_rn_grp house = 0.91, fc_ouk_grp house = 0, fc_q_grp house = -0.65, fc_f_grp house = 0, gd_im_grp house = 0, gd_z_grp house = 0, gd_bh_grp rep_group = fc_ouk_grp money = 10000 . . .
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sumanuti wrote:
2. The odd thing is now present with pimping lights. As I was convinced that involving buyable engines to the mod and thus revealing invisible hardpoint in game the lights cant be pimped.
But now, even after removing engines from mod I still cant get full setup shown!
(Eagle in this case)Suddenly it stopped to work in full!
Possible the cause is custom setup on some eagles I have:
equip = 2521707779, HpRunningLight01, 1 ; FastLargeRed
equip = 2521707779, HpRunningLight03, 1 ; FastLargeRed
equip = 2521707779, HpRunningLight04, 1 ; FastLargeRed
equip = 2824251401, HpRunningLight01, 1 ; FastLargeBlue
equip = 2824251401, HpRunningLight03, 1 ; FastLargeBlue
equip = 2824251401, HpRunningLight04, 1 ; FastLargeBlue
Regular eagles with regular setup also fail to show correctly. -
http://the-starport.net/freelancer/forum/viewtopic.php?post_id=45116#forumpost45116
Man asking about utf-8 support )