[Discussion] Generic X3FL S&M Questions

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X2-Illuminatus
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Re: [Discussion] Generic X3FL S&M Questions

Post by X2-Illuminatus »

LFL distance is not controlled by scripts. You can modify it by editing the addon2\types\globals.txt file. Look for the following entrys:
SG_LFLPOINTER_DISCOVERY_DISTANCE
SG_LFLPOINTER_ICON_FAR_DISTANCE
SG_LFLPOINTER_ICON_NEAR_DISTANCE
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Cycrow
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Re: [Discussion] Generic X3FL S&M Questions

Post by Cycrow »

Those are trigger ranges for the UI. The full range is controlled by scripts, as you can set the range when tagging anything to discover.

These are created in the plugin.expguild.run script, setting range to 0 would be unlimited range. Things like the HSAP, focus crystals, etc are already unlimited range
aat
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Re: [Discussion] Generic X3FL S&M Questions

Post by aat »

Cycrow wrote: Sat, 25. Jan 25, 19:28 Those are trigger ranges for the UI. The full range is controlled by scripts, as you can set the range when tagging anything to discover.

These are created in the plugin.expguild.run script, setting range to 0 would be unlimited range. Things like the HSAP, focus crystals, etc are already unlimited range
I can't understand where is the variable that sets the range. I can see discovery.large.range, but it changes the distance of where the discoverable is placed, not the detection range.
Where should it be changed?

Also, it would be possible to remove the dynamic race relationships, but only for corporations?
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Re: [Discussion] Generic X3FL S&M Questions

Post by Cycrow »

The command you are looking for is,

Code: Select all

$obj -> set LFL target: [TRUE], dist=$dist
if you have the unofficial patch, it was moved to plugin.expguild.spawn.

For the dynamic race, there are script commands to disable it per race

Code: Select all

set dynamic notoriety: race=<var/race> on=<var/boolean>
Deniskos
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Re: [Discussion] Generic X3FL S&M Questions

Post by Deniskos »

Virtual textures 15, 16, 17, 18, 66?
Does anyone know how to work with virtual (dynamic) textures - 15, 16, 17, 18, 66? These are the textures that are “rendered” on the main overlay and are responsible for drawing the radar, weapons, shields, and selected targets. How do I configure (bitmap) these texture maps?
For example, 16 is responsible for rendering the status of the player's shields and hull and their selected target. How do I cut this texture so that the player's shields and hull are displayed on two elements, and the target's shields and hull are displayed on the other two elements?
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Last edited by Terre on Tue, 14. Oct 25, 08:08, edited 1 time in total.
Reason: Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked
Deniskos
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Re: [Discussion] Generic X3FL S&M Questions

Post by Deniskos »

In general, I figured out these “virtual dynamic” textures. But unwraping them blindly isn't very interesting. Maybe there are some templates for these textures? Although if no one has answered yet, then probably not.
Deniskos
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Re: [Discussion] Generic X3FL S&M Questions

Post by Deniskos »

Well, I've completely figured out these textures, it turned out to be quite simple :pirat:
To create a template for the texture we need, first find the body file for the desired menu, for example, the weapon menu: objects\effects\menugfx\hud_weapons_2d.bod and assign it a material with an opaque background to define the menu boundaries.
Then we load the game, take a screenshot, and create the texture 17.jpg
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Image
The dimensions of this texture should be 256*512 pixels
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Image
The texture sizes in other menus will differ.
After that, we slip it into our 3D editor.
UnknownObject
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Re: [Discussion] Generic X3FL S&M Questions

Post by UnknownObject »

How can I tamper with EG rep's scripts to change rewards? For example, I wish to buy a Kha'ak Hive Queen's blueprint from EG - so how do I add it to the reward list?
Russian Fandom/X-Universe Wiki administrator.

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