Posts by Cold_Void

    one of the two jumphole surs has a concave cylinder shape - its fluted at one end but the farther you stretch its Z axis the less noticeable it is...i have used this to make a ´tunnel´ before - my purpose was to create a restricted access jumphole that wouldn´t accept any ships over a certain size, and the sur worked beautifully.hope this is helpful

    just a note,subgroups names do not matter to FL,which is why you see so many collisiongroups with identical names - only the first group will have the unique name of the model - this is only of interest if you´re using the subgroups option in export of course but worth a mention as it might save someone some time

    i prefer to edit my INIs with windows 3.1,save them on 5.5 floppys and sing them to sleep at night with the windows nt users manual.DLL strings i edit with my toes and a hex editor -but even i know never to close FLMM and add new files while my mod´s are activated <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>

    the cargopod in the hauler package you mean? i believe he´s asking how to make a commodity attach a cargopod to the ship. i´ve figured out how to enable it correctly - stock FL used pods in the loadouts with the cargo, presumably so you could target the pods - however the pod_appearance entries in commodities aren´t useless, they tell freelancer to attach the pods when ini coded hardpoints are available - but, <b>cargopods only auto-attach to npc freighters </b> but they will drop cargo on player ships too the correct code for ship cargo hp´s is: hp_type = hp_cargo_pod, HpCargo01, HpCargo02 etc attach that to all the transports etc and remove the pods from their loadouts, hope that helps

    i´m certain you couldn´t use the jumpgate effect - you could use an animated texture(no one has done so,yet)based on the animated textures in cityscape signs - however it would be very bad for system performance at any half-decent resolution

    agreed,lambert´s a better highlander,adrian paul is still a good substitute,but there´s no point in continuing this series which was spawned from a fairly entertaining but cheesy movie.just like the matrix, our hero becomes all powerful and has the world in the palm of his hand at the end- and somehow blows his chance to set things right? yeah,sure. come on hollywood - try reading a script without reading the title or asking whose on-board for it first

    not really,i´m very happy with it - but RSS 2.0 for media enclosures to update mods would be wicked sick : and it would tie in with Louva´s request to enable FLMM to change exe numbers. one thing i´d really like to see is an INI generateres function,where you point to the INI with generateres in it and FLMM handles replacing the IDS info - i know there are any number of ways to do this via xml,newfile,replace,etc,but this would be much simpler for people renaming every piece of equipment in the my games folder there is perfoptions.ini and userkeymap.ini - its not critical but it would be nice to be able to replace the userkeymap and maybe perf options for some mods oh and WB Matt,i was starting to worry you´d forgot about lil´ old TLR <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> Edited by - Cold_Void on 10/18/2005 6:01:51 PM

    praise the Lord!<img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> i hate rtc_this and msn_that - gah! another thing...corsair ships and pirate ships were mixed up by some idiot who didn´t know how to switch faction ships - i´d love to see the corsairs fly the ships they were originally intended to and the junkers get civilian series ships <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>

    i´ll agree to disagree but i don´t find that removing the groups has any interesting effect on anything <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>

    new fuses for battleships would be particularly helpful - instead of resorting to uber torps or elaborate shielding to make up for poor armor the ship can be balanced through destructible subgroups - fuses can allow players to pull a battleship apart piece by piece,destroying its defensive capability steadily.and a _very_ cool item that doesn´t get used enough in fuses is {impulse} - add some impulse to a wing blowing off and it will rock the ship realistically <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> I gotta agree, fuses are very cool and sadly they´ve been neglected - for now <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>

    ehhh a little of both actually <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> - the solution is,mount a cargopod that uses the base mesh on an invisible .cmp file with all the docking mounts and,very importantly the camera - give the base cmp a visit value of 128,ie never shows on navmap - then create an interference zone of 100 strength in a small area centered on the base - once the cargopod is destroyed you can´t target the base manually or via scanner i had some trouble with the invisible cmp until i exported my own,it has to have a material assigned or else it will crash - you should leave the texture out of course so you can´t see this phantom polygon w00t <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle>

    or a missile with a detonation range of 0,millions of hitpoints and and long lived missile motor fast enough to keep up with a moving ship - i actually saw this work when i was playing with shooting cows as missiles &amp; i gave the ´moosles´ and motors very long lifetimes