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There are currently 51 users playing Freelancer on 52 servers.
January. 24, 2022
The Starport Forum Index > All Posts (jericus)

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Re: Npc spawn distance

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2009/12/27 3:46
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Thank you so much. no i have run into another problem

when i try to recompile it. i get this error.

Severity Code Description Project File Line Suppression State
Error MSB3073 The command "copy ..\..\..\..\..\flhookplugin\trunk\sdk\libs\*.lib libs\
copy ..\..\..\..\..\flhookplugin\trunk\sdk\headers\*.h headers\

:VCEnd" exited with code 1. Player Control C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.CppCommon.targets 145

Code:
<PropertyGroup>
    <_BuildSuffix>
:VCEnd</_BuildSuffix>
  </PropertyGroup>

  <Target Name="PreBuildEvent" Condition="'$(PreBuildEventUseInBuild)'!='false'">
    <Message Text="%(PreBuildEvent.Message)" Condition="'%(PreBuildEvent.Message)' != '' and '%(PreBuildEvent.Command)' != ''"  Importance="High" />
    <Exec Command="%(PreBuildEvent.Command)$(_BuildSuffix)" StdOutEncoding="%(PreBuildEvent.StdOutEncoding)" StdErrEncoding="%(PreBuildEvent.StdErrEncoding)" Condition="'%(PreBuildEvent.Command)' != ''"/>
  </Target>

  <Target Name="PreLinkEvent" Condition="'$(PreLinkEventUseInBuild)'!='false'">
    <Message Text="%(PreLinkEvent.Message)" Condition="'%(PreLinkEvent.Message)' != '' and '%(PreLinkEvent.Command)' != ''" Importance="High" />
    <Exec Command="%(PreLinkEvent.Command)$(_BuildSuffix)" StdOutEncoding="%(PreLinkEvent.StdOutEncoding)" StdErrEncoding="%(PreLinkEvent.StdErrEncoding)" Condition="'%(PreLinkEvent.Command)' != ''"/>
  </Target>

  <Target Name="PostBuildEvent" Condition="'$(PostBuildEventUseInBuild)'!='false'">
    <Message Text="%(PostBuildEvent.Message)" Condition="'%(PostBuildEvent.Message)' != '' and '%(PostBuildEvent.Command)' != ''" Importance="High" />
    <Exec Command="%(PostBuildEvent.Command)$(_BuildSuffix)" StdOutEncoding="%(PostBuildEvent.StdOutEncoding)" StdErrEncoding="%(PostBuildEvent.StdErrEncoding)" Condition="'%(PostBuildEvent.Command)' != ''"/>
  </Target>


it point to that for the error.

How do i tell it a new directory for the flhook.lib?


thanks

Jericus

ps Im learn this as I go, sorry if it a dumb question.

Posted on: 2021/9/19 16:19
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Npc spawn distance

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Hello,

Im working on a mod that use flhook, I notice it overrules the distance offsets in the content.dll and server.dll for spawn distance and persistence. they both seemed cap at 6500. anyone know how to tell flhook to expand its range for the npc spawns?

Thanks

Jericus

Posted on: 2021/9/16 14:51
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Hack request - SP fuse distance and Blast radius

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Hey,

I have been working on a SP mod for a while now. I am trying to create an explosion with a blast radius of 500k (impulse looks to work, just no real damage on the solars). looks like 10k s the cap.ideally I want everything with in 500k to be destroyed. Also I found the hack for MP fuse solar distance, I was wondering if there was a way to do it in SP?

Thanks

Jer

Posted on: 2020/3/3 14:54
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Simples wont spawn

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[explosion]
nickname = explosion_li_fighter
lifetime = 0.000000, 0.100000
process = disappear
debris_impulse = 110
debris_type = debris_solar_short, 0.600000
debris_type = debris_solar_long, 0.400000
num_child_pieces = 30
innards_debris_start_time = 0.000000
innards_debris_num = 30
innards_debris_radius = 70
innards_debris_object = simple_metal_debris15
effect = explosion_pirate_depot

[Simple]
nickname = simple_metal_debris15
DA_archetype = Solar\asteroids\models\debris_panel_f.3db
material_library = solar\ast_debris2.mat
Mass = 1000

everything is where is should be. but nothing being spawned.

anyone still out there that can help?

Posted on: 2018/8/25 15:41
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Re: Strange bug: ERROR: UHH index not 0

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what about a jumpbouy thats been deleted? I know in the systems I was working on that had that error, there was a lot of stuff added then deleted. what if it FL has some code some where for something that was there but is now gone.?

its a shot in the dark. Im going to see if I can recreate the error. At least if I can recreate it it might help figure out the cause.


Later

Jer


Posted on: 2012/4/10 4:33
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Re: Strange bug: ERROR: UHH index not 0

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this was on lancers reactor

here

http://www.lancersreactor.org/index.php?page=Thread&threadID=38571

seem to point to a solar issue.

Posted on: 2012/4/9 16:01
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Re: Strange bug: ERROR: UHH index not 0

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Hey Sushi,

I was getting this on the 19.xx I was working on. NOt sure what was causing it. I think you right though, it defiantly pop up on jumps, and I only saw it on new systems , not pre-existing ones.

hope this help little , it not really the answer. maybe it will help you figure it out.

Nice work on TOW BTW

Jer

Posted on: 2012/4/9 15:45
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Re: Making solars shoot each other

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i copied the wrong two sorry.these are them


Code:
[Object]
nickname = LI02_wplatform_4
pos = 72601, 0, 39340
rotate = 0, -180, 0
ids_name = 589818
ids_info = 0
reputation = co_rs_grp
behavior = NOTHING
archetype = droidcon_de
loadout = droidcon_de
difficulty_level = 6
visit = 0
pilot = caps

[Object]
nickname = LI02_wplatform_5
pos = -70454, 0, -40502
rotate = 0, -90, 0
reputation = co_vr_grp
archetype = naboo_defence
ids_name = 590310
ids_info = 0
behavior = NOTHING
loadout = naboo_defence
difficulty_level = 6
visit = 0
pilot = caps

Posted on: 2012/4/1 6:46
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Re: Making solars shoot each other

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Hey

I am having the same problem. I have followed what you have here. I have two weapon platforms next to eachother. they shoot the NPCs, but not eachother. I have the pilot_pop job block set right. I have the behavior = nothing. yet it as if they dont see eachother. but they can see ships fine.

and they use auto turrets

Code:
[Object]
nickname = LI02_wplatform_1
pos = -81041, 0, -116175
ids_name = 589818
ids_info = 0
reputation = co_rs_grp
behavior = NOTHING
archetype = droidcon_de
loadout = droidcon_de
difficulty_level = 6
visit = 0
pilot = caps

[Object]
nickname = LI02_wplatform_2
pos = -63910, 0, -122332
ids_name = 589818
ids_info = 0
reputation = co_rs_grp
behavior = NOTHING
archetype = droidcon_de
loadout = droidcon_de
difficulty_level = 6
visit = 0
pilot = caps


Code:
[JobBlock]
nickname = caps_job
wait_for_leader_target = False
maximum_leader_target_distance = 20000
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = False
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = never
loot_preference = LT_ALL
force_attack_formation = False
combat_drift_distance = 20000
attack_preference = freighter, 20000, guns | torpedo | guided | unguided
attack_preference = weapons_platform, 20000, guns | torpedo | guided | unguided
attack_preference = cruiser, 20000, guns | torpedo | guided | unguided
attack_preference = capital, 20000, guns | torpedo | guided | unguided
attack_preference = transport, 20000, guns | torpedo | guided | unguided
attack_preference = fighter, 20000, guns | torpedo | guided | unguided
attack_preference = gunboat, 20000, guns | torpedo | guided | unguided
;attack_preference = solar, 20000, guns | torpedo | guided | unguided
;attack_preference = anything, 20000, guns | torpedo | guided | unguided


Code:
[Solar]
nickname = droidcon_de
type = WEAPONS_PLATFORM
DA_archetype = solar\droidcs\droidcs.cmp
material_library = solar\droidcs\droidcs.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 50000
mass = 10000.000000
shield_link = r_freighter_shield01, HpMount, HpShield01, HpShield02, HpShield03, HpShield04, HpShield05, HpShield06, HpShield07, HpShield08, HpShield09, HpShield10
open_sound = depot_open_sound
close_sound = depot_close_sound
solar_radius = 800
shape_name = NAV_outpost
hit_pts = 7000000
destructible = true
fuse = fuse_dreadnaught_destructable, 0.000000, 1

[Solar]
nickname = naboo_defence
type = WEAPONS_PLATFORM
DA_archetype = ships\swships\Venator\Venator.cmp
material_library = ships\swships\Venator\Venator.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 50000
mass = 10000.000000
shield_link = r_freighter_shield01, HpMount, HpShield01, HpShield02, HpShield03, HpShield04, HpShield05, HpShield06, HpShield07, HpShield08, HpShield09, HpShield10
open_sound = depot_open_sound
close_sound = depot_close_sound
solar_radius = 800
shape_name = NAV_outpost
hit_pts = 7000000
destructible = true


any ideas?

Thanks

Jer

Posted on: 2012/4/1 4:16
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NPC cargo drop

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Hey,

I need to find away to control the about of ammo dropped by the NPCs. My server admin are worries about NPC farming. I know I can make ammo disappear with the loot_unseen line. can I control how much of it drops some how?


Jer

Posted on: 2012/3/31 3:31
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Re: fuel

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what about changing the nano bot to heal energy?

what i am thinking is having a astiroid drop them. We are deal with econmy issues. I though is if Nanos worked like gas, and we can make rock drop them. we would have fuel, minable reasourse.

Can the Nano be made to A) heal energy instead of hull? and B) can I make them loot?

Posted on: 2012/3/28 23:02
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Re: Invisible Gun Fire from Mission Solars

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Quote:

-------- Effects --------
-- 6250000f in server.dll, 0x84ADC, 0x86AEC = square of maximum effect draw distance (vis_beam) ~FriendlyFire

eft_explosion_large (limited duration):
-- 100f in freelancer.exe, 0x212AF0, 0x212AF0 = on-screen radius of effects, affects size-on-screen-based cutoff (make larger to increase cutoff range)
-- 15f in freelancer.exe, 0x212AF8, 0x212AF8 = max run time of effects
-- 100f in freelancer.exe, 0x212B00, 0x212B00 = unknown, likely the first value of pbubble
-- 500f in freelancer.exe, 0x212B04, 0x212B04 = visual cutoff range of effects (second value of pbubble)

eft_weapon_large_proj (infinite duration):
-- 50f in freelancer.exe, 0x212C58, 0x212C58 = on-screen radius of effects
-- -1f in freelancer.exe, 0x212C60, 0x212C60 = max run time of effects
-- 100f in freelancer.exe, 0x212C68, 0x212C68 = unknown, likely the first value of pbubble decrease
-- 500f in freelancer.exe, 0x212C6C, 0x212C6C = visual cutoff range of effects (second value of pbubble) increase
-- 15f in freelancer.exe, 0x213158, 0x213158 = on-screen radius of vis_beam effects
-- 100f in freelancer.exe, 0x213168, 0x213168 = unknown, likely the first value of pbubble for vis_beam decrease
-- 500f in freelancer.exe, 0x21316C, 0x21316C = default vis_beam cutoff range (second value of pbubble for vis_beam) increase


eft_damage_large_smoke (infinite duration):
-- 20f in freelancer.exe, 0x212DE8, 0x212DE8 = on-screen radius of effects
-- -1f in freelancer.exe, 0x212DF0, 0x212DF0 = max run time of effects
-- 100f in freelancer.exe, 0x212DF8, 0x212DF8 = unknown, likely the first value of pbubble
-- 500f in freelancer.exe, 0x212DFC, 0x212DFC = visual cutoff range of effects (second value of pbubble)

Posted on: 2012/3/28 19:37
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Re: Invisible Gun Fire from Mission Solars

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what weapon effect are you using? you may need to hex edit the weapon_large in the freelancer.exe. it's a shot in the dark.

its sound like an FX problem. also you can look in the effect_types.ini increase the lod to 0, 10000. find the effect that the weapon is using in the weapon_equip. in the effects.ini it will have a type. eg

weapon_equip
Code:

[Munition]
nickname = turbolaser_ammo03
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 2000
energy_damage = 0
one_shot_sound = fire_capship_forward_gun
munition_hit_effect = li_plasma_03_impact
const_effect = Purple_turbolaser_proj---this one
lifetime = 14.000000
force_gun_ori = false
mass = 1
volume = 0.000100



Code:

[Effect]
nickname = Purple_turbolaser_proj
effect_type = EFT_WEAPON_LARGE_PROJ ----- find this
vis_beam = turbolaser_beam_Purple


in the effects_type you will find
Code:

[EffectType]
nickname = EFT_WEAPON_LARGE_PROJ
priority = 1
generic_priority = 1
lod_type = EFT_LOD_LARGE
radius = 100
visibility = EXIST_OFFSCREEN
update = CULL_UPDATE 
run_time = -1
pbubble = 1250, 1500 ---- try changing this to 0, 10000


that with the exe hex edit worked for me.

good luck. hope it helps


Posted on: 2012/3/28 7:46
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Re: cloak disabling weapon

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thanks Sizer. good to see a familiar name. FW's has a cloak now and people complianing. I thought if there was a counter to it , the cloak wouldn't be such a ulitimit technology.

Posted on: 2012/3/28 6:49
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cloak disabling weapon

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Hey does any of the FL guru's out there know how to make a weapon that can knock out that cloaking device?

only thing I could think of was haveing low hitpoint on the device. if it gets hit with AOE damage it would be destroyed.

any other creative solutions?

thanks

Jer

Posted on: 2012/3/28 4:24
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