Conventional Modding

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  • Smoke Mines

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    you may even try the gf_flakcannon (weapons_ale.ini) without ALE editing it already looks great… 😉

    PS: And never forget, realistic look isn’t the most important, just make a beautiful effect which reminds players a smoke grenade. If you want to make something cool: 1. make sg beautiful 2. modify it to remind us a realistic effect. 3. Make sure it looks nice from close and far away as well. 4. optimize (performance)

  • Jump Hole colors

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    Yep, works just fine.

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    i just want to repair ships right now . i actually got the two planets to all that stuff once i originally have them sell weapons but my computer crashed and iron cross didnt work anymore . everything is fine now but i always wanted that place to fix ships . im going to try what you say thanks gentlemen.

  • Sur splice tut

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    I think it must be the latter or somethng else startrader because I just tested this and still have a grey area on the cockpit of a model I’m working on. It definately has no concavity after me hacking out many triangles just to make sure! However, the size of the cockpit is maginally within the radius because I have deleted the weapon hardpoint boxes ( the slightly raised surface), so it could be that. Or it could just be to do with the textures or colours read from the mat file!

  • Question on reputations

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    thank you gentlemen.

  • Behaviour

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    yw

  • Altering player levels and achieving level 90`

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    oh well guess it will stay as it is then 😞

  • LOD

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    @mknote:

    so… Are you making a custom SUR, Fusion?

    MK

    not sure… I have a copy of a sur template file, but it basicly would create a box around the perim of it. Custom sur might be the answer, but w/out certain details in a SS and/or ms3d file, I can’t fully understand the concepts that are being described in the read me that comes w/the sur splicer zip. I also have other questions about it, but perhaps that would be better in a seperate string?

    Fus

  • Is it possible?

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    i was just wondering,

    is there a way to stop the npc trying to run away?.. i have them turning to face me quite fast and when they do, they are good, but sometimes they still try to run (dodge) before facing me again…

    can i just remove or decrease a value like this :

    buzz_max_time_to_head_away = 1 <–-- make it 0 ?

    or maybe :

    strafe_run_away_distance = 100 <----- make it 0 ?

    or do i increase a value like:

    engine_kill_face_time = 1 <------ make it 3 ?

    i keep trying lots of things but not much has changed if im honest 😞 just wondered if anyone knew)

  • Fl Ini Editor

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    Thanks but i tried that and it doesnt work for any of them

  • Problem with The Order

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    Thanks for the offset BJ, Schmackbolzen made the nomads and the order visible.

  • Change Color of Weapon Effect

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    **Use my CRC/ Hash Calculator, it calculates the effect CRC for you. All you do is copy and paste the nickname of the FX in the .AEL file into the top edit box in the calculator. Then press enter or click on calculate.

    As far as it not showing up, you might want to check FLSpew.txt for an ALE related error.**

  • Capital Ship Balancing

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    Range might also be a factor for cap ship guns, along with BUILT-IN scanners that far exceed that of other classes. As well you could have certain factions concentrate on doing great splash damage, but less damage to each target -a well aimed shot takes out all the fighter shields in a 3000m radius.

    Not entirely sure of your meaning by shields outside the ship, normally they are mounted that way, and targetable via sub-targetting. You could change the actual Archetype / model for shields though, thereby giving a larger target on massive capships. Speaking of shielding, that’s usually a pretty important part for caps too, capacity and regen can be tweaked quite a bit, along with the energy cost for regen.

  • Engnie speed formula

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    Something like

    “linear_drag = 184.000000”

    in the shiparch entry of the ship, which gets your engine?

    (The value 123 or 124 would fit perfectly, but …)

  • Planet Sprague docking sequence

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    Ruppet i really cant effing wait to see what your doing 😄

  • A Few Hidden Modder Tricks

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    Yeah listen to Gibbon, he’s right…again ;D

    My problems related to BINI are regarding using the 5th and 6th decimal point on its own example = 0.000002 These values are typically in the nebulas or asteroid ini’s, but I have overcome this now.

  • Console error server crash

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    yea m8 i know i had it before but due to medical problems i cant remember anything iand i forgot to write it down…

    I found out what it was. it was sur related

  • Two things

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    I mentioned the asteroid loot difficulty because I’m not sure if that can be made to work. Dynamics are the small floating randomly moving asteroids… that you shoot.
    Asteroids themselves are big, static and don’t do nowt.

    I always thought the inclusion in files indicated that originally they were supposed to be destructible? If they were, it’d also add dynamics to the game-play - as other mods have made it so all asteroid fields are dynamic asteroids only… and then swapped models around to increase the flying asteroid size.

    I was merely questioning whether it’d be possible to make them destructible and loot-able so vanilla asteroid fields were navigable by destroying them (and looting at the same time) as long as they re-spawned at a later date. Logically it should be do-able.

  • Looking for model site

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    lol well Worfeh’s link has potential for Pris type animation (simulated jiggle).

    Battleclinic was the only other one with the type I was looking for 😛
    Might take a little work to get the VF-1S set for it, but should be fun. As of right now, only real available trigger is jettison cargo or Sc_fire? Anyone tried ploping Sc_open dock on a ship?

    edit: no way for FLhook to initiate animations is there?

  • How to fix this console error ?

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    Honestly, the error’s pretty harmless in my opinion. The NPC can sit there all day trying to fire something it’s out of and while you’ll get those errors, FLServer will just ignore it and keep going.