Posts by Forsaken

    You make the pilot like you would any other commodity. This would require select_equip.ini, goods.ini, market_commodities.ini entries. Use other commodity entries as a reference when making your code.


    Then to make the pilots drop, you need a RMLootInfo.ini and LootProps.ini entries.


    Im sure you are a pretty smart guy and can figure it out, but if you have any issues figuring it out search the Archives for help, and if that dont help, post here with the code you've done and I'll try to help you out.


    Good luck!

    Hi!


    As far as I know noone uses a joystick for FL. The reason being is the guns rotate on their mounts. Therefore it would greatly limit you in being able to proficiently target your enemies.

    I'm pretty sure it'll work for you. Be sure to let me know what the result is. If it doesn't I'll take more time studying your code.


    Quote

    Out of curiosity, does the weight value hold any actual value, or is it just kinda thrown in there just cuz? I can't really think of anything it'd influence that would have any actual effect on how it works right off the top of my head...


    To be totally honest with you, I can't remember. I done some experiments a few years ago but I've all but brain dumped any data regarding my observations. Try experimenting and see what you get.


    Good Luck!

    Quote

    i wonder why nobody is building real starspheres instead manipulating the old ones
    editing the originals and using that tool just limits the real possibilities


    Because people have to crawl before they can walk. Read my first post again...


    Quote

    If you want to make a custom cmp you use Milkshape texture it as you see fit, invert the faces (so they appear on the inside) and export it. This is significantly more advanced however. I suggest you start of simply editing the cmps using UTF editor till you get comfortable with how starspheres work in FL.


    There is plenty of potential with vanilla starspheres if you know how to use photoshop. I've made a number of custom ones before, but modifying vanilla cmps can look great too. If someone wants to keep the same system look (feature location wise) but want to improve the quality, it is perfect.

    Great first post mate. Very detailed so I could get an idea of what your code is.


    First things first, a quick question for you... 100 bucks says you are testing for "loot drops" by doing missions? Instead of killing a random npc spawned by random encounters? If so that is your problem. I looked at the code and I don't see any coding for your RMLootInfo.ini in the Random Missions folder. I dont know your knowledge level, but it looks like you are somewhat handy with code.... but if you didnt know the RMLootInfo controls loot drops during Random Missions and the LootProps.ini controls loot drops during Random Encounters.


    Here is an example entry (based on your coding). It should fix your issue.


    [RMBonusLoot]
    archetype = commodity_phenzine
    num_to_drop = 6, 9
    faction = fc_lr_grp, co_be_grp, co_rs_grp, co_ss_grp, co_hsp_grp, fc_c_grp, fc_ou_grp, fc_j_grp, fc_x_grp, fc_lh_grp
    difficulty_range = 0, 100
    weight = 10


    Another thing I noticed, in your LootProps.ini entries you have a number of the factions wrong (the faction nickname). For example...



    It should be...
    [FactionGood]
    faction = fc_c_grp
    [FactionGood]
    faction = fc_ou_grp
    [FactionGood]
    faction = fc_x_grp
    [FactionGood]
    faction = fc_j_grp[/quote]


    And the correct code for the Lane Hackers is fc_lh_grp. From my quick skim over it... the rest of your code looks good to go. I hope this helps you out! :P Feel free to PM me if you have any questions.

    Aye, I've toyed with that a quite a bit, Tunicle. IMHO, that is best used for Stars and background features (such as the cats eye nebula in the distance). It does that quite well, and easily too! Those starsphere.cmp files which are nebula that app doesn't work too well.

    Starsphere.cmp can have their textures changed by opening it using the UTF Editor. Expand the "tree" in the Texture Library node. You will see the different textures in there. At the end of each "branch" you will see something like "MIP0" or "MIPS". You simply export/import your texture using buttons on the side (dont worry they are easily identifiable haha). One thing to note, if it is a MIP0 node then you export it as a .TGA, if it is a MIPS node you export it as a .DDS file.


    Remember to add the file extension to the end of the name want the file to be. Example: br_clouds.tga will work, but NOT br_clouds


    Another thing, if it is a DDS file, you will need the GIMP/Photoshop plugin to view/edit them. It is made by Nvidia if I remember correctly. If you want to make a custom cmp you use Milkshape texture it as you see fit, invert the faces (so they appear on the inside) and export it. This is significantly more advanced however. I suggest you start of simply editing the cmps using UTF editor till you get comfortable with how starspheres work in FL. If you are serious about modding FL, being proficient with UTF Editor is an essential skill to acquire.


    Here is an example of what you can do when editing starspheres using UFT Editor...
    <!-- m --><a class="postlink" href="http://i17.photobucket.com/albums/b68/rgriffin9219/New%20Mod%20stuff/SWWTStars.png">http://i17.photobucket.com/albums/b68/r ... TStars.png</a><!-- m -->
    <!-- m --><a class="postlink" href="http://i17.photobucket.com/albums/b68/rgriffin9219/New%20Mod%20stuff/screen161.png">http://i17.photobucket.com/albums/b68/r ... een161.png</a><!-- m -->

    You can use an INI editor I guess. Me personally, I use Notepad... and always have.


    A float value is any value that has a decimal in it. Example: 3.5 is a float value. 6 is not a float value. (I don't know your knowledge level, so please don't be offended. I just want to make sure you know what a float value is.)


    Lets say you have a float value of "1.2". Make that value "1.200000". Sure alot of people don't take float values out to 6 decimal places, but it is IMHO a good coding practice to get into if you are modding FL.

    Without having the disco mod on hand (which I dont). And without knowing what items (and their DLL numbers) you are missing its impossible to trouble shoot it over the forums. Hence Rankor being non-specific in his reply to your post.


    One thing you might look at, your Freelancer.ini might be buggered. I know it sounds cliche, but try reinstalling Freelancer, redownloading the disco mod and activating it using FLMM. Unless you added content, it should work just fine.

    Quote from "netpuppy"

    I suddenly found that the refire_delay in the weapon_equip.ini had been rounded! 0.12 was rounded to 0.1, 0.17->0.2, 0.33->0.3 .
    I decompress a new weapon_equip.ini from the freelancer.iso and found it has been changed too!


    I open and edit .ini files use Tinyfish FL INI Editor V1.44.


    Try taking all of your float values out to 6 decimal places (X.XXXXXX).

    This is from a tut I wrote a little while back for my devguys... I hope this helps you out...



    This SUR was made using this method.... Once you've made all of the SUR pieces, it should take you no more than a few minutes to have the SUR working and functional ingame.




    If anyone needs any more examples, capabilities/limitations or has a question, let me know....

    I understand what you are saying... unfortunately its one of those things limited by the engine and our current modding knowledge.


    One idea for you is to extend the lifetime of the Sunslayers explosion