A couple of interesting problems
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The first one has baffled me, when you look away from an NPC the health and shield bar goes down to zero (Dead NPC) but when you target them they reappear (The shield and health bar that is). So if the NPC is not in your direct line of sight they appear this way. Example:
The second one is when you get to a waypoint, players are actually colliding with it. for some reason the waypoint is solid.
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i experienced this, too. what i did was hacking the exe not to show brackets of untargeted ships (maybe the hack was the very same as flhack uses). sometimes though the bars appear, and honestly, i don’t care, as you can’t fire targets not onscreen anyway. however, is it avoidable? maybe the hack reference in the wiki should be edited.
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I am using Numeric
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Yes like Gisteron said , it`s the .exe edit to remove non targeted ship brackets , i am using this too .
freelancer.exe 0EC592 E8D9F9FFFF->9090909090 = remove non-targeted brackets from objects in space ~adoxa ```also removes hp and energy bar when mouse flight is off .
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Ah right, the non-targetted brackets! I knew it was something I did. I’m sure I already fixed it, but anyway, here’s what Console does.
freelancer.exe 0EC087 0F8E->90E9 = remove non-targeted brackets from objects in space ~adoxa ```Don't forget to restore the previous edit.
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Any thoughts on why I can collide with waypoints and jump holes?? I see phantom_physics = true on the jump hole. As for the waypoint, it is nav_buoy.3db correct?? Or is that a effect. Maybe phantom_physics is failing, I don’t know
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Nightstalker wrote:
Any thoughts on why I can collide with waypoints and jump holes??No, which is why I didn’t say anything. I have a vague recollection of seeing solid waypoints myself, but I don’t know what I did. All I can suggest is removing all your plugins and edits and see if it still occurs. If not, put them back until it does; if so, well, idk.
As for the waypoint, it is nav_buoy.3db correct??
DATA\SOLAR\solararch.ini: [Solar] nickname = waypoint type = waypoint DA_archetype = interface\hud\3dnavpoint.3db LODranges = 0, 20000 mass = 10000 solar_radius = 24
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I think making the waypoint collideable won’t be really logic, since its virtual and not an object… Well, to do it just replace the model with nav_buoy.3db, or if you want it textured just re-export it with 3dnavpoint.3db’s texture (adoxa gave you the location).
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It is not what he wanted, it happened by accident.