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There are currently 163 users playing Freelancer on 88 servers.
May. 19, 2013

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Re: Alcander's Freelimits
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Could you also expand the feature so it would be possible to have more then 2 different ships? Maybe five or so?
(Shouldn't be hard or much work, from what I do know about programming)

I guess you already modified the FL exe so it is possible in SP to enter something in chat?

Posted on: 2009/11/18 14:05
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Re: Alcander's Freelimits
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I didn't really make it clear, but yes, you can have as many ships as you want. However, they're identified by their name, so having many of one ship means cycling through them all to get the one you want. I don't anticipate people having more than three of one ship, though...

Posted on: 2009/11/18 15:13
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Re: Alcander's Freelimits
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Indeed nice, but though I personally hoped that having multiple ships would be possible as well (maybe create a suffix? someshipname_1, someshipname_2....).
Just cause I love to have multiple Pvp characters at the same location (forced to have more than one) because i prefer to use different pvp setups.

Posted on: 2009/11/18 15:39
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Re: Alcander's Freelimits
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That's why I wouldn't expect more than three - one for each shield type. However, since I already have a system in place to use subsequent entries (for base and object names), may as well use it here, too. For example, base Ma will find the first base that contains Ma (Mannheim), base Ma* finds the second (Mainz) and base Ma*3 finds the third (Manhattan).

Posted on: 2009/11/19 1:24
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Re: Alcander's Freelimits
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Huh???!!

I already do that - I use 5 characters per account, and I can have several accounts on one PC - and this way MY ships can be parked in different systems, with different factions - whereas YOUR way they are always clinging to your skirt strings!

And - I can use one as a store for equipment, one for a bank for my oodles of cash, etc...

Beat THAT!

ROFL!!

Just joking!

Posted on: 2009/11/19 2:45
"C" for "Caterpillar"... "Cool"... "Cheesey"!
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Re: Alcander's Freelimits
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Adoxa i don't mean to be a bother but are you going to finish the engclass.dll to give harpoints for Scanners and tractors that you said you would get to do in here? It's just i've been hanging about for it and doesn't seem to be coming. I really don't mean to be a pain but if you are going to be doing this can you also make some auxiliary equipment hardpoints. Thanks just want to hear if you will be continuing this.

Ozed.

Posted on: 2010/4/9 3:45
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Re: Alcander's Freelimits
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After the Console took longer than expected, I'd forgotten everything I did, so I've just kept putting it off. I'll finish off the UTF Editor (probably another week or two) and put together the new JFLP (probably another week), then I'll get started on this.

Posted on: 2010/4/9 6:43
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Re: Alcander's Freelimits
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Thanks mate, i realise that you must be quite busy with every thing people are asking you to do (including this) So I'll be looking forward to this when its done.

Thanks
Ozed

Posted on: 2010/4/9 6:55
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Re: Alcander's Freelimits
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adoxa, how far are you with your projects to start this one with the hardpoints? I have to tell you that this plugin would be the most exiting one and only one I ever really needed and wished.

Posted on: 2010/7/16 9:17
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Re: Alcander's Freelimits
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Sorry, still a long way off (JFLP, tweaks to Console & XML, sur exporter, FLMT, UTF Editor, and probably lots of side-projects along the way).

Posted on: 2010/7/16 9:22
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Re: Alcander's Freelimits
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I have to agree that JFLP, a better sur exporter, the UTF editor and others to be on top of the list they would be a great addition to the community, and hopefully making my modding experiences less painful...

but good to know you still have it in mind adoxa, even if a long way off....

Posted on: 2010/7/17 1:28
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Re: Alcander's Freelimits
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Quote:

adoxa wrote:
Sorted it out, so find attached EngClass2 (although it's still engclass.dll). Engines and Powerplants are now truly mountable equipment. Hope you all can follow my instructions okay, 'cos if you get it wrong, they won't work right...

Now, how far would you like to see this developed? I was thinking may as well go all the way. That means every item of equipment has five types and 20 classes. The types are no type (like the guns and turrets are now), fighter, elite, freighter and capital. Would you like guns and missiles to become separate types? I was also going to have five "user" items, available for whatever you want (such as Evolutions shield capacitor/generator and power booster). I'd also move Armor into External Equipment.


Adoxa, ping?

There is a cheat/feature/problem/bug - player may install unlimited count of engines into one slot :/

Posted on: 2012/6/19 18:53
Freelancer Servers List | Discovery of Discovery | Open Sirius
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Re: Alcander's Freelimits
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IIRC, that's why you need attachment_archetype in the [Engine]/[Power] section. I'll have to see if I can fix that, as I've had an email requesting Armor & Tractor. Might as well add in Scanner and call it IntClass. I'll also see if I can make them visible. However, I'm sorry to say I probably won't be going the whole hog, now.

Posted on: 2012/6/21 12:30
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Re: Alcander's Freelimits
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Quote:

adoxa wrote:
... I probably won't be going the whole hog, now.


Agreed, that's why i have not asked something additional...
I have only power upgrades by your EngClass so even dunno why ppl talking about unlimited count of engines per one slot.
Will check then too with your solution.

Posted on: 2012/6/21 14:10
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