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There are currently 118 users playing Freelancer on
86 servers. | May. 19, 2013 |
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Re: Alcander's Freelimits |
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I figured scanner/tractor beam/armor would be universal, so didn't worry about it. But if you want it, I'll go ahead and add it, since it shouldn't take much. They'll all still use the shield, though, and no, unmounting the shield can't be helped.
The second version isn't looking good. I've managed to make it display what type it is (like in "Elite Engine-Class 10"), but that's using External Equipment, not Internal, and it doesn't show up in the mount point. I'll keep trying, but don't get your hopes up.
Posted on: 2009/10/13 14:47
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Re: Alcander's Freelimits |
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Another possibility could be to make more than 10 shield classes? It'd still be the same HP type, but you could use, say, 1 to 10 for shields, 11 to 15 for power and 16 to 20 for scanners (just an example).
Don't know the inner workings of what you're doing, but I thought it could be an alternative.
Posted on: 2009/10/13 15:16
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"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try." -Peggy Noonan |
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Re: Alcander's Freelimits |
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The main problem lies in internal equipment not having a hard point, but one is required to make all this work. That's where the second version comes in, if I can get it working...
Now that you bring it up, though, shouldn't be that difficult to extend what I've done to add additional types (gunboat, cruiser, battleship, whatever) and more classes (but isn't 10 enough?) to all the existing hard points.
Posted on: 2009/10/13 15:39
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Re: Alcander's Freelimits |
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10 Class is enough for me, but.........more is good
i'm EVIL hahaha.
Posted on: 2009/10/13 16:24
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![]() Sorry for my poor english... |
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Re: Alcander's Freelimits |
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The second version is still giving me problems. It's working fine as External Equipment, but Internal Equipment just doesn't want to cooperate. You may have to get used to a cluttered External Equipment list...
Posted on: 2009/10/15 3:22
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Re: Alcander's Freelimits |
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maybe... if you just let the shield slot empty and create a new one for the shields to be mounted much like you are doing with the engines, power plants, etc...
i don' t know it's just an idea.. well, at least every internal would be in the same basket.. does it make sense?
Posted on: 2009/10/15 4:14
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Re: Alcander's Freelimits |
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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.
Posted on: 2009/10/16 13:09
Edited by adoxa on 2009/10/18 2:28:55
Edited by adoxa on 2009/10/20 3:16:32 Edited by adoxa on 2009/10/21 7:31:29 |
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Re: Alcander's Freelimits |
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Awesome! Good work guy.
Btw, Can i add custom hp_type like "hp_battleship_power_special_" to LPCSTR hp_type[]?
Posted on: 2009/10/16 14:20
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![]() Sorry for my poor english... |
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Re: Alcander's Freelimits |
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AWESOME DUDE!!!
Posted on: 2009/10/16 14:29
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Re: Alcander's Freelimits |
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nice work
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Posted on: 2009/10/16 14:50
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Re: Alcander's Freelimits |
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Quote:
Yes! It would make expanding choices easy without crazy FLHook/FLAC mounting group plugins. The inability to create new hardpoint types/classes was the reason for these plugins in the first place. With this patch, it fixes it all.hp_fighter_gun_special_1-10 hp_elite_gun_special_1-10 hp_freighter_gun_special_1-10 hp_capital_gun_special_1-10 hp_fighter_missile_special_1-10 hp_elite_missile_special_1-10 hp_fighter_turret_special_1-10 hp_elite_turret_special_1-10 hp_freighter_turret_special_1-10 hp_capital_turret_special_1-10 hp_fighter_engine_special_1-10 hp_elite_engine_special_1-10 hp_freighter_engine_special_1-10 hp_capital_engine_special_1-10 hp_fighter_power_special_1-10 hp_elite_power_special_1-10 hp_freighter_power_special_1-10 hp_capital_power_special_1-10 hp_fighter_armor_special_1-10 hp_elite_armor_special_1-10 hp_freighter_armor_special_1-10 hp_capital_armor_special_1-10
Posted on: 2009/10/17 7:41
Edited by Forsaken on 2009/10/17 8:09:30
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Re: Alcander's Freelimits |
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a very nice peice of work
can I add seperate classes for torpedos 1-10 and mines to the list. torps especially and capital class torps / flak weapons
Posted on: 2009/10/17 10:01
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Re: Alcander's Freelimits |
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I tried to test this out, but seem to be messing it up somewhere. I've provided the code below (additions to facilitate the engclass.dll are highlighted in yellow). Could you please tell me where I'm messing it up?
Edit: I have properly defined the engclass.dll in the dacom.ini [Libraries] section. misc_equip.ini [Power] nickname = med_scout_power ids_name = 472018 ids_info = 492018 volume = 0.000000 mass = 10 DA_archetype = equipment\models\hardware\li_fusion_reactor.3db material_library = equipment\models\hardware.mat capacity = 6400 charge_rate = 640 thrust_capacity = 1000 thrust_charge_rate = 100 lootable = false hp_type = hp_fighter_power_special_2 misc_good.ini [Good] nickname = med_scout_power equipment = med_scout_power category = equipment price = 500 item_icon = equipment\models\commodities\nn_icons\EQUIPICON_powerplant.3db combinable = false ids_name = 472018 ids_info = 492018 shop_archetype = equipment\models\hardware\li_fusion_reactor.3db material_library = equipment\models\hardware.mat attachment_archetype = equipment\models\hardware\li_fusion_reactor.3db material_library = equipment\models\hardware.mat shiparch.ini [Ship] ids_name = 237034 ;Patriot Medium Scout ids_info = 495003 ;Medium Scout Full Stats ids_info1 = 66571 ;Patriot Infocard ids_info2 = 495021 ;Half Stat Normal Left ;Standard Infocard ids_info3 = 495004 ;Medium ScoutHalf Stats nickname = li_fighter ;Patriot Liberty Medium Scout ship_class = 0; Scout type = FIGHTER msg_id_prefix = gcs_refer_shiparch_Liblf mission_property = can_use_berths DA_archetype = ships\liberty\li_fighter\li_fighter.cmp material_library = ships\liberty\li_playerships.mat material_library = fx\envmapbasic.mat envmap_material = envmapbasic cockpit = cockpits\liberty\l_fighter.ini pilot_mesh = generic_pilot LODranges = 0, 40, 60, 140, 300, 1000 fuse = li_fighter_gas01, 0, -1 fuse = li_fighter_smoke01, 0, -1 fuse = intermed_damage_smallship02, 0, 600 fuse = intermed_damage_smallship03, 0, 400 fuse = drop_cargo_fuse, 0, 1 surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03 surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03 surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03 explosion_arch = explosion_li_fighter camera_offset = 6, 22 camera_angular_acceleration = 0.050000 camera_horizontal_turn_angle = 23 camera_vertical_turn_up_angle = 5 camera_vertical_turn_down_angle = 30 camera_turn_look_ahead_slerp_amount = 1 bay_door_anim = Sc_open baydoor bay_doors_open_snd = cargo_doors_open bay_doors_close_snd = cargo_doors_close HP_bay_surface = HpBayDoor01 HP_bay_external = HpBayDoor02 num_exhaust_nozzles = 1 HP_tractor_source = HpTractor_Source hit_pts = 4000 nanobot_limit = 25 shield_battery_limit = 25 hold_size = 35 steering_torque = 20000, 20000, 96150 angular_drag = 11350, 11350, 40210 rotation_inertia = 2805, 2805, 2805 nudge_force = 30000 strafe_force = 20000 strafe_power_usage = 2 mass = 100 linear_drag = 1 max_bank_angle = 35 hp_type = hp_gun_special_4, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_fighter_shield_special_3, HpShield01 hp_type = hp_fighter_shield_special_2, HpShield01 hp_type = hp_fighter_shield_special_1, HpShield01 hp_type = hp_thruster, HpThruster01 hp_type = hp_mine_dropper, HpMine01 hp_type = hp_countermeasure_dropper, HpCM01 shield_link = l_fighter_shield01, HpMount, HpShield01 hp_type = hp_fighter_power_special_2, HpCloak01 goods.ini [Good] nickname = lf_hull ;Patriot category = shiphull ship = li_fighter price = 75000 ids_name = 12001 item_icon = Equipment\models\commodities\nn_icons\li_fighter.3db [Good] nickname = lf_package ;Patriot category = ship hull = lf_hull addon = li_scout_engine, internal, 1 addon = med_scout_power, HPCloak01, 1 addon = ge_s_scanner_01, internal, 1 addon = ge_s_tractor_01, internal, 1 addon = scout_01_01, HpShield01, 1 addon = LargeWhiteSpecial, HpHeadlight, 1 addon = SlowSmallBlue, HpRunningLight01, 1 addon = SlowSmallBlue, HpRunningLight02, 1 addon = SlowSmallBlue, HpRunningLight03, 1 addon = SlowSmallBlue, HpRunningLight04, 1 addon = contrail01, HpContrail01, 1 addon = contrail01, HpContrail02, 1 addon = DockingLightRedSmall, HpDocklight01, 1 addon = DockingLightRedSmall, HpDocklight02, 1
Posted on: 2009/10/17 18:55
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Re: Alcander's Freelimits |
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@Forsaken: Added your lines to the normal Patriot and discovered the crash. Turns out when I changed how Internal Equipment is transferred, I neglected to test it. Sorry about that. The new version has replaced the earlier attachment. And don't forget you have to change the save games to use the new hardpoints, too.
BTW, should it be "hard point" or "hardpoint"? I tend to think of it as one word, which is what the error messages and manual use, but the in-game messages have it as two words. @NeXoSE: Sure, as long as you change all the other data to match it, as well as the resource strings. You'll also need to change "+= 60" to "+= 70" in Patch (knew I should have defined that).
Posted on: 2009/10/18 2:47
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Re: Alcander's Freelimits |
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Sweet tech support. Thanks guy!
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Posted on: 2009/10/18 6:21
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EngClass2.zip




