Loot mod only goods and other but NO ammo
-
Well, in Freelancer.ini
[Server]
death_penalty = 100 ; percentage of your cargo (commoditied and unmounted equipment) lost at death in MPPlayer will lost he’s commoditied and unmounted equipment, only goods and no ammo.
Actually, if you want player drop they supply like battery etc, you can just do this with FLHook, but a simplely way is: make a money taker plugin.
-
…
We want a loot for all the ship in the game wich when a player is killed , he lose in space goods and other but not the ammo …Any news?
-
Did u try flhook’s [NoSpaceItems] function?
works pretty good for me(afaik fe. at 88flaks hook and the one by kosacid or discos playercntl)
-
My problem are not the drops or loot, but the loss.
I want to keep the ammo for the player.
Background:
We have items the player needs to collect, to get @ the next level.
Those are defined as [ammo] and kept at the ships with no
‘dump_cargo’ fuse.
But so I want at least the freighters to drop loot,
it’s you can’t have both situation atm (afaik).Atm we are using KOSACID’s FlHook plugin version 2.0
and I tried the playercntl plugin.The player control plugin dumps additional stuff
(depending @ the settings of HullDropFactor), but NOT the cargo
(at least with this FlHook version).And ‘no space items’ does only avoid, that this stuff
spawns in space (as far as I remember). For example
if a player would try to drop a no-trade-item. -
F!R wrote:
My problem are not the drops or loot, but the loss.
I want to keep the ammo for the player.
Background:
We have items the player needs to collect, to get @ the next level.
Those are defined as [ammo] and kept at the ships with no
‘dump_cargo’ fuse.
But so I want at least the freighters to drop loot,
it’s you can’t have both situation atm (afaik).Atm we are using KOSACID’s FlHook plugin version 2.0
and I tried the playercntl plugin.The player control plugin dumps additional stuff
(depending @ the settings of HullDropFactor), but NOT the cargo
(at least with this FlHook version).And ‘no space items’ does only avoid, that this stuff
spawns in space (as far as I remember). For example
if a player would try to drop a no-trade-item.Hey,
It might be possible to do this with an FLHook Plugin; having the plugin copy the cargo of the player and then spawn it at their coordinates. That way you can have all ships keep ammo and destroy the cargo, which in turn gets spawned in space by the plugin, similar to the way ‘playercntl’ plugin spawns preset cargo (e.g. Engine components and Super Alloys)
I don’t know what would be used as a particular call to copy the players cargo before they die, but I’m not a programmer either
-
…
We want a loot for all the ship in the game which when a player is killed , he lose in space goods and other but not the ammo …Any news?
Maybe a plugin, for those items, which should not be lost? -
FLAC has an option to enable player looting but it’s not selective. We use a different method to enable player looting that’s not FLAC dependent.
With FLAC, ALL players are lootable. We have our mod set so that only freighters and capships are lootable. To the best of my recollection, with FLAC, that lootability applies also to ammo.
Have you tried adding a lootable = false line to the ammo section? I’ve not tried that myself and it may not work at all but I haven’t seen it mentioned yet.
-
To make something ‘not lootable’ is no problem.
The problem is, to have the player loose items (ammo, unmounted equipment, cargo) principally,
but not to loose specific items (say ammo or a special token used for other features, as unlocking a gate). -
I think its NOT ABOUT that these “Items” are lootable.
There are several ways to prevent this…The fact that the “drop_cargo_fuse” DROPS the ammo when the player dies seems to be the issue. Its seems that there is no way to EXCLUDE the type “ammo” from dropping at all when the fuse is active ´cos ALL TYPES of unmounted Items/ammo/commodities will be droped then… (at least AFAIK)
Hope there is somebody with a solution for this… could be useful…
Greeting J.R.
-
Yeah, I didn’t think of that. The OP wants the player who dies to keep their ammo, not prevent his/her killer from tractoring it in upon their demise. lootable = false would not help in this case.