Repair Guns. ?
-
Hmm, it seems in the read me it says that patch 1.1 needs to be installed for this to work.
will that overwrite my mod changes?
Ive made edits to lots of ini files
all the ones in Data/Equipment
shiparch.ini in Data/Ships
sound.ini in Data/audio
and effects.ini and explosion_effects.ini in Data/FX
edit: oh and im using the 1.5 sdk ini archive, incase there is a problem here too.
-
The 1.1 patch does not affect INIs.
-
Hidamari wrote:
edit: oh and im using the 1.5 sdk ini archive, incase there is a problem here too.Do yourself a favour and use jflp instead of the sdk 1.5. Everything that’s in the sdk but with a lot of bugfixes and some cake too.
-
FriendlyFire wrote:
The 1.1 patch does not affect INIs.alright thanks for that, i’ll update then.
Timmy51m wrote:
Hidamari wrote:
edit: oh and im using the 1.5 sdk ini archive, incase there is a problem here too.Do yourself a favour and use jflp instead of the sdk 1.5. Everything that’s in the sdk but with a lot of bugfixes and some cake too.
1. What is jflp,
2. Is there any real difference?
3. will i have to re-edit all my .ini’s again.eerr… thats all my questions thanks.
-
1. Jason’s Freelancer Patch.
It’s a patch to add more unused features to the game, and works just the same as an SDK.2. JFLP is considered by a majority of modders to be superior to the SDK. I’m not exactly sure why, personally, but I’m sure there’s a good reason if all those people are backing it. It’s made by adoxa, and adoxa is pretty awesome, so that’s probably a part of it.
3. Assuming you make a backup before you install the patch in, you could quite easily copy in your changes to the new inis.
I know that a few people ‘updated’ their mods to the new JFLP not too long ago… Maybe they could shed some light on how that was done. -
Hi, I’d just like to suggest using the search feature for questions, before you ask them. I’ve seen you ask a couple that were very easily answered by searching. Hope it helps.
-
[Black_Legion]Zeus wrote:
Hi, I’d just like to suggest using the search feature for questions, before you ask them. I’ve seen you ask a couple that were very easily answered by searching. Hope it helps.Hidamari wrote:
I did a search on the forum and didnt find anything relating to this topic. -
Hidamari wrote:
1. What is jflp
-> http://the-starport.net/search.php?query=jflp&action=results
-> http://the-starport.net/modules/news/article.php?storyid=142&keywords=jflp
But of course, you could just try to be a smart arse. Either works.
-
[Black_Legion]Zeus wrote:
Hidamari wrote:
1. What is jflp
-> http://the-starport.net/search.php?query=jflp&action=results
-> http://the-starport.net/freelancer/news/article.php?storyid=142&keywords=jflp
But of course, you could just try to be a smart arse. Either works.
not trying to be a smart ass, im trying to understand why you care though. it was a part of a conversation that had nothing to do with you. who really cares, its done now, activity was generated from my question, i got some help, everyone but you is happy.
-
popkorn
There are only two variants:- Necroposting
- Repeated topic
About topic, try just
damage = -40000 for example. Without hull_damage or energy_damage -
Negative damage doesn’t work without Adoxa’s plugins.
-
hmm, strange, i have adoxa’s plug in, as well as his jflp files and the 1.1 official patch for freelancer, but negative damage seems to instantly kill anything it hits… admittedly they had full health anyway and didnt need repairing, but i still find that rather disturbing.
what im i doing wrong?
-
JFLP does not, by default, make repair guns. You need to check the readme to enable it, maybe even download something more.
FL stores damage values as unsigned integers. Any negative value is interpreted as an incredibly large positive value.
-
I have Adoxa’s healing plugin that was here http://adoxa.110mb.com/freelancer/plugins.html#healing
and his JFLP stuff from here
http://adoxa.110mb.com/freelancer/index.htmlI also got the 1.1 patch from here
http://the-starport.net/freelancer/download/singlefile.php?cid=1&lid=2639[Edited]
I managed to get it going, see next post. -
Ok ive got it to work at long last.
I managed to do this by reading the readme file for Console.dll, which is one of the files it says you need for single player useage of the repair gun function.
i got through the readme and didnt have a clue, i just bearly read the first 2 lines of the Console.dll History section, listing changes made in past versions and it says this
=======
HISTORYLegend: - bug fix, + added, * changed.
v1.22, 3 May, 2011:
- fix the atmosphere collision when launching;
- loading Moors after Console would possibly disable Moors.
so i wondered if that meant the order of the text in the dacom.ini files was significant at all. I found it hard to believe since… ive messed up the order of all my other .ini files, by putting all my edited stuff at the top so i can see it right away.
my dacom.ini [Library] section looked like this.
[Libraries]
;;;dosfile.dll
ReadFile.dll ;optimized read-only version of dosfile.dll
x86math.dll
EngBase.dll
system.dll
RP8.dll
SoundStreamer.dll
SoundManager.dll
Deformable2.dll
Thorn.dll
Shading.dll
RendComp.dll
alchemy.dll
ximage.dll
flmaterials.dll
jflp.dll ; Jason’s Freelancer Patch
HudShift.dll
healing.dll <=
moors.dll <=
console.dll <=It seems the healing.dll needs to be after the other two once they are put into dacom.ini in order for it to work
[Libraries]
……
moors.dll
console.dll
healing.dllthe one gripe i have with this is it only repairs hull damage, i would love for it to do shields too, since my mod is different to all others that ive seen.
-
FriendlyFire wrote:
Negative damage doesn’t work without Adoxa’s plugins.Yeah Friendly, topic from the message #2 is already about Adoxa’s Healing plugin
-
…
the one gripe i have with this is it only repairs hull damage, i would love for it to do shields too, since my mod is different to all others that ive seen.This one is regular feature/bug of freelancer to cutoff shields before repair is started.
Thats why i have proposed to make only “damage = -40000” parameter because in this case:
- shield must go down along hull is go up
instead of - shield goes down and only after hull go up
- shield must go down along hull is go up
-
HeIIoween wrote:
…
the one gripe i have with this is it only repairs hull damage, i would love for it to do shields too, since my mod is different to all others that ive seen.This one is regular feature/bug of freelancer to cutoff shields before repair is started.
Thats why i have proposed to make only “damage = -40000” parameter because in this case:
- shield must go down along hull is go up
instead of - shield goes down and only after hull go up
such a large number would instantly de-shield any of my ships,
and as the “shields” in my mod, do not regenerate once lost this isnt a good idea.
the shield bar in my mod is representive of armour plating, and therefore can not simply regenerate without docking for repairs, i was hoping to have the repairgun work on shields like hull, so that the armour can be regained on the fly.
sadly not it seems… so i will be making all shields immune to my repair weapon so that it cant have a negative effect on team mates.
- shield must go down along hull is go up