Dev's Limit Breaking 101 Techniques
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Hi, do you have the standard tractor effect or did you customise it or shrink your ships due to your system size?
Increasing the float value gives increased range with no increase on vanilla tractor beam size.
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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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posted this back on the temp. TLR, might be useful to some:
Found the respawn time after any solar object will regain full health once destroyed:
0x85530 in server.dll (v1.1): 60.0 double float (= 60 seconds) -
Awesome. I’ll get it in the list. Thanks w0dk4.
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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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Thanks FriendlyFire !
That’s point:
The scanner ranges !
I forget to add the max scanner range for NPC use, now it work fine.
Thanks again for your help.
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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 -
Any new findings about the patrols, fox?
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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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It’s possible, I haven’t really played around too extensively with those values yet, hence why they’re all still not properly indexed.
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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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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.
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If i were to increase the scanner range, do i alter the view distance settings for the npc’s or is there a seperate setting for the scanner range? I noticed the one for solars but not sure if that’s the same thing
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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 “range = (range)” under [Scanner] items. If you had a 5k spawn distance but a 3k scanner range, you would still only see NPCs 3k away.
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Ok I’ve reged, and now i have a question for a Missle that i wish to make.
I’ve been making missles for an A10 mod that I found, I’ve made the sidewinder missles, and Maverick missles. I wish to make a missle that can hit ships out at 100km Kinda like the tomahawk cruise missle, I want it to be used as a torpedo, and only for stations, mobile stations and capital ships.
Were do I go to hex edit the veiwing distance and what value do I change to make it so that I can veiw out to 100km. And once I get that ability, How do I go and add the same veiwing distance to radar. So that I can add a special radar for one certain ship that I’ll have to fire the Tomahawk missles.
Can someone help me to change the veiw from its normal to 100km so that i can experament with making this cruise missle.
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Found few offsets, will post 1 for now, didn’t check the others the right way:
v1.1:
25000000f, Content.dll, 1195D4 - square of the distance from the end of the patrol path to the object over which patrol npcs won’t dock with it(so far tested only with jumpgates).
Rising this to very high value may prevent patrol crashes? -
1 more:
Common.dll 7AE5E 200f v1.1 - increasing this to 1000f and more makes patrols stand still after spawn(as far as i noticed doesn’t matter if they are in cruise or not).