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Topic: Module editing (is it possible?) (Read 13778 times)
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meep-eep
Forum Admin
Enlightened
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Posts: 2847
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This is how it works: 0a00 - Maximum thrust, more is better, too much may confuse things 0400 - thrust increment, more is better, too much may confuse things 01 - base amount of energy regenerated, more is better 01 - base energy spent per shot, less is better 00 - base special energy, less is better 0a - time between energy recharges, too low may cause problems 11 - base time between turning effect, less is better, too low may cause problems 06 - base time between thrust effect, less is better, too low may cause problems 06 - minimum time between shots, less is better, 0 may cause problems 09 - minimum time between special, less is better, 0 may cause problems 0a - ship mass, has advantages and disadvantages
Where I say "base", the real value is dependant on the modules you have. These modules can also bring a value below zero, which would then wrap around to a large number (like the Ilwrath evilness).
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“When Juffo-Wup is complete when at last there is no Void, no Non when the Creators return then we can finally rest.”
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Mr._Jiggles
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Get Down!
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So basically what your saying is... that i can't do rapid fire, and i have to wait along time for it to charge?
Or, i can't do rapid fire but it will recharge at a quick rate???
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Mr._Jiggles
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I went with my hex editor and searched in the UQM content or was that the wrong file
(God i look like a fool)
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Mr._Jiggles
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Sooo, which file did you go to
i went to "Ur quan masters" in program files
Then i went to uqm content, i can't find the right thread....
tell me where to go ...
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Novus
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Fot or not?
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My advice is to forget Visual Studio and compile with MinGW. See this thread for details.
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Pages: 1 [2] 3 4
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