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There are currently 31 users playing Freelancer on 40 servers.
October. 17, 2019
The Starport Forum Index > All Posts (Stormblast)

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Re: Add Weapon on model in THN animations...
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Quote:

com wrote:

But i dont kno if i there is a way to change orientation with this method...coz...there is no attached entity..so i cant make canons animation...

There is a ligth parameter too...but animated ligth on the model hav some display bug...dont kno how to fix it...the fx engine probably dont start for the model (PSYS)...

With Equipement method...i can change orientation but requierd lot of entry for 1 ship...and i hav a fleet in my intro...ahaha...



You can make an custom loadout for the ship you wish to animate guns. You can make the loadout entry without the animated light hardpoints and that way eliminate the lights problem. You can also put some non animated guns into the entry, but leave place for the "big gun" you wish to animate in .thn.

Do this on your whole flotilla and you'll get an nice touch to your animation.

Posted on: 2010/7/6 15:07
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Re: Non-Bases Bases
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Maybe it could be made int multiplayer through FLHook, but singleplayer most definetly not because the docking part is hardcoded and there is not a thing resembling trading window or similar (maybe the scan window, but very unlikely).

Posted on: 2010/7/2 23:36
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Re: The Big Huge Effects Pack!
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Thanks adoxa, I was about to ask whether there is any reference material.

Posted on: 2010/7/1 16:29
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Re: The Big Huge Effects Pack!
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Quote:

Gisteron wrote:
problem is, we do not know everything exactly. but maybe a prog could be done for outgame effect renderings using the alchemy.dll.


I thought of creating a database of all the different alchemy commands and insert variables into that.
When creating an effect, one would add a state, which corresponds to an appearance and logic node in the .ale, of a type listed in the database. When a type is selected, the application loads it and shows the variables that are "changeable" for the given state.

The states would interact as if they were keyframes in the effect timeline (%). The states would then change to the next state through time. This would be called a stateflow.

Furthermore, each effect would consist of a number of parts i.e. (head, trail, etc.) and each of the parts would have exactly one stateflow.

After changing all the values, one would choose the output location and then commence the generation sequence by clicking a button.

Quote:

w0dk4 wrote:
A particle effect editor for FL with preview would be awesome!


Sure it would, but the poor FL would not take all those fancy new shinning FSes that will be put in it after we'd discovered such a tool.

Posted on: 2010/7/1 11:30
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Re: The Big Huge Effects Pack!
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It's a thanks, don't worry. It wasn't you who made me go away from FL. It was myself. But thats over now and I'm back, and I'm thinking of creating an .ale generator, which would simplify the process of making FXes.

Posted on: 2010/6/30 22:04
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Re: The Big Huge Effects Pack!
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Thanks Why, your first FX pack drove me away from FL, and now when you have released the revised edition I'm coming back. Thx

Posted on: 2010/6/30 12:05
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NeoBux
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For those of you who spend a lot of their time on forums, here is a good PTC site: NeoBux.

Posted on: 2009/9/15 20:35
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Re: Disable the Auto cruise function
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It's simple just change the key bindings in kaymap.ini and keylist.ini. Not really sure which one. XP

Posted on: 2009/7/26 17:54
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Re: The Great What Are You Listening to Thread ;D
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Mass Effect The Original Soundtrack ;D

EDIT: This is also in my playlist currently.
http://www.youtube.com/watch?v=nqrVnVprT4A

Posted on: 2009/7/24 22:48
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Re: Best CPU and Hardware for Freelancer Server
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What about that new SSD technology. I read somewhere they will start applying it not only instead of DDR and SDRAM RAMS but also instead of hard drives?
But where's the logic? What good is for you to have a 3 GB of SSD Ram when you have a 1TB SSD 'Hard Disk'?
They have the same speed, ergo it would only slow systems down.

Posted on: 2009/7/23 16:20
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Re: Logging what Freelancer.exe is reading
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There is also a tool called Process Explorer on the very same site. http://technet.microsoft.com/en-us/sysinternals/bb896653.aspx

Posted on: 2009/7/14 12:41
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Re: Down time
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Excellent site Stormblast, I went thru and added checks for every vunerability I found for my sites. It won't protect against DOS attacks but at least I have checks for injection attacks added now...


You make me blush. : ;D :-[

I was a script kiddie too.

Posted on: 2009/7/13 22:18
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Re: Down time
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Visit http://www.packetstormsecurity.com/ it serves the best ddos protection tools. It also serves the ddos attack tools. So if you find out who attacks you can attack him. ;D

Posted on: 2009/7/13 13:37
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Re: Multiplayer Scripting?
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As fox mentioned the multiplayer scripting is buggy, so you should expect a ton of bugs, and errors.

Posted on: 2009/7/11 19:06
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Re: Hello Starport!
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(Still groggy) Welcome! ;D

Posted on: 2009/7/7 9:05
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