I do not know if this would be an FLHook feature, but would it be possible to add a basic calculator? Only with add, substract, multiply and divide, maybe with a /calc <stuff here> command. This would make easy to calculate prices or profit in-game, you don't have to open/take a calculator.
(09-28-2014, 03:10 PM)Ponge Wrote: I do not know if this would be an FLHook feature, but would it be possible to add a basic calculator? Only with add, substract, multiply and divide, maybe with a /calc <stuff here> command. This would make easy to calculate prices or profit in-game, you don't have to open/take a calculator.
Would be very useful, for many people ingame. Instead of needing to tab-out, having another PC running, playing in Windowed or to have a Mobile Calculator everytime with you, when you are in need to build a core upgrade for your base and need to calculate the exact runs you have to do. Or when you have a gun shop, and need to calculate the discount given to the costumer (eg. 120 million standard price, 25 % discount = /calc 120*0.25 = 30 , this would mean 30 million discount.)
(10-12-2014, 03:44 PM)Snak3 Wrote: Please, make /setmsg sent to local be default.
got you on that one
Changelog 13/10/2014
Quote:=playercntl=
- Implemented UserCmd_DRMsg to replace /1&co. FLHook didn't appreciate switching UserCmd_SMsg's understanding.
- Implemented a set of /s command for setmsg for system chat. goes from /s0-9.
- Moved /0-9 to local chat.
Quote:=mobiledock=
- When entering a base or undocking from a base, a carrier (or whatever with docking modules) will check if there's anything docked. If there is, the list will be purged and the docked ships will undock where the carrier was prior to purging the list.
- Does not affect carriers that F1 in space for obvious reasons.
- Should fix most issues of ships being considered as docked while they're not. Report bugs in the following thread if you find a condition where it still happens. http://discoverygc.com/forums/showthread.php?tid=121701
(10-13-2014, 05:20 PM)Snak3 Wrote: Well this would/will ruin specific usage of Docking Module for docking combat ships on transports to allow faction members to log when you need help.
Making docking module only half usefull. Meaning I bought so many of them for no reason. It's like 8 docking modules for LH~ alone.
EDIT:
What about ships with at least two Docking Modules? They will only be able to have one ship docked on them.
The purge only happens when the ship with the docking modules dock on a base or leaves it, it's not purged as long as the ship is in space.
The reason for this is that there's a crash bug that happens if you try to undock from the docking module if the carrier itself is docked on a base. We wanted that gone. There's also the issue of the daily server restarts causing the maps to be "stuck".
The reason I didn't make F1 and logging in space be affected by this is specifically to not impact those that use docking modules for blitzkrieg. There's a better fix that's possible but it requires way more time which I can never be sure to have.
Alright. Well. This sucks for me personally, as I bought Docking Modules and built ships on idea I can stash them on our trade ships. Oh well. Lost only around a billion :/
(10-13-2014, 05:39 PM)Snak3 Wrote: Alright. Well. This sucks for me personally, as I bought Docking Modules and built ships on idea I can stash them on our trade ships. Oh well. Lost only around a billion :/
Wow dude, don't be so dramatic. It's not like they've been made completely useless, you just have to work around this change for a little while until I can fix this completely.
You can just make your trade run with escorts for the moment, it's going to be the same result and you get faction activity out of that.