Dev's Limit Breaking 101 Techniques
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they are textures in the INTERFACE/HUD folder
hud_shieldguage.3db
hud_energyguage.3db
hud_hullgauge.3dbthe textures are in these files fella
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Dude, thats what i said. I changed those textures, over and over. Wierd, seems like no-ones ever tried to change em.
Oh well, thanks for the speedy reply anyways
whoops lol, my bad
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i actually think thats an FX. im not sure id have to double check fox.
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Is there a different hex value for tractor beams then this?
1000000f in freelancer.exe, 0x1d848c = square of distance from loot that the “tractor all” button appears on HUD / can tractor in loot ~fox
0x1d848c = 1.1I got the increased range but now the tractor beam is bigger than the ship
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It does it on all tractor beams. The only thing I’ve changed on the custom ones was the colors.
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Hi fox:
I was read your Information and make sure I’m not any mistake when I edit those files.
But I find the randommissions NPC attack player distance seem like can’t change, even I raise its value to 4500, they just stay there and don’t attack player until player go into 1800 distance.
How can I fix this ? thanks for your help.
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Did you change all the related values?
maximum distance that NPCs will persist in MP
max range at which NPCs will engage enemies
Must be changed. Also, the job preferences have to be changed. Same for scanner ranges.
Otherwise, I wouldn’t know.
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Updated the list with new offsets. Of note is the proper indexing of Xerx’s OpenSP hacks so they may be easily added to any mod, and a proper indexing of the SP max persistance range for NPCs, so max ranges can now be properly increased for SP.
Also, I realize I’m really late in answering this, but there’s an offset - target bracket range I think - that also affects how wide the tractor beams are. That’s probably your issue, Nightstalker. I’ve also PM’d you this info incase you miss this post, since it’s a few months late.
Edit: Found it!
1.2f in freelancer.exe, 0x1c9800 = multiplier for width of tractor beams ~fox
0x1c9800 = 1.1 -
FormationOp
200f, 0x6c00d –
500f, 0x6c017 –Could you spot a bit more light on this, especially first values, cos this 200 value seems to be familiar, thats the quote from one of my posts:
If one ship of the formation has 0, 0, 0 position, it dosn’t matter how far the others, they dock well(firstone goes first, others follow). It works till approximately 0, 0, 220 position, after this they start docking manuver, and… fly away from the gates about 5-6k, turn around, start docking manuver and it all repeats, if the ships a more then 5-6 k from the centre of formation, they just start spining around with their docklights blinking.
It’s impossible to dock while they are trying.Maybe that 200 value can help here.
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Here’s the opensp patch for the 1.1 version of content.dll. This patch changes single player mode so that a new game “starts” in mission 13. This patch might already be available or documented somewhere else but I couldn’t find it so here it is:
Addr 0x4EE3A change 42 2A to A2 6A.
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here is what I got when I changed the values to 1000m and 2000m
200f, 0x6c00d –
500f, 0x6c017 –The only use I have for this is the capital ship formations (Since some of my ships are 4 - 5 times bigger than vanilla ships). It works the way I want it to so far.
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So those are ranges that autopilot attempts to bring the ship closer to formation then? IE ranges cruise etc. are engaged at?
Also, I forgot to mention, but M0tah is responsible for finding all of those “experimental” offsets, so you can thank him for those.