2.0.0 Plugins/KosAcid Projects/Plugin Ports
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provided both of u two guys with some magic @ PM.
got a little late here, cuz of the internet company :S
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M.o.D. wrote:
provided both of u two guys with some magic @ PM.got a little late here, cuz of the internet company :S
Thanks M.o.Dβ¦
But its too big to me, because the P.R.C. block the web.
May you can just give me your flhookβs text files? That will be easy to download it.
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@Jong: will do it tommorow evening
- i triple checked my system with dependency walker and didnt find any missing files.
is there maybe someone who can try to elp me via skype or smth similar?
this problem is driving me nuts^^
- i triple checked my system with dependency walker and didnt find any missing files.
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M.o.D. wrote:
- i triple checked my system with dependency walker and didnt find any missing files.
is there maybe someone who can try to elp me via skype or smth similar?
this problem is driving me nuts^^
Thanks for your help.
About your problem, I guess:
Re-save all of your pluginβs ini files to a normal text file, maybe some ini files are use the UTF-text file to save it.
Just a guess, hope can be help.
- i triple checked my system with dependency walker and didnt find any missing files.
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How hard would it be for one of you to create a plugin that allowed an explosion from a Mine or Missile, to pop a Dynamic Asteroid?
Recently got back into Freelancer again and wanted to pick up my mod concepts for others to use in their mods. Mainly the issue with large ships like the Mining Truck, or whatever it was called (canβt remember off the top of my head), needs a more efficient method of mining. The lasers thing works, but theyβre better suited for smaller miners. Something as big as that miner needs a pulse type tool that can pop all the dynamic asteroid in a certain radius arround the ship to be effective.
If a Mine or Missile explosion canβt do the trick, would it be possible to increase the surface area or a cannonβs energy bolt to have the same effect?
Just something that Iβve been thinking about. Hope itβs something possible that you guys can figure out.
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May you can make bottom function?
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; Restrictions for mounting internal equipment setup
; Items will be able to be bought but not mounted
; List the nicknames of the internal equipment you want players to have restrictions mounting
; Format: = comma separated ship nickname list of authorized ships
[InternalMountRestrictions];;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Setup for items that cannot be traded between players (includes /transfer command)
; List the nicknames of the items
[ExcludeTradeItems];;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Setup for items that cannot be bought when other items are present in cargo hold
; Format: <nickname of=ββ item=ββ to=ββ be=ββ bought=βcommaβ delimited=ββ list=ββ items=ββ check=ββ for=ββ in=ββ cargo=ββ hold=ββ>[ItemRestrictions];;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Setup for items that are automatically mounted upon ship purchase
; List the nicknames of the items
[AutoMount];;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Setup for items that will not be allowed to exist in space
; List the nicknames of the items
[NoSpaceItems];;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Setup for items that are automatically marked when they spawn (dropped, jettisoned, etc)
; List the nicknames of the items
[AutoMarkItems];;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Setup for systems in which certain types of items will not be allowed to exist in space or be traded.
; Format: <system nickname=ββ>= comma separated list of item types
; Recognized item types: Commodity, Equipment, AttachedEquipment, LootCrate, CargoPod, Power, Engine, Shield,
; ShieldGenerator, Thruster, Launcher, Gun, MineDropper, CounterMeasureDropper, Scanner, Light, Tractor, RepairDroid,
; RepairKit, ShieldBattery, CloakingDevice, TradeLaneEquip, Projectile, Munition, MineDropper, CounterMeasure, Armor
[SystemItemRestrictions];;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Setup for equipment that when hit damages the hull instead of the equipment.
; NOTE: due to the way this is implemented, make sure the hit_pts of the equipment is greater than the highest
; weapon hull_damage.
; List the nicknames of the equipment.
[EquipmentRedirectDamage]My mod really need those function, thanks for your help.</system></nickname>
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@JONG: take a look at ya inbox
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Hi
Do you have plugin for these functions: InternalMountRestrictions, ExcludeTradeItems, ItemRestrictions, AutoMount, NoSpaceItems, AutoMarkItems, SystemItemRestrictions and EquipmentRedirectDamage? I tried to rewrite them from Flak version, but Iβm not good at C++ and I completed only plugin for InternalMountRestrictions. Thanks. -
Any of those features are planed(that are present in 1.6.7(88flak FLHook)):
Maybe some of them are already included, but I just didnβt notice(complete noob in FLHook)Changing rep on PvP? (ChangeRepPvPDeath, PvPRepChangeDeath)
Some kind of RespawnDelay?
Death penalty? (DeathPenaltyFraction).
Any way to set up systems that the death penalty will not occur in?
Also reputation changes when NPCs (including solars) are destroyed?
shieldsdown command?
Setup for ships that repair themselves, working on NPCs ?And that is not present in FLHook: some way to deal with too many unmounted items(maybe after 99 unmounted items every new item gets deleted?)
It would be very nice to have them included.
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Nope until these bugs are present:
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Huhu guys
so i finally managed to find the code line of pure evil my mod
rightnow im setting up the flhook configuration and i stumbled upon something i couldnt figure out by myself.
(its not an error or problem)in playercntl.ini (rep fixer feature):
(following lines are just short examples)@old disco mod:
[dsy_license_ku_p_grp] fc_n_grp = -0.90, 3
@newest disco mod:
[dsy_license_ku_p_grp] fc_n_grp = -0.90, 0
@my mod^^:
[fc_n_grp_token] fc_n_grp = 1 ```this works perfectly, too. So what does the second value do?^^ & is it necessary? (im just curious^^) greetz, Edit: ''Problem'' solved :D just take a look at the src: 0 -> changes the rep if the current one is smaller 1 -> changes the rep if the current one is bigger 2 -> no change at all 3 -> simply changes the current value to the specified one
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Btw
- the current plugins seem not to be fully compatible
with the last version, since rev 212.
Switching from rev 196 to this FlHook with the changed plugins
together with those plugins here gave me massive lag @ server.
Didnβt do more testing - so itβs mostly guessing. - the current plugins seem not to be fully compatible
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M.o.D. wrote:
@ F!R:just grab the latest SVN from forge β¦
β¦ehm β¦ NO!
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and use the βportedβ plugins by deathkiller located here & plugins by kosacid for the newer versions here
then recompile them with latest svn src@MoD:
i think u meant this -> click post@F!R:
u must recompile the plugins with latest svn src, the ones MoD posted are precompiled for an older revision i think so they fire up the serverload -
DJ.DBFuz wrote:
@MoD:
i think u meant this -> click postyes i did, sry F!R :lol:
im gettin rusty^^