Dev's Limit Breaking 101 Techniques
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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 ātractor allā 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 Iāve changed on the custom ones was the colors.
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Hi fox:
I was read your Information and make sure Iām not any mistake when I edit those files.
But I find the randommissions NPC attack player distance seem like canāt change, even I raise its value to 4500, they just stay there and donāt 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 wouldnāt know.
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Updated the list with new offsets. Of note is the proper indexing of Xerxās 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 Iām really late in answering this, but thereās an offset - target bracket range I think - that also affects how wide the tractor beams are. Thatās probably your issue, Nightstalker. Iāve also PMād you this info incase you miss this post, since itās 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 ā
500f, 0x6c017 āCould 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 dosnāt 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, andā¦ 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.
Itās impossible to dock while they are trying.Maybe that 200 value can help here.
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Hereās the opensp patch for the 1.1 version of content.dll. This patch changes single player mode so that a new game āstartsā in mission 13. This patch might already be available or documented somewhere else but I couldnāt 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 ā
500f, 0x6c017 āThe 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 āexperimentalā offsets, so you can thank him for those.
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Yeah, you would have to increase NPC spawning distances to have higher ranges - however Scanner ranges themselves are just defined by ārange = (range)ā under [Scanner] items. If you had a 5k spawn distance but a 3k scanner range, you would still only see NPCs 3k away.