Sure, go ahead.
KillerJaguar
Posts
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This.
Dynamically created loadouts would save so much trouble when changing hundreds of loadouts.
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Necro-post. I’ve made some great progress in making multiplayer scripting practical, and I think bumping this thread would gather more attention than my other post that goes into more detail.
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In hindsight, I probably should have been more specific on my request, while including some background. I decided to take a look at Flak’s current FLHook in hopes of making missions a perfectly functional feature in multiplayer.
After some help from Wodk4 in getting Hook to create instance, I made an admin command that spawns a mission instance on a player you select; it worked perfectly. With that fully working, the only remaining issue was multiple mission instances canceling each other out. To solve this, I figured there should only be one mission instance active on the server at all times. That means if someone tries to spawn an instance while another player is in a scripted mission, it’ll say “ERR: Mission in use”. With a check in place, I next made a command that any player could use to give themselves a mission instance if one were available with “/mission”. Again, with the check in place, it worked beautifully.
Now to the present. I have to make a way for mission instances to kill themselves so that another player can use them; be it from either finishing a mission or not getting a mission within a time limit. Surprisingly, “Act_ChangeState = SUCCEED” and “Act_ChangeState = FAIL” didn’t crash the server. Making a mission succeed wouldn’t work, as any future instances would no longer be created since the mission was technically completed. Fail, on the other hand, could be used. When I hit a FAIL state, a pop-up screen similar to when you die shows up (with Respawn | New Player | New Server | Main Menu), but the best part is that it kills the instance, making it a practical applicant for killing instances. (Note: When you press “Respawn,” it works akin to pressing “New Player” in space and reconnecting with the same player.) Ideally, I’d want to just not show the Mission Failed pop-up so that it would just kill the instance.
Sorry for the lack of background information and somewhat demanding demeanor. I was trying to keep it a surprise, but I figured I’m probably better off sharing the information since the Freelancer community is too small to hoard stuff.
TL;DR: Practical missions.
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I know this sounds like a very far-fetched hack, but is it possible to disable the mission failed pop-up?
When you do “ACT_CHANGESTATE = FAIL” in multiplayer, it displays a screen similar to how you would when you die (Respawn, New Player, New Server, and Main Menu). I need to disable that.
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Nice. Thanks Adoxa.
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Bump
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Is it possible to change ships with “type = Freighter” to use large_ship_names and large_ship_desig defined in faction_prop.ini instead of normal names?
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Sorry for necro-posting, but I’m having some issues with moors.dll
I’m trying to get battleships to use moors correctly on a Freeport station, which already has moors for medium and large ships. No matter what I try, I get the “Request Denied. Cannot accomodate ships of your size,” message. I know moors work because when I change a fighter to medium or large, it docks/undocks correctly. It only seems to affect the Liberty Dreadnought (in my tests so far).
Any clue what’s wrong?
EDIT:
Nevermind, I found out what was wrong. I was trying to use separate shiparch.ini’s to better organize the ships. Everything seemed to have worked except mission_property since I was having no trouble. Any fix for this other than clumping it into one shiparch?
Stupid organization habits. That’s what I get for being neat.
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Sorry for bumping, but is it possible to restrict certain ships from docking on trade lanes?
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Is there a way to restrict what type of ships can use trade lanes, such as judging their mission_property? If their mission_property is can_use_large_moors they can’t use trade lanes. I want to restrict battleships in particular from accessing trade lanes and have to rely on flying around in cruise.
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Wow, thanks Fox and Gisteron. I forgot not everything is solved with hacks.
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(Note: I was unsure if it belonged here since it’s half a hack request)
I remember seeing an old picture of beta Freelancer that had trade lanes side-by-side rather than how it was released as on top of another. I experimented in a test system to rotate the trade lanes which looks a lot more of space highways. The problem, however, was that when I entered the trade lane, my ship auto-rotated as if the trade lane were on top of each other.
Is there some way to change the rotation of trade lanes so that you don’t enter them sideways?
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After toying around with both updaters, I seem to like DSUpdate more, due to its convenience of starting with Freelancer, but whenever I run it, the updater downloads the file, but fails to extract it correctly. Anyone know what’s wrong?
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How do you set up your updater and how does it work?
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Thanks a lot Cannon. Your auto-updater looks pretty nice. I’ll be using it for the 88 Flak server if you don’t mind.
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I’m curious if anyone knows where to find an easy-to-use auto-updater. I’ve been looking for one to use on 88 Flak, but I haven’t found anything. From what I’ve heard though, an auto-updater sounds like a simplified SVN client. So does anyone know where I can get one and set one up.
Request to 88Flak
Randomized NPC Loadouts
Multiplayer Scripting?
Hack Request: Disable Mission Failed Pop-up
Hack Request: Disable Mission Failed Pop-up
Hack Request - Big Ship Names on Freighter type
Hack Request - Big Ship Names on Freighter type
Hack Request - Big Ship Names on Freighter type
Moors
Trade Lane Restrictions
Trade Lane Restrictions
Horizontal Tradelanes
Horizontal Tradelanes
Auto-Updater
Auto-Updater
Auto-Updater
Auto-Updater