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Friday, January 2nd 2015, 10:22pm

Author: Robocop

New jump hole has no text

yes, all other objects are correctly labeled and identified. It's just the tradelane rings and the jumpgates that aren't. Again, it might be that I'm testing it using an MP server that does not have the files on that side yet.

Thursday, January 1st 2015, 11:14am

Author: Robocop

New jump hole has no text

Well, that's what I would've said but although everything looks all right in the code, the objects don't show the intended IDs.

Thursday, January 1st 2015, 2:51am

Author: Robocop

New jump hole has no text

I have a similar problem with a system i've added. The tradelane rings and the jump gates show only 'texas system sector g4' or similar. The ids_name for the jumpgate is correctly referenced in the dll The space_tradelane_name for the rings are also referenced appropriately. This is on an MP server so I can only assume that the reason the info doesn't show up as intended is that it doesn't yet exist on the server side. Once I get the test server back I can verify.

Sunday, January 15th 2012, 10:04pm

Author: Robocop

Nomads won't shoot cruise disruptors

I'll keep that in mind if what I'm doing now doesn't work. My only hesitation with that change is that none of the other CDs use that setting and the NPCs seem to spam those well enough.

Friday, January 13th 2012, 11:16am

Author: Robocop

Nomads won't shoot cruise disruptors

I will try to get that implemented today or this weekend. Thanks for looking and contributing. In the meantime, here's the Nomad CD info. [Motor] nickname = nomad_cruise_disruptor01_motor lifetime = 0.625 accel = 1152 delay = 0 [Explosion] nickname = nomad_cruise_disruptor01_explosion effect = no_cruisedis01_impact lifetime = 0, 0 process = disappear strength = 100 radius = 25 hull_damage = 530 energy_damage = 0 impulse = 0 [Munition] nickname = nomad_cruise_disruptor01_ammo explosion_arch = nom...

Thursday, January 12th 2012, 4:37pm

Author: Robocop

Nomads won't shoot cruise disruptors

Please take a look at this and tell me if you see anything that would prevent these pilots from launching CDs... Nothing jumps out at me as being the cause. I'm going to implement this today and see what happens. *keeps fingers crossed* from faction_prop.ini [FactionProps] affiliation = fc_n_grp legality = unlawful nickname_plurality = plural msg_id_prefix = ignore jump_preference = jumphole npc_ship = MSN13_Nomad_Fighter_Populator npc_ship = fc_n_no_fighter_d13-19 npc_ship = Nomad_Gunboat npc_s...

Tuesday, January 10th 2012, 9:18pm

Author: Robocop

Nomads won't shoot cruise disruptors

Can you be a little more specific please? I'm of the opinion that it either has to be the encounter (area_nomads.ini), or the pilot but I don't know what I'm looking for.

Thursday, January 5th 2012, 11:21am

Author: Robocop

Nomads won't shoot cruise disruptors

Funny you should mention that... After I posted, I noticed that the other MSN nomad loadouts did have the ammo so I added the line giving them ammo. The Nomads still don't fire but the once. I didn't figure they needed ammo as the gun is default with the uses_ammo = false line but even after adding it, they still don't shoot the CDs. With 12-18 Nomads flying around me I'd expect a veritable hailstorm of CDs coming my way every time I try to go to cruise but after the initial ambush, if I can eva...

Thursday, January 5th 2012, 2:16am

Author: Robocop

Nomads won't shoot cruise disruptors

My Nomad encounters are working fine, and the Nomads have the Nomad Cruise Disruptor in their loadout. The problem is they don't use it but more than once or twice. Here's basically what's going on. The Nomads do fire a CD, but only once... I logged into the system and went into cruise. The first Nomad group that I encountered CD'd me and I had to evade and go back into cruise. They never stopped my attempts to go into cruise, and once I was in cruise I was able to cruise around them until I got...

Friday, October 21st 2011, 1:24pm

Author: Robocop

npcs and commodities

Well then my suggestion would be this: Deactivate all of your mods. Rerun the SDK or the JFLP, whichever patch you're using (JFLP is best), and then apply this mod alone to see if it works. One thing that interests me... Whenever I attempted to ADD something to either the shiparch or the solararch is caused all kinds of problems. I always had to modify an unused entry in those arches to make things work properly. I don't know how extensive your mod is, mine is mostly just a modification of the v...

Tuesday, October 18th 2011, 1:30pm

Author: Robocop

npcs and commodities

in commodities_per_faction.ini MarketGood = commodity_bountyhunted, 0, 0 should be MarketGood = commodity_bountyhunted Other than that I can't see anything you've missed. I presume the info is added to market_commodities.ini and select_equip.ini.

Tuesday, October 18th 2011, 1:25am

Author: Robocop

npcs and commodities

oh, nm... I see you already addressed that.

Tuesday, October 18th 2011, 1:24am

Author: Robocop

npcs and commodities

look at rmlootinfo.ini and make sure the archetype is not a universally present commodity for each faction.

Saturday, September 24th 2011, 5:17pm

Author: Robocop

Help me tell whats wrong? (mission scripts)

I have no experience modding singleplayer, but in multiplayer if the ship doesn't have a pilot assigned (the correct pilot and rank), or the ship is missing a critical piece of hardware such as an engine, tractor, scanner, etc. it doesn't appear. For me, whenever a NPC didn't appear it was because of one of those two things.

Tuesday, September 20th 2011, 7:57pm

Author: Robocop

Inside the Nomad Lair/Lair Core

We use FLAC... I'm not aware of a method of implementation, are you?

Tuesday, September 20th 2011, 3:29pm

Author: Robocop

Inside the Nomad Lair/Lair Core

I'm looking at this as a MP application, not for SP. Is there a way to have a jump drop you out to those specific coordinates?

Monday, September 19th 2011, 4:06pm

Author: Robocop

Inside the Nomad Lair/Lair Core

I'm trying to make the nomad lair airlocks work properly. It's a simple matter of course to have them jump to St02c, but the ship doesn't come out inside the core. It pops into the system outside the core, facing out towards empty space. I've tried making the dyson_airlock_inside solararch use the jump_out_hp = HpDockPointA01 as that should be far enough away from the jumpgate to place the ship inside the core, but no matter which Hp I use as the jump_out_hp, I always end up outside the core. He...

Wednesday, August 31st 2011, 2:37am

Author: Robocop

Lair/Tekagi Shield

I'm sorry, was confused. Downloading Crossfire now. R

Tuesday, August 9th 2011, 4:21pm

Author: Robocop

Lair/Tekagi Shield

I presume you're referring to your 88 FLAK mod. I'll check it out. Thanks for the tip. R

Sunday, August 7th 2011, 2:43pm

Author: Robocop

Lair/Tekagi Shield

I'm not seeing any discussion on this at all searching for nomad shield, tekagis shield, tekagis arch, lair shield, etc. Has anyone come up with a way to make the base shields destructible/regennable? I'd like to make the shields so that either destroying something like a shield generator, or even just pounding away at the shield would make it drop permitting passage for a limited period of time, let's say 2-3 minutes, after which time it would prevent passage again until repeated.