Dev's Limit Breaking 101 Techniques
-
Louva asked me in an IM if ships could drop out of cruise once power runs out. He’s offline atm, so I’ll post it here for all to use.
# Drop out of cruise once power reaches 0. # Jason Hood, 18 November, 2010. File: common.dll 03659E: 79 [ 4F ] 036618: 8B 8E 94 01 00 00 EB 14 [ 90 90 90 90 90 90 90 90 ] 036634: 6A 00 E8 A5 D5 03 00 EB B1 [ 90 90 90 90 90 90 90 90 90 ] ```He also asked if power could have an activation delay like shields, but that can wait for another day…
-
freelancer.exe 08AEBE 20f = drop cargo dialog timeout PART 1 ~adoxa freelancer.exe 1D2688 20f = drop cargo dialog timeout PART 2 ~adoxa content.dll 118130 20f = time given to drop cargo ~adoxa
-
Hey,
After using adoxa’s hack so that you drop out of cruise once you run out of power (which works great btw), I wanted to know if it is possible to do the same thing with sheilds? So that if you run out of juice both your engines and sheilds die.
Thanks
Ozed -
I don’t see it as necessary. When shields are charged, they’re independent of the power supply, so losing power shouldn’t mean losing shields. As they’re drained, though, they only recharge if you have sufficient power.
-
Just wondering, is there anyway to activate the damage_per_fire line in weapon entries, i assume it is the damage done to the weapon on shooting, but it seems to have been disabled.
Thanks
Ozed -
thats incorrect, damage_per_fire means the weapon does damage to the user when it is fired.
-
Really, i always though it would be for damaging the weapon so as to simulate wear. Either way i haven’t every seen it work.
Just wondering how you found that out?
Ozed
-
Dragnite_MU wrote:
thats incorrect, damage_per_fire means the weapon does damage to the user when it is fired.hmmm, how does that work then? not getting at you, but how did you come to that conclusion?
by default - damage_per_fire = 0
changing it does not seem to do anything, like oZed, I assumed that it was some legacy code left in for simulating weapon wear…
adoxa wrote: shields
lol, subtle
-
or maybe it was the original method of how much damage a weapon dealt before they separated it into shield/hull!
-
Whatever the case, I’m not even sure the game reads them.
-
It reads (and stores) damage_per_fire, but does not (apparently) use it. As Ozed, I took it to mean damage to the weapon itself. Added to the todo…
-
Guess it would make sense, most weapons need some sort of maintenance. Would give players something else to think about if weapons had to be serviced, if it could be applied in such a way that the weapon simply stopped firing when it ran out of hitpoints as opposed to being destroyed, that would be good.
I highly doubt the possibility of such an approach in this game, but it would be fantastic if a weapons accuracy, range, power it uses to fire etc became less efficient the longer it goes without service.
Same could be applied to shields, recharge slower. Engines could become less efficient, take longer to accelerate, cruise charge etc. Could apply it to anything, but this game was never meant to have depth, shame. -
adoxa, sorry that imma asking you again, but may you make small hack/plugin that allows to mount more than 5 HpFire’s to weapons. Only 5 and less working ingame
-
You should be able to have HpFire01 to HpFire08. It is really hardcoded, so I’m afraid that’s how it will remain.
Edit: Just to be clear, they must be consecutive - it stops at the first one that doesn’t exist.
-
Any chance the few offsets I found could be credited to me? Hehe, they were credited to Adoxa and Dev in the Wiki :P, the Starport didn’t exist when I posted that on Universal Modding.
http://lancersreactor.org/index.php?page=Thread&threadID=100
Everything above this line
‘Below this is information obtained by checking info from TLR post “Breaking the limits”’
is what Im speaking of
-
They’re credited to me because I also found them, independently of you. I expect the same applies to Dev.
-
Actually only you and I have found those as far as I know, that post was the entire list at the time. For some reason the effects entries have persisted as the last item in the list (#20 in the Wiki). BTW, I will see if I can find that list of the rest of them since I tracked them down for Gibbon awhile back and put them in a text file (unless u wanna post them)….
-
I believe that not a mistake be made willfully.
And…. Is anyway to make Station scan player’s cargo? or make Station use tractor beam?
-
Control the individual selected target brackets (hi BSGVenom!).
freelancer.exe 0EF455 E8A6A406->B8000000 = remove top-right bracket of target ~adoxa freelancer.exe 0EF4A5 E856A406->B8000000 = remove bottom-left bracket of target ~adoxa freelancer.exe 0EF4F1 E80AA406->B8000000 = remove top-left bracket of target ~adoxa freelancer.exe 0EF532 E8C9A306->B8000000 = remove bottom-right bracket of target ~adoxa
-
Another nice reveation adoxa, keep them coming…
But don’t forget I’m sill waiting for a sur exporter or plugin!