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FLHook Improvements & Features

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FLHook Improvements & Features
Offline Ponge
09-28-2014, 03:10 PM,
#51
Member
Posts: 1,266
Threads: 103
Joined: Feb 2013

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.

[Image: 2whqqh0.png]
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Offline Rebirth
09-28-2014, 03:24 PM,
#52
Member
Posts: 417
Threads: 42
Joined: Dec 2013

(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.)

regards,
Rebirth
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Offline SnakThree
10-12-2014, 03:44 PM,
#53
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Posts: 9,091
Threads: 337
Joined: Mar 2010

Please, make /setmsg sent to local be default.

[Image: rTrJole.png][Image: LJ88XSk.png]
[Image: ka0AQa5.png][Image: QwWqCS8.png]
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Offline Alley
10-13-2014, 01:11 AM, (This post was last modified: 10-13-2014, 01:15 AM by Alley.)
#54
Member
Posts: 4,524
Threads: 406
Joined: Jun 2009

(10-12-2014, 03:44 PM)Snak3 Wrote: Please, make /setmsg sent to local be default.

got you on that one

[Image: xlrqtYr.png]

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.

Laz Wrote: Alley was right.
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Offline SnakThree
10-13-2014, 07:06 AM, (This post was last modified: 10-13-2014, 04:29 PM by SnakThree.)
#55
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Posts: 9,091
Threads: 337
Joined: Mar 2010

Great work!

Another idea I have is to simplify /jettisonship into /dropship or /ejectship or /ejectall

[Image: rTrJole.png][Image: LJ88XSk.png]
[Image: ka0AQa5.png][Image: QwWqCS8.png]
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Offline Alley
10-13-2014, 05:10 PM, (This post was last modified: 10-13-2014, 05:39 PM by Alley.)
#56
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Posts: 4,524
Threads: 406
Joined: Jun 2009

Changelog 13/10/2014

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

Laz Wrote: Alley was right.
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Offline SnakThree
10-13-2014, 05:20 PM, (This post was last modified: 10-13-2014, 05:22 PM by SnakThree.)
#57
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Posts: 9,091
Threads: 337
Joined: Mar 2010

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.

[Image: rTrJole.png][Image: LJ88XSk.png]
[Image: ka0AQa5.png][Image: QwWqCS8.png]
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Offline Alley
10-13-2014, 05:35 PM,
#58
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Posts: 4,524
Threads: 406
Joined: Jun 2009

(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.

Laz Wrote: Alley was right.
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Offline SnakThree
10-13-2014, 05:39 PM, (This post was last modified: 10-13-2014, 05:39 PM by SnakThree.)
#59
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Posts: 9,091
Threads: 337
Joined: Mar 2010

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 :/

[Image: rTrJole.png][Image: LJ88XSk.png]
[Image: ka0AQa5.png][Image: QwWqCS8.png]
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Offline Alley
10-13-2014, 05:43 PM,
#60
Member
Posts: 4,524
Threads: 406
Joined: Jun 2009

(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.

Laz Wrote: Alley was right.
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