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May. 27, 2017

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Re: Dev's Limit Breaking 101 Techniques
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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.

Posted on: 2008/11/14 4:19
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Re: Dev's Limit Breaking 101 Techniques
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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.

Posted on: 2008/11/14 13:40
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Re: Dev's Limit Breaking 101 Techniques
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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

Posted on: 2009/1/7 9:09
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Re: Dev's Limit Breaking 101 Techniques
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Any new findings about the patrols, fox?

Posted on: 2009/1/7 10:37
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Re: Dev's Limit Breaking 101 Techniques
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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:
Quote:
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.

Posted on: 2009/1/7 11:21
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Re: Dev's Limit Breaking 101 Techniques
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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.

Posted on: 2009/1/8 1:24
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Re: Dev's Limit Breaking 101 Techniques
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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.

Posted on: 2009/1/8 3:32
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Re: Dev's Limit Breaking 101 Techniques
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here is what I got when I changed the values to 1000m and 2000m

200f, 0x6c00d --
500f, 0x6c017 --

The 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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Posted on: 2009/1/8 21:16
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Re: Dev's Limit Breaking 101 Techniques
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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.

Posted on: 2009/1/9 4:09
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Re: Dev's Limit Breaking 101 Techniques
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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

Posted on: 2009/1/10 9:44
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Re: Dev's Limit Breaking 101 Techniques
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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.

Posted on: 2009/1/11 3:27
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Re: Dev's Limit Breaking 101 Techniques
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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.

Posted on: 2009/1/14 3:33
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http://freelancercommunity.net/viewtopic.php?t=621
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Re: Dev's Limit Breaking 101 Techniques
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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?

Posted on: 2009/1/31 18:03
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Re: Dev's Limit Breaking 101 Techniques
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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).

Posted on: 2009/1/31 18:32
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Re: Dev's Limit Breaking 101 Techniques
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Interesting finds Vital. I'll check 'em out.

Also, updated the list with some new indexes. Of note is M0tah's max chat lines index.

Edit: Yes yes, I missed some. I have 'em bookmarked and I'll get on it. I'll try to get all the ones I missed in this thread too. (d'oh!)

Posted on: 2009/3/8 7:10
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