Originally posted by Raptor
Looks like good work, however I'm NOT download it because I have more ships than allowed (you say max of 130, I've got 155. I doubt I can find more than 5 ships to remove.... )
However, could some please explain this 'Command argument flags' thing, I kind of got lost in there.......
fs2_open.exe -almission mymission
autoloads multiplayer mission named mymission, note my mission can be whatever you desire as long as the mission exists or else you will get a cant open file crash
starts a multiplayer netgame, but only if last pilot used is a multiplayer pilot.
fs2_open.exe -mod somemod
starts a modded version of freespace2 where it reads all extra/replacement files from the freespace2/somemod/data/
directory. Vp files are read straight out of freespace2/somemod/
note that "somemod" can be whatever you desire as long as you have that directory as a subdirectory to freespace2/
note also you will need to manual create the player directories in the somemod directory, or else the game cant write pilot info to a plr file when you start a mod for the first time, where you are being forced to create a pilot since there is no plr files in the mod dir. and you DONT just copy .plr files over from the normal freespace2 directory. this can cause a crash if you do so.
the rest should be elementary.