Hack request - items with hit_pts = 0 flash in wireframe
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I hate to be a pain in the ass, but in lieu of w0dk4’s tip of using 0 hit_pts for an item that should never be destroyed (ship-essential equipment that really shouldn’t be damaged, etc.), I’ve discovered the item in question will flash red in the ship’s wireframe view, since the item is at 0 hit points.
Would it be possible to instead have the item in question simply use the same light blue that the regular ship wireframe does, so as to be completely indistinguishable?
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freelancer.exe 0E6F67 D9 5C E4 18 8B 4C E4 18 85 C9 7E 1D 81 F9 00 00 80 3F 74 XX 90 XX = 4E for yellow 58 for aqua 15 for dark blue ```The normal color is aqua * 0.7, so the aqua above appears a bit brighter.
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Incredible. Does this only apply to items with hit_pts at exactly 0? It appears to work exactly as intended.
I didn’t expect to hear back this early. You rock!
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Yep, exactly 0. I expect normal objects would be destroyed and removed, but if not, it’ll apply to those, too.
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Awesome, I didn’t expect such nonsense was possible (I figured the “flash when below this threshold” would have to be changed entirely). Thanks adoxa!
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Here’s another approach, removing the item altogether (so make it 00000FE0 to remove the cloak).
freelancer.exe 0E6F1E 00001FE0 = equipment types shown on wireframe ~adoxa 1 - CELightEquip 2 - CEAttachedFX 20 - CEMineDropper 40 - CECounterMeasureDropper 80 - CEGun 100 - CEShield 200 - CEShieldGenerator 400 - CEThruster 800 - CECargoPod 1000 - CECloakingDevice 10000 - CECargo 20000 - CEEngine 40000 - CEPower 80000 - CEScanner 100000 - CETractor 200000 - CERepairDroid 400000 - CEInternalFX 800000 - CETradeLaneEquip 1000000 - CEArmor 1FE0 - CAttachedEquip 1FE3 - CExternalEquip 1FF0000 - CInternalEquip
4/6