Dev's Limit Breaking 101 Techniques
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Iām not sure what youāre asking. If you want more weapons, you have to modify the shipās cmp file and its shiparch.ini entry to add hardpoints. If you want more ammo, use [Constants] MAX_PLAYER_AMMO in constants.ini. If you want separate limits for each ammo type, use this.
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Thanks for the reply What I mean is that there is a limitation for the maximal number of turrets/guns/torpedoes/mines/countermeasures you can fire simultaneously. If you go over 32 guns, the game will crash to desktop. Is there any hack that could do the trick?
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a sorley needed & long sort after hackā¦ thanks a zillion again AdoXa 8-)
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Aigle-Imperial wrote:
Is there any way to prevent scanners from being transferable? So that you could have scanners being visible but not buy/transfer them from one ship to another?Sorry - not smart to give you an answer and again sorry for hijack it!
1. But similar, I made new scanner which only one ship has it (nomad fighter) and is available trough /restart command. Also it suppose to be used for rep-fixer which through playercontrol plugin I can set it as item that cant be lost/seen.
This doesnāt work! Any hint why?2. While Iām at this thread please give me next info.
adoxa wrote:
freelancer.exe 0A8004 05->1A = show current worth in multiplayer ~adoxa
What this suppose to show me? What worth? Where?
In contact list? Cash amount?I did make a change to file but is it correct way?
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2. While Iām at this thread please give me next info.
adoxa wrote:
freelancer.exe 0A8004 05->1A = show current worth in multiplayer ~adoxa
What this suppose to show me? What worth? Where?
In contact list? Cash amount?A picture (or two) is worth a thousand words.
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@Aigle: A little tricky. Simple enough to test scanner instead of engine.
freelancer.exe 0808AC 0C->14 = prevent transfer of scanner (but allows engine) ~adoxa freelancer.exe 080941 0C->14 = prevent selling of scanner (but allows engine) ~adoxa ```EngClass bypasses this test altogether, though. @sumanuti: It shows your current worth in the reputation window, like in single player. That is the correct way. @DwnUnder: Not very helpful when you have to register first.
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Adoxa, did you /could you make a bypass for the tractor swap when exchanging ships at a shipdealer?
Itās annoying to have to put back your own scanner and tractor when they are swapped, and its easy to forget and lose a higer class scanner or tractor in the process.
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in combination with adoxaās multicruise.dll i thought of a following solution: adding a parameter to the shiparch, that would deside, whether a ship can or cannot dock with a tradelane. in that way, you could e.g. make large capitals cruise faster than regular ships but therefore not to have the advantage of tradelane travel. is this possible?
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adoxa wrote:
This prevents everything (engines/scanners/tractors/powerplants) from being transferred. Untested.Thank you!
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This just inā¦
freelancer.exe 11D072 8C->CC = allow 64 simultaneous firings PART 1 ~adoxa freelancer.exe 11D7C2 8C->CC = allow 64 simultaneous firings PART 2 ~adoxa
is what killed the JFLP rollā¦ tested & proven 100%ā¦ dam shameā¦
just a heads upā¦ for anyone using both -
Oops! Again, I didnāt look closely enough.
freelancer.exe 11D072 8C->CC = allow 64 simultaneous firings PART 1 ~adoxa freelancer.exe 11D2F9 A0->E0 = allow 64 simultaneous firings PART 2 ~adoxa freelancer.exe 11D553 A0->E0 = allow 64 simultaneous firings PART 3 ~adoxa freelancer.exe 11D7C2 8C->CC = allow 64 simultaneous firings PART 4 ~adoxa