Repair Guns. ?
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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
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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.
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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
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…
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
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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
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Yeah. I’ve tried just with damage - absolutely the same as damage_hull …
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This is probably a stupid question, but you’ve tried negative energy damage?