Dev's Limit Breaking 101 Techniques
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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
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A0=(4+1)*20
the 8C is probably a sum of some values or does not define the 32 at all… sure adoxa can explain better xD
anyway, if adding 64 makes the maximal fire amount rise by 32, it is possible that other offsets define the initial 32. otherwise you could set the A0 byte up to FF (with equal risings of the 8C byte) resulting in (FF-A0)/2+32 maximal fires. but that’s obviously wrong.edit: 0x_20_=32