Alcander's Freelimits
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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
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@alexcomboy: Sorry, what’s “POC”?
@Bas: Imagine yes, do doubtful. I won’t for the initial release, which will give the existing FLHook developers a look at it and see what they think. As for trading, yes, it’s already possible via save game manipulation, but I was hoping to make use of a dialog. At this stage, hacking the Equipment Dealer is favourite, but it’s still iffy.
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Well… im about to release my latest Beta to my testers… It has most of adoxa’s new stuff working well 8-) …but the mod itself is still in deep development so its far from finished.
I’ll PM you a dll link in a few days
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Eh - sadly for me you just integrated a feature (multiple ships) I wanted to create as soon as I would knew enough about FLHook and C++.
Luckily - Your effort wasn’t wasted as I guess it would take me at least a year or two to archieve that knowledge
(see here: http://the-starport.net/freelancer/forum/viewtopic.php?topic_id=1880&forum=48)
Just for my curiousity, did you pick up the idea there or did you just get the same idea as me?
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@Bas: No, from SP turned MP mod?. Same idea, though. Not too sure how well my implementation will adapt to MP, but I think it should.
@alexcomboy: Ah, of course. Sorry, you’ll have to wait until it’s finished.
However, to whet your appetite, here’s how it works. Let’s say you currently have an Eagle, but want to buy the Humpback. So you go to the appropriate dealer and type park. That puts your ship and all its equipment and cargo in storage, as well as your weapon groups. (However, to make things a little easier for myself, the ship must be in perfect health.) Now you can buy the Humpback, equip it as desired and do all your trading. To get the Eagle back is simply a matter of typing drive (stored ships magically follow you around :)). That will park the Humpback and select the Eagle. If the Humpback’s not for you, type sell h to get rid of it (drive will automatically select the ship if you only have one, but sell does not). And if I can get it working, xfer will allow you to transfer equipment between the current and stored ship. The stored ships are saved with the save game, appending “s” to the name (so autosave.fl has autosave.fls).