Alcander's Freelimits
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Were can I find the original Freelimits files?
The ones that only make engines sell-able?
All links seems to be dead nowadays…About the ones with multicruise functionality? If someone knows, what are the differences between M0tah’s Multicruise.dll?
And a last question, would be possible to make engines class and level selective like shields are?
Thanks in advance…
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I don’t think the Freelimits files are available specifically because they weren’t very stable. I don’t remember exactly, but I think sellable engines were among one of the usable yet sometimes unreliable features. You may have more luck with others though, so don’t lose hope yet.
As for the difference with M0tah’s multicruise, well I know that M0tah’s is stable while I’m pretty sure Alcander’s wasn’t even finished.
For your final question I think it would require further modification which I doubt anyone would really be able to do.
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**Don’t even bother with the Alacander’s EXE, it is real unstable. I tried using the final version and it would crash quite often.
There is another EXE out there that does support engine buying and selling but unfortunately I don’t have a clue where to get it…**
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Here’s what you need for making engines sellable:
0x75->0xEB in freelancer.exe, 0x80942 = allow engines to be sold ```(Take a look at [Limit Breaking 101](http://the-starport.net/freelancer/forum/viewtopic.php?topic_id=403&forum=28) if you're new to hex edits) EDIT: Also, if all you want to do is limit engines to a specific set of ships, you can do that using [88 Flak's FLHook](http://the-starport.net/freelancer/forum/viewtopic.php?topic_id=1749&forum=29) with its InternalMountRestrictions feature. Note this is compatible with multiplayer only, though.
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Here’s what you need for making engines sellable:
0x75->0xEB in freelancer.exe, 0x80942 = allow engines to be sold ```(Take a look at [Limit Breaking 101](http://the-starport.net/freelancer/forum/viewtopic.php?topic_id=403&forum=28) if you're new to hex edits) Also, if all you want to do is limit engines to a specific set of ships, you can do that using [88 Flak's FLHook](http://the-starport.net/freelancer/forum/viewtopic.php?topic_id=1749&forum=29) with its InternalMountRestrictions feature. Note this is compatible with multiplayer only, though.
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Thanks M0tah!
The Hex code helps a lot!The FLHook seems to be a amazing tool… but I’m not familiar to it yet… The InternalMountRestrictions feature seems to be what I want… but if its only for MP maybe is not much of use… I will have a look.
Is been a long time since I last payed Freelancer…back at that time I used to do some small mods for myself.
But a few weeks ago when i reinstalled the game and had such fun playing the vanilla SP campaign I decided to go all the way down and do a mod with everything I ever dreamed to see in the game…
It was a sad surprise to know that Lancersreactor is gone, on the other side the modding tools have evolved so much and the community seems to still strong and after all I think I can accomplish the task.
Thanks to all of you
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And a last question, would be possible to make engines class and level selective like shields are?
Find attached my first version. It will only work with 1.1 (common.dll). It adds hp_type to [Power] and [Engine], using the same format as the shield (hp_fighter_power_special_1, hp_elite_engine_special10). Any engine/power without hp_type will be universal. The shiparch shield type is also used for the engine and power - so much so that you have to unmount the shield in order to buy/mount a new engine or powerplant. The supplied FLMM script adds the necessary change to dacom.ini (essential) and adds Eagle and Patriot engine/power goods, buyable on Manhattan (for those wanting to test without already having them). Not much testing has been done, so there could be some things I’ve missed. Now I’ll see if I can get it to work by adding appropriate hp_type lines to shiparch…
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Whoa adoxa! That’s pretty impressive! Had already lost my hope on this…
Works as you said… it’s only downside is having to unmount the shield in order equip a engine or powerplant…
I wish I could help… but i only have a basic understanding of C language and absolute no idea of what you are doing into the FL processes…
Many thanks for going down on this subject…
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adoxa wrote:
And a last question, would be possible to make engines class and level selective like shields are?
Find attached my first version. It will only work with 1.1 (common.dll). It adds hp_type to [Power] and [Engine], using the same format as the shield (hp_fighter_power_special_1, hp_elite_engine_special10). Any engine/power without hp_type will be universal. The shiparch shield type is also used for the engine and power - so much so that you have to unmount the shield in order to buy/mount a new engine or powerplant. The supplied FLMM script adds the necessary change to dacom.ini (essential) and adds Eagle and Patriot engine/power goods, buyable on Manhattan (for those wanting to test without already having them). Not much testing has been done, so there could be some things I’ve missed. Now I’ll see if I can get it to work by adding appropriate hp_type lines to shiparch…
Dont forget Scanner and beam and armor please^^
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I figured scanner/tractor beam/armor would be universal, so didn’t worry about it. But if you want it, I’ll go ahead and add it, since it shouldn’t take much. They’ll all still use the shield, though, and no, unmounting the shield can’t be helped.
The second version isn’t looking good. I’ve managed to make it display what type it is (like in “Elite Engine-Class 10”), but that’s using External Equipment, not Internal, and it doesn’t show up in the mount point. I’ll keep trying, but don’t get your hopes up.
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Another possibility could be to make more than 10 shield classes? It’d still be the same HP type, but you could use, say, 1 to 10 for shields, 11 to 15 for power and 16 to 20 for scanners (just an example).
Don’t know the inner workings of what you’re doing, but I thought it could be an alternative.
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The main problem lies in internal equipment not having a hard point, but one is required to make all this work. That’s where the second version comes in, if I can get it working…
Now that you bring it up, though, shouldn’t be that difficult to extend what I’ve done to add additional types (gunboat, cruiser, battleship, whatever) and more classes (but isn’t 10 enough?) to all the existing hard points.