Destructible bases in MP
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Repair mode = repair gun? Respawn timeout?
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its needing to default back to that
AlternateRepairTime=360
if it repairing and it get hit again
othere wise it continuse to repair
and you get multiple killswchar_t wszBuf2[1024]; wstring Basename = HkGetWStringFromIDS(Universe::get_base(iID)->iBaseIDS); wstring Playername = Players.GetActiveCharacterName(iClientIDBy); swprintf(wszBuf2, L"basedestroyed=%s by=%s",(Basename).c_str() ,(Playername).c_str()); HkMsgU(wszBuf2);
add that to the end of void BaseDestroyed
im using 1.6.7
when it starts to repair shoot in you see what i mean -
Which is your serv - i wanna play :)))
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Update for total destruction:
All bases can be destroyed - works fine at server-side (i have tested NY)
Each player on non-existent station respawns from the sun x)
Add additional stations to the respawn point like
base = blahblahbase
dock_with = blahblahbase -
and you get multiple kills
Yep. Strange thing - when you try to shoot already dead station by rockets - “basedestroy” event appears again :-E
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anduriell wrote:
How can I respawn the base without serverrestart?http://the-starport.net/freelancer/forum/viewtopic.php?post_id=27591#forumpost27591
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Another hex editor will do fine, google turns up plenty of free ones.
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Read this tutorial : http://www.memes.no/88flak/downloads/beta/1.1_Offsets_Tutorial.htm
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Do not temptate newbies - Hexplorer works fine ander x86 and x64, *Comics with Fox’s tutorial will understand any who interested.
*P.S. If you does not understand the text look only at the pictures )) -
Sure