Hello, i mod freelancer in basic ways like tweeking .ini files and changing music files. nothing too heavy,
Id like to start making a real freelancer mod that is PvP command and conquer gametype mod set in WW1 times only with Armoured Zeppelins and quirky sort of aircraft like that.
objective is to destroy the enemy base (a station) while defending and repairing your own using cloud cover and an array of different capital and fighter craft to get it done.
there are a few questions at the very basis of the idea that need to be cleared up before i can think about it more with freelancer in mind as a base.
please answer as best you can:)with alternatives if possible
1) is it possible to get more than 3 ships from 1 base id want like a max of 25 (15 fighters/bombers 10 Zeppelin Caps)
2) what is the most amount of players youd be able to fit into an area about 30k cubed and PvP without lagging? im guessing much less than 200, buth that would be awesome to hell.
3) is there anyway to make your own space sphere backgrounds? so the systems look different (so i can make them look like they are in the sky rather than in space)
4) when certain sections of the station are destroyed it would disable the production of a certain type of unit, say fighters (appart from free versions) is this possible to do? (i was thinking if that section was destroyed you could make the rep drastically decrease so that you cant buy them anymore)
5) is it possible to enable only friendly units to be picked up on radar (meaning enemies have to be scouted by eyesight putting emphasis on cloud cover)
6) when a team is defeated is it possible to make the server transport everybody to a new map (system) and in their respective stations so that a new match can start?
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Simplest answers possible here...
' Wrote:1) is it possible to get more than 3 ships from 1 base id want like a max of 25 (15 fighters/bombers 10 Zeppelin Caps)
No. However, on the server, you can start the player at a starting base, have them use /restart, and allow that command to give them a specific ship, set by the template they use.
' Wrote:2) what is the most amount of players youd be able to fit into an area about 30k cubed and PvP without lagging? im guessing much less than 200, buth that would be awesome to hell.
Depends on what your server can support.
' Wrote:4) when certain sections of the station are destroyed it would disable the production of a certain type of unit, say fighters (appart from free versions) is this possible to do? (i was thinking if that section was destroyed you could make the rep drastically decrease so that you cant buy them anymore)
Server side thing only. You'll have to learn C++ (I think that is what it's coded in...) to make a new FLHook plugin.
' Wrote:5) is it possible to enable only friendly units to be picked up on radar (meaning enemies have to be scouted by eyesight putting emphasis on cloud cover)
6) when a team is defeated is it possible to make the server transport everybody to a new map (system) and in their respective stations so that a new match can start?
thank you, this will help me rest at ease.
Again, server side thing only.
EDIT: In fact, this is all server specific. The only thing you'd have to mod would be the ships and systems.
im thinking of resurrecting this but so they players can actually fly the ships:)
and using the Command and Conquer balancing and gameplay, most of the work is already there for referance.
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1) aah so that command could be linked to the structure health and credits, (so if the Zeppelin production on your station is destroyed you cant use the command to give yourself a zeppelin, and also it will detract money from the character to "purchase" the ship)
2) using Disco settings as a base for results, how many do you think?
3) im guessing is a yes?
4) C++ ? hmm ok thanks.
5) more C++ again i assume,
hmm, its a real shame i know almost nothing about Flancer modding, i didnt even know freelancer could be modded, and then i found disco and a boat load of others.
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Sprolf, i swear your sig makes me laugh so much evertime i see it. xD
' Wrote:1) is it possible to get more than 3 ships from 1 base id want like a max of 25 (15 fighters/bombers 10 Zeppelin Caps)
You mean NPC or players? I think both are modifiable
Quote:2) what is the most amount of players youd be able to fit into an area about 30k cubed and PvP without lagging? im guessing much less than 200, buth that would be awesome to hell.
Depends entirely upon on the server itself, and everybody who accesses the servers' connections. FLServer doesn't provide multi-core support though.
Quote:3) is there anyway to make your own space sphere backgrounds? so the systems look different (so i can make them look like they are in the sky rather than in space)
Yes, there is, as to doing it though I have no idea. I believe sleipnir experimented slightly, or it has been used in other mods.
Quote:4) when certain sections of the station are destroyed it would disable the production of a certain type of unit, say fighters (appart from free versions) is this possible to do? (i was thinking if that section was destroyed you could make the rep drastically decrease so that you cant buy them anymore)
I would guess that via editing FLHook yes you could, or alternatively, only certain base sections sold certain ships. So yes, I think it's possible.
Quote:5) is it possible to enable only friendly units to be picked up on radar (meaning enemies have to be scouted by eyesight putting emphasis on cloud cover)
As you can see group members for a further distance than non group members, then yes, I'd imagine there was a way to make allies group members automatically, and non group members only visible within a very limited field or not at all.
Quote:6) when a team is defeated is it possible to make the server transport everybody to a new map (system) and in their respective stations so that a new match can start?
I don't think so... maybe if you can remove respawn?
EDIT: Well yes it's probably possible, but perhaps only with a points scoring, and non-knockout scenario
Ultimately, I think all of these questions are server-side based rather than the freelancer mod itself. So Cannon would be the man with the knowledge I'd expect.
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' Wrote:I don't think so... maybe if you can remove respawn?
EDIT: Well yes it's probably possible, but perhaps only with a points scoring, and non-knockout scenario
Ultimately, I think all of these questions are server-side based rather than the freelancer mod itself. So Cannon would be the man with the knowledge I'd expect.
Simple when you think about it.
Have a . command, that just kicks all players (except certain people - people with a tag on maybe?), and moves them to certain bases?
E.g. admin types .reset, all players bearing the [A] tag are moved to a certain base, [B] tag to another?
More complex to implement it...
FLHook can give a player whatever ship they want and you can whack a price on them too. The money can be tied to kills for example and FLHook could track those, keeping a record of a characters total monies. Buying a supercoolultramassive zepplin would be like typing /buy supercoolultramassivezepplin, with the price being taken from your FLHook money bank. The server would kick you, you'd log back in and you'd have the ship.
There's no need to have any of the ships for sale on either of the bases.
You might need to have them for sale on some other bases, just sitting anywhere really that no one can get to or see. Freelancer is full of quirks, so this might be needed but it probably won't be.
' Wrote:Simple when you think about it.
Have a . command, that just kicks all players (except certain people - people with a tag on maybe?), and moves them to certain bases?
E.g. admin types .reset, all players bearing the [A] tag are moved to a certain base, [B] tag to another?
More complex to implement it...
ahh that makes sence, sort of, so you could do /reset <map name> and have everyone with the appropriate tags sent to the right base in that system meaning a new map can start.
problem with that is an admin would always have to be playing for it to work so it can do the /reset map command when one teams station is destroyed.
' Wrote:FLHook can give a player whatever ship they want and you can whack a price on them too. The money can be tied to kills for example and FLHook could track those, keeping a record of a characters total monies. Buying a supercoolultramassive zepplin would be like typing /buy supercoolultramassivezepplin, with the price being taken from your FLHook money bank. The server would kick you, you'd log back in and you'd have the ship.
hmm i think being kicked everytime you buy a ships may not go down very well with the players. also that would mean if they log out with a zeppelin dreadnought and then logged back in another day during the middle of a round where the team they join has lost their Zeppelin factory, that team would gain a Zeppelin for free even when they foolishly already lost their ability to create them, meaning its a little unfair and totally unbalanced.
another thing is everyone has to spawn as a standard Light Fighter, so that there can be no cheating at the start of a new round,
' Wrote:There's no need to have any of the ships for sale on either of the bases.
You might need to have them for sale on some other bases, just sitting anywhere really that no one can get to or see. Freelancer is full of quirks, so this might be needed but it probably won't be.
I see what you mean. so the ships would be in a unreachable system that is full of stations containing all the ships so they are at least in the game.
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' Wrote:ahh that makes sence, sort of, so you could do /reset <map name> and have everyone with the appropriate tags sent to the right base in that system meaning a new map can start.
problem with that is an admin would always have to be playing for it to work so it can do the /reset map command when one teams station is destroyed.
hmm i think being kicked everytime you buy a ships may not go down very well with the players. also that would mean if they log out with a zeppelin dreadnought and then logged back in another day during the middle of a round where the team they join has lost their Zeppelin factory, that team would gain a Zeppelin for free even when they foolishly already lost their ability to create them, meaning its a little unfair and totally unbalanced.
another thing is everyone has to spawn as a standard Light Fighter, so that there can be no cheating at the start of a new round,
I see what you mean. so the ships would be in a unreachable system that is full of stations containing all the ships so they are at least in the game.
I said .reset, not /reset - we don't want players to be able to use this.
You could simply have the plugin do it automatically every... Say, 30 minutes? Hour?
And the server could modify all characters with a certain tag back to their starting bases.
there would be a refinery section on the station (probably called somthing else when i actually do it) this section gives each player on that team 2 credits per second until it is destroyed with a bonus amount if the player has a refinery Zeppelin harvesting radioactive/polluted cloudmatter, say and extra 5 credits per second.
if one is destroyed then that team loses that section of credit resource, losing the station refinery section means no more slow 2 credit drip, losing the actual zeppelin doing the harvesting means no more 5 credit per second drip
1) is it possible to link up a steady flow of cash like that, that can be turned on and off based on the health of certain elements i.e. the structure or zeppelin
there is a power station section that provides power to all the other sections of the station, if destroyed (in CnC renegade) it will double the cost of all ships and equipment and also instantly powers down the auto defences for the station/base
2) possible to do?
I guess making base defences wouldnt be hard at all since all you need is 2 teams and tell the ai to hate the other team, but what about turning them off (not destroying them) when the powerstation is destroyed.