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There are currently 12 users playing Freelancer on 37 servers.
September. 28, 2023

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Re: Dev's Limit Breaking 101 Techniques
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cool, thx
Will try it this evening.

Posted on: 3/29 10:26
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Re: Dev's Limit Breaking 101 Techniques
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Just a quick request! Have found an offset adjacent to 139B74: use thruster hp_type for cloaking device.

Changing 40 17 2D at 139AF0 to C0 DE 26 in common.dll allows me to mount armour equipment on the thruster hp_type, but doesn't actually mount the model on the hardpoint! As a result I can mount an infinite number of armour modules on the hardpoint.

It appears there's an extra check involved for equipment marked as internal here, does anyone know if there's an offset that would allow me to mount the armour externally and avoid this issue?

Posted on: 5/3 12:54
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Re: Dev's Limit Breaking 101 Techniques
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DCC1 is the armour class_type and/or 139AFC from 00 BA 29 to 10 A7 27 to consider it attached (might not work).

Posted on: 5/3 13:31
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Re: Dev's Limit Breaking 101 Techniques
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Cloaking Devices surprisingly are/seem to be External Equipment. Armour may be Internal Equipment. This could be the reason why certain checks do not work properly here. But that's just a guess.

Posted on: 5/3 14:17
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Re: Dev's Limit Breaking 101 Techniques
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Quote:

adoxa wrote:
DCC1 is the armour class_type and/or 139AFC from 00 BA 29 to 10 A7 27 to consider it attached (might not work).


This partially works! The hardpoint restriction is enforced when the armour is mounted, which is most of what I wanted. However: the equipment model itself is unfortunately not mounted on the HP. I'll check around a bit and double-check I've not stuffed up implementing the model itself.

Posted on: 5/3 15:46
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Re: Dev's Limit Breaking 101 Techniques
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Another request! it appears that player scanner range for NPCs in MP is capped around 6500m, does anyone know where this value might be changed? It doesn't appear to be in limit breaking, but I feel like I've seen this one floating about before.

Posted on: 5/4 12:12
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Re: Dev's Limit Breaking 101 Techniques
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In the NPC Behaviour section

500i content.dll 06C470 Dev max range at which NPCs will scan your cargo
2500f content.dll 06C717 Dev max range at which NPCs will initiate scan of your cargo

Posted on: 5/4 17:45
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Re: Dev's Limit Breaking 101 Techniques
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When I say scanner range, I mean the range at which the player can see NPCs, not the other way around! I've adjusted a few offsets, but it unfortunately appears to be capped in multiplayer and I've not had any luck raising it past that point.

Posted on: 5/4 18:22
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Re: Dev's Limit Breaking 101 Techniques
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I changed ge_s_scanner_01 to range = 25000 and increased 086AEC/F0 to 49e6. With two players 7K apart I also saw NPCs at 7K (and briefly one player saw an NPC at 21K).

Posted on: 5/5 3:12
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Re: Dev's Limit Breaking 101 Techniques
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Well this is very strange, these offsets don't seem to change the MP behaviour at all for me! It's 100% the scanner. If I move out of range and back, the NPCs persist at least out to 12-14k. Could there be another value (not scanner range, that's set to 10,000!) that's capping this?

Posted on: 5/5 15:43
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Re: Dev's Limit Breaking 101 Techniques
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Solved this! The offsets were the correct ones, but were being overridden by an FLHook plugin (that rightly shouldn't have been touching them, given it's purpose!) Many thanks for the help.

Posted on: 5/12 13:16
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