Suggestions for plugins
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Let me add some suggestions too. ;D
1.docking restrictions
2.internal equipment mounting restrictions
3.low-health docking denied option
4.No-PvP
5.mobile docking
That’s FLHook 1.60 by M0tah of functions.
BTW, just a suggestions, and thanks all of your hard work.
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Let me add some suggestions too. ;D
2.internal equipment mounting restrictions
4.No-PvP
99% sure that a No-PVP feature is built into FLHook-Plugin 1.5.9.
I plan to look at internal equipment mounting restrictions sometime. If I can get it to work…which isn’t a sure thing.
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revives the thread
Huhu,
just wanted to drop some ideas I had here:
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Allow 3D-Waypoints via FLHook? (set the distance from “FL level waypoint” via command, for instance /waypoint +3 or /waypoint -10)
(would be nice for “3D-mods”, I guess) -
A Plugin for reconfigeríng the amount of ammo buyable by autobuy (not sure about if already integrated, but I know mods which are using other ammo limits than 50) and/or restricting autobuy for some few weapons to a less amount or disabled (for instance, autobuy for wasps would work fine but for hornets it would be disabled or restricted to a lower amount of ammo)
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What about the try of creating missions with FLHook? (Came up to my mind when I saw this topic title: http://the-starport.net/index.php?option=com_smf&Itemid=26&topic=1222.0;topicseen)
For instance, you could create a wreck and a player command to start the mission, then the player has to fly to the wreck (or another area, can be checked by FLHook too, if I am not mistaken), nebula or what ever and gets the money for the exploration/research mission
And I am sure this is only ONE mission type which would be able to create… -
Damn, I had another nice idea which I forgot -_-
(It isnt for me, but just a few ideas came up to me…)
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@Bas:
revives the thread
Huhu,
just wanted to drop some ideas I had here:
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A Plugin for reconfigeríng the amount of ammo buyable by autobuy (not sure about if already integrated, but I know mods which are using other ammo limits than 50) and/or restricting autobuy for some few weapons to a less amount or disabled (for instance, autobuy for wasps would work fine but for hornets it would be disabled or restricted to a lower amount of ammo)
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Damn, I had another nice idea which I forgot -_-
(It isnt for me, but just a few ideas came up to me….)
That is fixed in the latest version, as long as the max ammo constant in constants.ini is set on the server FL files.
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An other idea for missions/mini game came up to my mind
Who’s Mister X?
Some of you may know this board game, one player is Mr. X while the others are police agents trying to get him. Mr. X is only every 6th turn visible and the agents have to guess where he went to.
My idea was that randomly one player is asked to play the role of Mr. X. If he accept, the mini game will start with a console message like “Mr. X appeared in sirius! Hunt him down NOW !!” - if he rejects, the next player will be asked.
The funny thing will be, the players won’t know who Mr. X is. The first person who kills him will get the money. Can you trust your wingmen? May be he is your enemy? No body knows…Optional (may be for large populated servers like HC & Disco): Every then and then a console message will tell all players in which system Mr. X is to give an additional hint (also because it would be impossible to get him when 100+ players are online ^^)
The one who kills him will get XYZ credits, Mr. X will get his money every time he docks at a base, kills a player or jumps to an other system.So what do you think about? IMHO it could be quite funny.
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Here are some things that I really want in FLHook that I found on the FLAC features list (http://www.xs4all.nl/~marends/flanticheat.html
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Player dockable ships, making it possible for players to dock for instance battleships piloted by other players who can then fly you all over the galaxy.
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Base and Jump gate/hole locking, groups of ships can be set to be unable to dock certain places where others can.
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Variable cruise speeds, different ships can fly at different cruise speeds.
Also, something like this: http://efs.proboards.com/index.cgi?board=flacdevplugindownload&action=display&thread=1897
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@alexcomboy:
Here are some things that I really want in FLHook that I found on the FLAC features list (http://www.xs4all.nl/~marends/flanticheat.html
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Player dockable ships, making it possible for players to dock for instance battleships piloted by other players who can then fly you all over the galaxy.
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Base and Jump gate/hole locking, groups of ships can be set to be unable to dock certain places where others can.
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Variable cruise speeds, different ships can fly at different cruise speeds.
Also, something like this: http://efs.proboards.com/index.cgi?board=flacdevplugindownload&action=display&thread=1897
-Well i dockable playerships are possible with a plugin by wodka not sure how its called.
-Locking jumpgates is pretty easy there is also a plugin that provides this function.
-A variable cruise speed plugin has just been released by cannon! -
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@alexcomboy:
- Player dockable ships, making it possible for players to dock for instance battleships piloted by other players who can then fly you all over the galaxy.
As far as I know the only other public implementation of this is in my FLHook version (I haven’t made a plugin for it yet). You can get the latest version of it here.
@alexcomboy:
- Base and Jump gate/hole locking, groups of ships can be set to be unable to dock certain places where others can.
As Mindhunter said there is a plugin that does something similar to this. It allows you to restrict docking based on whether the ship has a certain item in the cargo hold. (My FLHook version also has this)
@alexcomboy:
- Variable cruise speeds, different ships can fly at different cruise speeds.
I recently released a standalone DLL that does this, the thread on it is here.
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Ok, I have thought of a few of my own:
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Player Find
Admin has the ability to see where all the players are on his navmap, like when you are in a group, you can see all the other members of your group.
Normal Users have the ability to see everyone on the same faction as him/her on the navmap.
Although you probably won’t be able to find users systems without the following suggestion:
User Locations
Title is pretty self explanatory.
Possible Syntax:
 /playersinsystem <system_id vanilla_name=“”>That would list all the players in a specific system, without having to use the chat window, useful for screenshots when there are to many players to be displayed without scrolling down in the chat window.
Might also be able to list:-
Faction
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Reputation status (Hostile/Neutral/Friendly)
And:
 /playersinthissystem
Same as last one, except it takes all the players in the same system as the player that called the command.
Log all system chat
Logs all chat sent to system.
Will probably require constant disk access, so maybe storing it in memory, then saving it… Say… Every 10 minutes?
Only useful of servers with people swearing a lot.
Trade Route profit calculator
Title is pretty self explanatory.
Possible syntax:
/routeprofit <from_base><commodity><amount_of_commodity><to_base>User beaming
Could probably use a modified version of the normal beam command, that just restricts the use to beaming him/her self.
Some TLR guys seem to like this idea, although the conversation sort of… Changed to getting something similar in Single Player using a mysterious parameter in Mission 13’s file, that makes the player jump systems when going through the dyson sphere opening.
Report Bug/Cheater
Title is pretty self explanatory.
Possible Syntax:
 /report <bug cheat=“”><details>Just logs everything, then maybe creates an HTML page with info???
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Also, I posted a link in my last list of suggestions, but I don’t think many people noticed it…
So, here it is again: http://efs.proboards.com/index.cgi?board=flacdevplugindownload&action=display&thread=1897
But I would like to add something to that:
Maybe you could scrap:
 /info events PvP
And replace it with:
 /rules
For all the rules, and:
 /rules PvP
For all the PvP specific rules, and finally:
 /rules RP
For all the role play rules.
The output produced by these should come from a text file, loaded into memory when FLHook starts.</details></bug></to_base></amount_of_commodity></commodity></from_base></system_id> -