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There are currently 62 users playing Freelancer on
45 servers. | May. 22, 2022 |
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All Posts (jericus)
FLserver cheat kick |
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![]() Joined:
2009/12/27 3:46 Group:
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Hello,
Im working on a PVP area for freeworlds 18.xx . i am trying to make ship and equipment 1. I tryed using the multiplier, didnt like that. then I made copies of all the ships and equipment in there repective goods files. set all the prices to 1 and it still kicks me. Any idea out there? or away around the cheat checker? Jer
Posted on: 2010/11/28 19:31
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fuel |
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I was think about making a consumible fuel. would one be able to turn the nanobots or the shield batteries to replenish the power core?
thx Jer
Posted on: 2010/11/23 20:18
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Re: Random jumps |
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Hey Qi,
I tried the moving of the jump out point to diffrent Hp's. didnt seem to do anything other then making the docking points to dock with the buoy 5k awway from the buoy, but I still spawned 562 meters from the location of the buoy as defined in the system file. I did try putting a spin of the object in the in the system file and that did move the spawn point but still 562 away from center. so, Freelance must be using the location and oreintation of the buoy in the system when defining the exit point. I also tryed : Code: common.dll 13E678 2000f = how far behind a jumpgate a player will be spawned - from this point, the player will be thrown forward at exceptional speed until he/she has reached the gate ~fox didnt seem to help. Im going to try having the bouy jump to a base docking point and puting a spin the base. scale it up and see if it spawns in differnt locations. if it work we remove the sur and mat files and it should basiclly be invisable and unhittable. its a shot in the dark but I'll see. Jer
Posted on: 2010/9/12 18:03
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Re: may be a dumd question. |
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I figured out the Base thing, I just hex edit the content file so that any rep higher then .9 wont hostile to friendly fire and hardcoded the rep at start up.
Now to just get these cap to fly without nodding. thx jer
Posted on: 2010/4/13 23:12
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may be a dumd question. |
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How do I get the bases not to get mad if a missle is launched near it?
thx Jer EDIT* ps what the cure for the NPC cap ships from not nobbing around in space?
Posted on: 2010/4/13 15:32
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Re: cap engine cruise distruption fix? |
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i'm trying to figure that out, which value do i change? float,double. i can see it in hexeditor. im just at a loss as to what to change.
also Im trying to get this to work in SP, does the server.dll control the sp game too? any ideas on how to make the cruise distrution to last in and area over time? so that any ship entering that area is kicked out of cruise? thx jer
Posted on: 2010/4/12 2:47
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cap engine cruise distruption fix? |
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hello,
I got my gravity well generator sorta working. problems im having is: effecting cap engine consistantly, works sometime. glitchy having a prolonged cruise distruption effect over an area. I tryed changing the lifelime on the explosion, did seem to do anything. I dont mind having a reapet fire one if I can get it effecting all the ships in a 20k area. any help would be awsome ![]() Jer
Posted on: 2010/4/12 0:45
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Re: Gravity well generator - AOE crusie disruption? |
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i think i got it figure it was working on the fighter just not caps. I think it cuz the engine is so far into the cmp file.
but here what I have, i want it to nock out crusie over a 20k area. if there a way to make the effect last for a time period that would be cool to. ; [Motor] nickname = Borstel_disruptor01_mark01_motor lifetime = 0 accel = 0 delay = 0 ; [Explosion] nickname = Borstel_disruptor01_mark01_explosion effect = ku_cruisedis01_impact lifetime = 0.000000, 0.000000 process = disappear strength = 1000 radius = 20000 hull_damage = 1 energy_damage = 1 impulse = 0 ; [Munition] nickname = Borstel_disruptor01_mark01_ammo explosion_arch = Borstel_disruptor01_mark01_explosion loot_appearance = ammo_crate units_per_container = 5 hp_type = hp_gun requires_ammo = true hit_pts = 2 one_shot_sound = fire_cruise_disruptor detonation_dist = 20000 lifetime = .00001 Motor = Borstel_disruptor01_mark01_motor force_gun_ori = false const_effect = ku_cruisedis01_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 20000 seeker_fov_deg = 360 max_angular_velocity = 0 cruise_disruptor = true DA_archetype = equipment\models\weapons\li_rad_missile.3db material_library = equipment\models\li_equip.mat ids_name = 564726 ids_info = 564726 mass = 0 volume = 0.50000 ; [Gun] nickname = Borstel_disruptor01_mark01 ids_name = 564726 ids_info = 564726 DA_archetype = equipment\models\weapons\xwingblaster.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 4215 explosion_resistance = 0.0000100 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 0.000000 mass = 00 hp_gun_type = hp_torpedo_special_1 damage_per_fire = 0 power_usage = 0 refire_delay = 1 muzzle_velocity = 0 toughness = 1.600000 projectile_archetype = Borstel_disruptor01_mark01_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris auto_turret = true turn_rate = 90 lootable = true LODranges = 0, 20, 60, 100
Posted on: 2010/4/8 16:19
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Re: NPC AI fire distance for single player |
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Quote:
thx bud, that was the ticket.
Posted on: 2010/4/7 20:50
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Gravity well generator - AOE crusie disruption? |
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has anyone got a crusie distruption AOE effect. Im trying to make a weapon that disables crusie over a large area. any ideas?
I tryed turn up the blast radius and strength. did seem to do much. thx Jer
Posted on: 2010/4/7 20:49
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NPC AI fire distance for single player |
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Hello...
Anyone got an idea how to get the NPC to shoot at ships past 1100 meters? my turbos fire 10k but the NPC stop fireing at 1100 meters. I have tryed changeing jobblock and the gunblock. cant seem to get it to work. any ideas? thx Jer
Posted on: 2010/4/6 19:54
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ALE editor |
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does anyone have a copie of
Lancer_Solurus' ale editor I cant find it anywhere. looking to start messing with the ALE files. Also any tip on how to edit the TXM file would be great. thx Jer
Posted on: 2010/1/15 19:43
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Help!! explosions not affecting turret hardpoint |
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Hello...
this seem to be the best place for answers. I am presently working on the Freeworlds 18.xx mod. I am modding the weapons to be hittable, seem pretty standard. but I cant for the life of me figure out why the blast range from the explosion doesnt effect the turrets. I set the explsion resistance to 0 on the weapon_eq file and I using the old RH_turret as the model for the guns, so there a cmp and sur. it hitable and destroyable with lasers but nothing from projectile weapons. can anyone Help? Thx Jericus
Posted on: 2010/1/9 17:17
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