Alcander's Freelimits
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Even though you do need attachment_archetype, that’s not what’s causing this problem. You should not be seeing the engine doubled, as shown in the first pic. Works fine for me, copying your goods entries, but using the normal Patriot equipment. I don’t know, did you actually replace the addon line, not add a new one? Can’t really think of anything else, other than a conflict with another plugin, but that would probably just crash.
Regarding hardpoints, for the third version I was hoping to create “dynamic” hardpoints, at least for the internal equipment. A quick test using non-existent HpPower shows it could work. Since I didn’t find out how to add it to the ship itself, I think it’d be easier to specify the additional hardpoints in another ini file (DATA\EQUIPMENT\hp_type.ini). That would allow for meaningful tractor beam, scanner, armor and power hardpoint names without needing to modify all the ships (assuming HpEngine01 is already available).
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double mount bug?
And btw - GREAT WORK.
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It’s a .dll conflict after some altering of the load order It works… but then breaks the Multicruise… hmm…
Placing it before works and engine mounts (with sound) but all my engines are set to my constant.
Placing it after means the Multicruise works… but then the Engine won’t mount properly and is confusing (not for me… but for any that would be “playing” the mod…)
I can live with the bug… 8-) Just thought i’d tell what i just found…
Other than that… its all sweet -
I’ve updated the attachment again. Put MultiCruise.dll first, then engclass.dll and all should be well.
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Sweet… thanks a zillion for fixing this conflict… but she ain’t there m8ty… Been over 12 hour now… something go wrong?
Gonna play with your Territory and gatelock .dlls today… I’ll let ye know if any more problems occur, not that there should be… Multicruise conflict makes sense… nothing else in my dacom that “should” interfere with the extras.
Thankx Adoxa
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Don’t tell me… It was sitting on your site the whole time…
Ba!hahahahahahaha… silly me…
EDIT: Did as ye say… but immediately after changing the load order i now get CTD’d untill Multicruise is placed back after the engclass…
Any chance of of you two guys getting together and compiling the works in the near future? Or something of the like…
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Works great now
Did i spot a freighter class in the source… is that working at moment?
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Iit’s kind of a off topic request but since the project is getting so big…
Is it possible to add a light pack mount point? would be kind of a pimping feature, to be able to change those slowsmalwhite for slowsmallpurple or etc…
packs would have generically around 20 lights, can cause any issues if mounted on ships with only 7 our 8 RunningLight Hps?
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Here’s what I currently plan to do with the hardpoints, so you can start planning yourself… The types available are:
- hp_EQUIP_special
- hp_EQUIP_special_N
- hp_TYPE_EQUIP_special
- hp_TYPE_EQUIP_special_N
where N is from 1 to 20; TYPE is one of fighter, elite, freighter, capital; and EQUIP is one of gun, missile, turret, torpedo, disruptor, mine, cm, shield, thruster, power, engine, tractor, scanner, armor, user1 to user5. By default, gun will still be labeled as Gun/Missile and torpedo as Torpedo/Disruptor, but an option will override that. Another option will allow remapping classes 11 to 20 as 1 to 10, or having four groups of five (you’ll have to rename the actual labels yourself, though). Finally, there will be “softpoints”, which are the dynamic hardpoints mentioned earlier.
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So True… You’ll hear no complaints from me on the matter… hehe
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adoxa wrote:
Here’s what I currently plan to do with the hardpoints, so you can start planning yourself… The types available are:- hp_EQUIP_special
- hp_EQUIP_special_N
- hp_TYPE_EQUIP_special
- hp_TYPE_EQUIP_special_N
where N is from 1 to 20; TYPE is one of fighter, elite, freighter, capital; and EQUIP is one of gun, missile, turret, torpedo, disruptor, mine, cm, shield, thruster, power, engine, tractor, scanner, armor, user1 to user5. By default, gun will still be labeled as Gun/Missile and torpedo as Torpedo/Disruptor, but an option will override that. Another option will allow remapping classes 11 to 20 as 1 to 10, or having four groups of five (you’ll have to rename the actual labels yourself, though). Finally, there will be “softpoints”, which are the dynamic hardpoints mentioned earlier.
Did you ever finish this? Is this a part of EngClass2.zip? The reason I ask is… I was going to hold off on implementing this into SWWT unless you decide you’re not wanting to invest any more time into it. In which case, I’ll implement it as is.
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Haven’t started yet - the single-player command console ended up being a bit more than originally intended, plus a couple of sidetracks along the way… ATM I’ve got multiple ships working (so now you can own a fighter and a freighter) and am deciding how to handle transfer between ships (at this stage, it looks like I won’t). Then I want to be able to jump to another system. Then I’ll do the hard points.
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adoxa: Could you imagine to release the multiple ships part as an FLHook plugin as well?
As for the trading….you could use an external file where the equipment get saved for the other ship…then the user might have to relog and then the content of the external file will be read out and the weapons will be edited away from the one ship and given to the other