Dev's Limit Breaking 101 Techniques
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There ya go! lol
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J.R. wrote:
AFAIK its vice-versa:\DATA\RandomMissions\rmlootinfo.ini defines the Random-mission Loot and the factions who drops it.
\DATA\MISSIONS\Lootprops defines the Loot normal NPCs carry outside Missions aswell as the PhantomLoot.
Yes I know, but this is not the answer to my problem. In Lootprops.ini there is no limit for cargo drops.
I’m not talking about cargo in general. I mean single cargo containers. -
adoxa wrote:
J.R. wrote:
Since there is a “owner_savetime” entry for mines I wonder if its possible to have a HEX-Edit or a plugin.dll to extend this behavior towards group members.@adoxa
Just want to report in that the plugin works EXCELLENT !
This makes it possible to have some really nice tactical options in warfare.Thank you so much
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Skotty. wrote:
J.R. wrote:
AFAIK its vice-versa:\DATA\RandomMissions\rmlootinfo.ini defines the Random-mission Loot and the factions who drops it.
\DATA\MISSIONS\Lootprops defines the Loot normal NPCs carry outside Missions aswell as the PhantomLoot.
Yes I know, but this is not the answer to my problem. In Lootprops.ini there is no limit for cargo drops.
I’m not talking about cargo in general. I mean single cargo containers.Ran a couple of tests regarding your issue and have to confirm.
Even when you add cargo in larger amounts to npcs via loadouts in some cases they just drop a specific number of it… (i.e. max. of 12 nano /batts)
No idea how to fix it yet… sorry
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For now I just increased the amount of units per cargo container. This works.
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Hiya sorry for the late reply i totally forgot about this… i did look on my old pc and searched through the mods on it but never found it.
Although i’m sure it was a plugin that was meant for something else. (thats why i mentioned scroller.dll).
Sorry i havent been much help, i will keep looking. -
starworld wrote:
Is it possible to change the preview size of the ship?As it turns out, Freelancer already has code to scale the ship preview, but it ignored it and used a fixed size. Of course, using the calculated scale will make smaller ships appear slightly bigger (presumably why it was made fixed - to preserve relative sizes), and it still doesn’t quite get it right for large ships, but it’s most definitely an improvement.
In searching for the scale, I also discovered the ability to rotate the preview. Rotating around X & Y works as expected, but rotating around Z just looks like a slightly different X.
freelancer.exe 0B7B85 0f = degrees to continuously rotate ship preview around X axis ~adoxa freelancer.exe 0B7B90 0f = degrees to continuously rotate ship preview around Y axis ~adoxa freelancer.exe 0B7B9B 0f = degrees to continuously rotate ship preview around Z axis ~adoxa freelancer.exe 1855C0 74->EB = scale ship to fill the preview ~adoxa freelancer.exe 0B8EFA 162.581f = initial degrees of ship preview around X axis ~adoxa freelancer.exe 0B8F02 -71.6442f = initial degrees of ship preview around Y axis ~adoxa freelancer.exe 0B8F0A 0f = initial degrees of ship preview around Z axis ~adoxa
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:lol: yes just left or right mouse click on the preview.
:oops: Can’t believe I never tried that (or maybe I did long ago and forgot about it). Anyway, the rotation I found happens continuously, so I’ve updated it to make that clearer. I’ve also added the initial values.