Unused features
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Good to know, thanks FF.
Any idea though why fl doesn’t render starspheres clearly? -
It’s FL. Don’t think there’s much else to say than that.
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Goggled, digged FL, but no answer… So:
[storyinfo] ship_bought = false mission = GenericMission ;<-- Free Fly? OpenSP? missionnum = 0 delta_worth = -1.000000
Next it will give at player .fl file something like this:
[StoryInfo] ship_bought = false Mission = GenericMission MissionNum = 1048442696 ;<-- random number delta_worth = -1.000000 debug = 0
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After the game missions are complete;
[StoryInfo]
ship_bought = true
Mission = No_Mission
MissionNum = 42
delta_worth = -1.000000
debug = 0Works like a bookmark for your saved game.
Pascal05 -
What happens if you go debug = 1; though?
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Nothing (it’s written & read, but not accessed).
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[StoryInfo] Mission = GenericMission, \missions\m01a\m01a.ini MissionNum = 0 delta_worth = -1 ```Use script from any file (lost after save game/autosave). For example:
Mission = GenericMission, \missions\redmoon.ini
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Wow. Thx. Will try
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Googled everywhere but not found… active_effect - seems to be concerting [TradeLane] section
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Nope.
[RepairDroid] ; common equipment stuff repair_rate = <float>active_effect = <effect_nickname>; don't know what type of effect</effect_nickname></float> ```Didn't try creating one, although it does seem it will be used, possibly after you return to base.
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There are things about char files.
interface = 3 ```is "known" but i do not remember what it means. Also values:
log =
logid =Separate log for each char?..
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[c]interface[/c] is a bit mask for the Contact List (1) and Weapons List (2). [c]log[/c] forms the entries in your Neural Net Log. [c]logid[/c] is nothing (tested but ignored, not written).
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Thx Log seems to be changing when you get random mission.
Useful or not even dunno. I think for FLHook coders who watches mission states may be this additional info -
Googled around but nothing about alpha at stararch.ini.
[star_glow]
alpha = <float>, <float>, <float>; color of “transparence”?Seems to be the same as inner_color and outer_color but for alpha channel.
Not checked.</float></float></float>
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[shape] ; (seems to be at any *shape.ini file)
…
upper_left = x,y
lower_right = x,yNot checked.
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[lens_glow]
…
max_LOD = <float>interior_ray_tween = <float>; time of ray animation oO
interior_tween = <float>; time of just animation of glow?</float></float></float> -
[VisEffect]
…
has_alpha = true ; or falseForces freelancer engine to think that this effect contains alpha channel?
I know that Jeider knows this -
[star_glow]
alpha = <float>, <float>, <float>; color of “transparence”?</float></float></float>No, it’s [c]alpha = <float>[/c] - read & stored, but not apparently accessed.
[shape] ; (seems to be at any *shape.ini file)
upper_left = x,y
lower_right = x,yJust seems to be an alternative to [c]x,y,w,h[/c]; there’s also [c]dim[/c], which reads 8 floats.
[lens_glow]
max_LOD = <float>interior_ray_tween = <float>; time of ray animation oO
interior_tween = <float>; time of just animation of glow?</float></float></float>Used, but didn’t notice any effect ([c]max_LOD[/c] is read as float, but stored as int; the respective defaults are 5, 0.0, 0.5 - subtracted from 1.0).
[VisEffect]
has_alpha = true ; or falseRead & stored, but not apparently accessed.</float>
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Thanks. I have checked all too - no visual changes.
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Dockable star (blackhole, planet?) with docking script?
[Object] ... ring = Zone_Br03_ross_ring, solar\rings\ross.ini ; example burn_color = 255, 222, 160 ;-//- dock_script = <path to="" thn="" seems="" be="">voice = atc_leg_m01 ; example jump_effect = jump_effect_bretonia ; example star = <star from="" stararch.ini="">...</star></path>
Not checked.