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
[Discussion] Generic X3FL S&M Questions
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X2-Illuminatus
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Re: [Discussion] Generic X3FL S&M Questions
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Cycrow
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Re: [Discussion] Generic X3FL S&M Questions
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
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
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aat
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Re: [Discussion] Generic X3FL S&M Questions
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.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
Where should it be changed?
Also, it would be possible to remove the dynamic race relationships, but only for corporations?
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Cycrow
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Re: [Discussion] Generic X3FL S&M Questions
The command you are looking for is,
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
$obj -> set LFL target: [TRUE], dist=$dist
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>
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Deniskos
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Re: [Discussion] Generic X3FL S&M Questions
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?
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
Reason: Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked
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Deniskos
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Re: [Discussion] Generic X3FL S&M Questions
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.
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Deniskos
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Re: [Discussion] Generic X3FL S&M Questions
Well, I've completely figured out these textures, it turned out to be quite simple
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.
The texture sizes in other menus will differ.
After that, we slip it into our 3D editor.
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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The dimensions of this texture should be 256*512 pixels
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After that, we slip it into our 3D editor.
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UnknownObject
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Re: [Discussion] Generic X3FL S&M Questions
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.
