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There are currently 62 users playing Freelancer on 45 servers.
May. 22, 2022
The Starport Forum Index > All Posts (jericus)

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FLserver cheat kick

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2009/12/27 3:46
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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:

Gisteron wrote:
first ofc is makeing their weapons fire longer (lifetime and velocity of projectile section). second, you need either to put in their loadouts a scanner with a longer range (base scanner?) or to edit their usual scanner's range. the npc does not see you, but you can select a target via the contact list and follow the direction your hud shows. imagine that the npc's brain work just like this, their scanner is their only way to see something.


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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2009/12/27 3:46
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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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2009/12/27 3:46
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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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