A command where a player can cue a predefined OR random music that is placed in the mod files when entered.
Ex 1irate CDs trader,
/cuemusic danger,
The music plays for all ships near pirate
Ex 2:Keepers use /cuemusic mysterious
It plays a awesome mysterious music further setting the environment.
Some of few different types of music types I can think of right now that can be used - Attack,Danger,Mysterious,Curious,Happy,Joyous,Sad,Death,Relief.
If someone doesnt want to have someone mess with their sounds then they can opt out by typing /cuemusic disable
I don't know if FlHook can do this or if it is easy enough that someone is willing to code it,it would be a great feature if implemented.
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(05-15-2014, 12:26 PM)Praetor Wrote: A command where a player can cue a predefined OR random music that is placed in the mod files when entered.
Ex 1irate CDs trader,
/cuemusic danger,
The music plays for all ships near pirate
Ex 2:Keepers use /cuemusic mysterious
It plays a awesome mysterious music further setting the environment.
Some of few different types of music types I can think of right now that can be used - Attack,Danger,Mysterious,Curious,Happy,Joyous,Sad,Death,Relief.
If someone doesnt want to have someone mess with their sounds then they can opt out by typing /cuemusic disable
I don't know if FlHook can do this or if it is easy enough that someone is willing to code it,it would be a great feature if implemented.
Oh my god this would be so fun to have. I could imagine myself catching some helpless trader and I start playing this:
I know it's cliché, but isn't it everyone's first choice?
Make equipment stop requiring extra cargo space when unmounting.
As it stands currently, I need an absolutely empty 1800 cargo BS to unmount a 900 cargo space JD, and that's just wrong. Fix it.
Currently, hostile trade lane rings show up in the Important tab of the contact list.
This results in unnecessary clutter for unlawful players - anywhere between 2 to 8 red contacts.
If possible, make it so they do not get listed in the Important tab. (They should stay in the Solars list)
I was working on missions for another mod a long long time ago. We had changed some of the kill fighter missions so your escorts show up as two or three trains. Each mission would have two different waypoints where you would have to kill enemy fighters. but instead of that being the mission objective it said something like "you must protect the convoy along its trade route". Not very difficult to implement if I remember, but it adds a little more flavor to the missions. I've been looking for the old mod files I had, but I might have lost them. I think the hard part would be making you lose if the freighters died, because we didn't know how to do that so technically as long as you killed the enemies it didn't matter about the freighters. I still think the concept is interesting though.
(06-02-2014, 11:37 PM)Corundum Wrote: Currently, hostile trade lane rings show up in the Important tab of the contact list.
This results in unnecessary clutter for unlawful players - anywhere between 2 to 8 red contacts.
If possible, make it so they do not get listed in the Important tab. (They should stay in the Solars list)
Or you just click "Ships" a few times to filter only player ships.
(06-02-2014, 11:37 PM)Corundum Wrote: Currently, hostile trade lane rings show up in the Important tab of the contact list.
This results in unnecessary clutter for unlawful players - anywhere between 2 to 8 red contacts.
If possible, make it so they do not get listed in the Important tab. (They should stay in the Solars list)
Or you just click "Ships" a few times to filter only player ships.
It has its own problems. You either risk getting surprised by NPC cruisers/GBs in the one case or you have to see all NPCs (green included) in the other case.
So, a few of my buddies were talking, and we came up with an idea:
What if lawful factions (Example: LPI, LN, RM, RFP) could lock Jumpgates? Something like what the LPI have, similar to TLAGSNET.
Obviously, there could be some serious issues with this, so we came up with several ways this could work out without being used for massive trolling.
- When a jumpgate is locked, traffic on the other side can still enter the system
- Jumpgates can only be locked when within 6k range. If leaving that range, the lock disables and the gate is accessible again.
- (Just a thought, not something I'd personally recommend) Restrict it to Official faction use.
The reason this would be great, would be for setting up blockades or checkpoints in to major systems. There's obviously other ways around (Jumpholes), and the players locking the gate can unlock the gate to allow traffic through.