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There are currently 31 users playing Freelancer on
44 servers. | August. 11, 2022 |
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All Posts (jericus)
Re: Npc spawn distance |
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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> 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]
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] Code: [JobBlock] Code: [Solar] 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:
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:
Code:
in the effects_type you will find Code:
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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