Alcander's Freelimits
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Whoa adoxa! That’s pretty impressive! Had already lost my hope on this…
Works as you said… it’s only downside is having to unmount the shield in order equip a engine or powerplant…
I wish I could help… but i only have a basic understanding of C language and absolute no idea of what you are doing into the FL processes…
Many thanks for going down on this subject…
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adoxa wrote:
And a last question, would be possible to make engines class and level selective like shields are?
Find attached my first version. It will only work with 1.1 (common.dll). It adds hp_type to [Power] and [Engine], using the same format as the shield (hp_fighter_power_special_1, hp_elite_engine_special10). Any engine/power without hp_type will be universal. The shiparch shield type is also used for the engine and power - so much so that you have to unmount the shield in order to buy/mount a new engine or powerplant. The supplied FLMM script adds the necessary change to dacom.ini (essential) and adds Eagle and Patriot engine/power goods, buyable on Manhattan (for those wanting to test without already having them). Not much testing has been done, so there could be some things I’ve missed. Now I’ll see if I can get it to work by adding appropriate hp_type lines to shiparch…
Dont forget Scanner and beam and armor please^^
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I figured scanner/tractor beam/armor would be universal, so didn’t worry about it. But if you want it, I’ll go ahead and add it, since it shouldn’t take much. They’ll all still use the shield, though, and no, unmounting the shield can’t be helped.
The second version isn’t looking good. I’ve managed to make it display what type it is (like in “Elite Engine-Class 10”), but that’s using External Equipment, not Internal, and it doesn’t show up in the mount point. I’ll keep trying, but don’t get your hopes up.
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Another possibility could be to make more than 10 shield classes? It’d still be the same HP type, but you could use, say, 1 to 10 for shields, 11 to 15 for power and 16 to 20 for scanners (just an example).
Don’t know the inner workings of what you’re doing, but I thought it could be an alternative.
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The main problem lies in internal equipment not having a hard point, but one is required to make all this work. That’s where the second version comes in, if I can get it working…
Now that you bring it up, though, shouldn’t be that difficult to extend what I’ve done to add additional types (gunboat, cruiser, battleship, whatever) and more classes (but isn’t 10 enough?) to all the existing hard points.
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maybe… if you just let the shield slot empty and create a new one for the shields to be mounted much like you are doing with the engines, power plants, etc…
i don’ t know it’s just an idea… well, at least every internal would be in the same basket…
does it make sense?
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Sorted it out, so find attached EngClass2 (although it’s still engclass.dll). Engines and Powerplants are now truly mountable equipment. Hope you all can follow my instructions okay, 'cos if you get it wrong, they won’t work right…
Now, how far would you like to see this developed? I was thinking may as well go all the way. That means every item of equipment has five types and 20 classes. The types are no type (like the guns and turrets are now), fighter, elite, freighter and capital. Would you like guns and missiles to become separate types? I was also going to have five “user” items, available for whatever you want (such as Evolutions shield capacitor/generator and power booster). I’d also move Armor into External Equipment.
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adoxa wrote:
Now, how far would you like to see this developed? I was thinking may as well go all the way. That means every item of equipment has five types and 20 classes. The types are no type (like the guns and turrets are now), fighter, elite, freighter and capital. Would you like guns and missiles to become separate types? I was also going to have five “user” items, available for whatever you want (such as Evolutions shield capacitor/generator and power booster). I’d also move Armor into External Equipment.Yes! It would make expanding choices easy without crazy FLHook/FLAC mounting group plugins. The inability to create new hardpoint types/classes was the reason for these plugins in the first place. With this patch, it fixes it all.
hp_fighter_gun_special_1-10
hp_elite_gun_special_1-10
hp_freighter_gun_special_1-10
hp_capital_gun_special_1-10hp_fighter_missile_special_1-10
hp_elite_missile_special_1-10hp_fighter_turret_special_1-10
hp_elite_turret_special_1-10
hp_freighter_turret_special_1-10
hp_capital_turret_special_1-10hp_fighter_engine_special_1-10
hp_elite_engine_special_1-10
hp_freighter_engine_special_1-10
hp_capital_engine_special_1-10hp_fighter_power_special_1-10
hp_elite_power_special_1-10
hp_freighter_power_special_1-10
hp_capital_power_special_1-10hp_fighter_armor_special_1-10
hp_elite_armor_special_1-10
hp_freighter_armor_special_1-10
hp_capital_armor_special_1-10 -
a very nice peice of work
can I add seperate classes for torpedos 1-10 and mines to the list. torps especially and capital class torps / flak weapons
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I tried to test this out, but seem to be messing it up somewhere. I’ve provided the code below (additions to facilitate the engclass.dll are highlighted in yellow). Could you please tell me where I’m messing it up?
Edit: I have properly defined the engclass.dll in the dacom.ini [Libraries] section.
misc_equip.ini
[Power]
nickname = med_scout_power
ids_name = 472018
ids_info = 492018
volume = 0.000000
mass = 10
DA_archetype = equipment\models\hardware\li_fusion_reactor.3db
material_library = equipment\models\hardware.mat
capacity = 6400
charge_rate = 640
thrust_capacity = 1000
thrust_charge_rate = 100
lootable = false
hp_type = hp_fighter_power_special_2misc_good.ini
[Good]
nickname = med_scout_power
equipment = med_scout_power
category = equipment
price = 500
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_powerplant.3db
combinable = false
ids_name = 472018
ids_info = 492018
shop_archetype = equipment\models\hardware\li_fusion_reactor.3db
material_library = equipment\models\hardware.mat
attachment_archetype = equipment\models\hardware\li_fusion_reactor.3db
material_library = equipment\models\hardware.matshiparch.ini
[Ship]
ids_name = 237034 ;Patriot Medium Scout
ids_info = 495003 ;Medium Scout Full Stats
ids_info1 = 66571 ;Patriot Infocard
ids_info2 = 495021 ;Half Stat Normal Left ;Standard Infocard
ids_info3 = 495004 ;Medium ScoutHalf Stats
nickname = li_fighter ;Patriot Liberty Medium Scout
ship_class = 0; Scout
type = FIGHTER
msg_id_prefix = gcs_refer_shiparch_Liblf
mission_property = can_use_berths
DA_archetype = ships\liberty\li_fighter\li_fighter.cmp
material_library = ships\liberty\li_playerships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\l_fighter.ini
pilot_mesh = generic_pilot
LODranges = 0, 40, 60, 140, 300, 1000
fuse = li_fighter_gas01, 0, -1
fuse = li_fighter_smoke01, 0, -1
fuse = intermed_damage_smallship02, 0, 600
fuse = intermed_damage_smallship03, 0, 400
fuse = drop_cargo_fuse, 0, 1
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
explosion_arch = explosion_li_fighter
camera_offset = 6, 22
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
num_exhaust_nozzles = 1
HP_tractor_source = HpTractor_Source
hit_pts = 4000
nanobot_limit = 25
shield_battery_limit = 25
hold_size = 35
steering_torque = 20000, 20000, 96150
angular_drag = 11350, 11350, 40210
rotation_inertia = 2805, 2805, 2805
nudge_force = 30000
strafe_force = 20000
strafe_power_usage = 2
mass = 100
linear_drag = 1
max_bank_angle = 35
hp_type = hp_gun_special_4, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_fighter_shield_special_3, HpShield01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
shield_link = l_fighter_shield01, HpMount, HpShield01
hp_type = hp_fighter_power_special_2, HpCloak01goods.ini
[Good]
nickname = lf_hull ;Patriot
category = shiphull
ship = li_fighter
price = 75000
ids_name = 12001
item_icon = Equipment\models\commodities\nn_icons\li_fighter.3db[Good]
nickname = lf_package ;Patriot
category = ship
hull = lf_hull
addon = li_scout_engine, internal, 1
addon = med_scout_power, HPCloak01, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = scout_01_01, HpShield01, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallBlue, HpRunningLight01, 1
addon = SlowSmallBlue, HpRunningLight02, 1
addon = SlowSmallBlue, HpRunningLight03, 1
addon = SlowSmallBlue, HpRunningLight04, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = DockingLightRedSmall, HpDocklight01, 1
addon = DockingLightRedSmall, HpDocklight02, 1 -
@Forsaken: Added your lines to the normal Patriot and discovered the crash. Turns out when I changed how Internal Equipment is transferred, I neglected to test it. Sorry about that. The new version has replaced the earlier attachment. And don’t forget you have to change the save games to use the new hardpoints, too.
BTW, should it be “hard point” or “hardpoint”? I tend to think of it as one word, which is what the error messages and manual use, but the in-game messages have it as two words.
@NeXoSE: Sure, as long as you change all the other data to match it, as well as the resource strings. You’ll also need to change “+= 60” to “+= 70” in Patch (knew I should have defined that).
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Sweet… another nagging longtime FL limitation quashed!!
Thankx Adoxa this should provide some … interesting work this week for me (lol)