Dev's Limit Breaking 101 Techniques
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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 hack… 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 doesn’t work! Any hint why?2. While I’m 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 I’m 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?
It’s 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 adoxa’s 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 in…
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 roll… tested & proven 100%… dam shame…
just a heads up… for anyone using both -
Oops! Again, I didn’t 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