There is some fun functionality with some of the spawning commands. AI can be spawned. Solars also can be spawned. I made more things.
Mass Solar Spawning (Tool)
This is untested. I am 100% sure that this program will work to the specifications of the command syntax listed below. I cannot go ingame and test it myself, however, due to lacking access to the command myself.
What is it?
There exists an (administrator only) command which can spawn solars into space, provided that you fill out the command with the proper information. This is pretty darn tedious, given everything that it requires.
What if you wanted to create a lot of objects at once? What if you wanted to completely customize an empty system with solars for an event? You'd have to type all of that out for every. single. object.
To remedy that issue, I created a little tool which aids in pulling information from the system .ini files, and converts it automatically into an Auto Hotkey script capable of spawning all of the objects in with a single key combination.
First things first, you need to prepare all of your objects that you want to spawn. This is done through your favorite System Editor. (Probably Freelancer Mod Studio)
Due to the constraints of the command, you'll have to be careful with what you spawn. I don't THINK you can spawn stars or planets, although who knows. There might be archetype tricks and loadout tricks you can do with that.
You may want to fly around your edited system locally, just to make sure that everything is in it's proper place and looks good.
Once you've inserted all of your new objects into the system, you NEED to give everything new a common prefix regarding the 'name' field. (See screenshot below) - This makes sure that you're only spawning in new objects. The tool will not include objects not matching your prefix, in the macro.
Control + Shift + V - Spawns all of the objects you've prepared
Control + Shift + Z - Deletes all of the objects you've prepared *warning: This is really, really loud. Turn down your volume.
If you do not insert any rotation values in the editor, they will default to 0, 0, 0
If you do not insert a loadout for the object, it will default to null_loadout
If you do not insert an object reputation, it will default to fc_neutral
Parameter 3 of the command is 'type' - This is PERMANENTLY set to Solar. I do not know the other options. With some refresher (or a pointer to the FLHook plugin) I'll free that up for customization.
To name the objects appropriately, I recommend you give them in the editor, an empty infocard value, and override it serverside with the correct name if it's targetable.
Do I have anything else to say?
Yeah. I'm utter garbage at making GUIs. Forgive the really crappy file selector. I probably should have used JavaFX instead of SWING.
I'm also pretty bad at writing documentation. If this is too confusing, I'll take another pass at it later.
Where can I get this tool?
Download me!
Note that this was written in Java, so you'll need java to run it. Sorry!
If any tweaks need to be made, throw me a message, and I'll do such
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You should be able to compile a modern version of FLHook and test it out on a local server.
That said I haven't been able to find a record of this command existing - in the latest copy or anywhere in the Git history.
I guarantee that it used to exist. Although as far as I'm aware, the code only exists in the version of FLHook running on this specific server. Not in the public version of FLHook.
Here's some proof from back when It says 'unknown command' but things are definitely being spawned in. A minor bug I never got around to fixing.
If it really doesn't exist for some reason, let me know and I'll re-write the code and compile it into a plugin DLL.
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(03-11-2018, 06:51 PM)Remnant Wrote: I guarantee that it used to exist. Although as far as I'm aware, the code only exists in the version of FLHook running on this specific server. Not in the public version of FLHook.
That's definitely a reasonable idea. I suppose it's up to the people who'll actually be using the command as to what they'll want. The macro generation system is simply a StringBuilder which is appended all of the proper information. If the plugin is changed or extended, the tool is easily updated.
As for an actual update to the FLHook command, if there's something specific which would be easier, I could deal with it if @Alex. has his hands full. Although that'll be up to the people who'd actually be potentially using the functionality. (What they want, how they want it, etc.)
I dunno where it went, then. I'll just write it in from the ground up if it really doesn't exist anymore.
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(03-11-2018, 09:31 PM)Remnant Wrote: I dunno where it went, then. I'll just write it in from the ground up if it really doesn't exist anymore.
I checked the history of it too, there has never been an instance of 'custombasecreate'.
Only way I can think of such a thing getting onto the server is if it was:
a) in some text encoding that Git grep/log can't read, or
b) never in the repository at all, if someone decided it was a good idea to go uploading FLHook DLLs to the server without pushing the source to private first.