Question about Capital Ship weapon jamming

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Question about Capital Ship weapon jamming

evilmark
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Post by evilmark » Thu May 07, 2020 12:52 am

Is there anyway to remove the weapon jamming effect that gets applied when you're too close to a capital ship or station? I realize this would probably be a global change, but it's always annoyed me that the "trench run disease" tactic they talk about in the old Rogue Squadron novels is impossible in the X-Wing games due to the jamming effect.

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JeremyaFr
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Post by JeremyaFr » Thu May 07, 2020 12:04 pm

Hello,
You can try this patch:

Code: Select all

At offset 090323, replace 7429 with EB29.

evilmark
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Post by evilmark » Thu May 07, 2020 1:06 pm

JeremyaFr wrote:
Thu May 07, 2020 12:04 pm
Hello,
You can try this patch:

Code: Select all

At offset 090323, replace 7429 with EB29.
That works, thank you!

Bman
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Post by Bman » Fri May 08, 2020 12:24 am

Another easy way is to just open your starship/station.opt file with XWAOptEditor, look for the hangar mesh(es), and delete the "JammingPoint" hardpoint(s).
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Darksaber
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Post by Darksaber » Fri May 08, 2020 6:25 am

Wrong! Bad Advice

JammingPoint as you put it is actually named wrongly in XWA Opt Editor, in Optech it's named AI Hangar

AI Hangar hardpoints (JammingPoint) are needed on all craft that have a hangar, i.e Starships, Stations etc. if the AI Hangar hardpoint is missing from a Startship, AI craft are not going to be able to land or disappear from gameplay, when they are ordered to fly to mothership, the AI craft will just fly in circles and won't be able to complete there mission, plus the mothership will not be able to leave the area as it's waiting for the craft to land.

What evilmark is asking has absolutely nothing to do with hardpoints!

Please DO NOT delete any hardpoints from opts
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evilmark
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Post by evilmark » Fri May 08, 2020 7:49 pm

Darksaber wrote:
Fri May 08, 2020 6:25 am

AI Hangar hardpoints (JammingPoint) are needed on all craft that have a hangar, i.e Starships, Stations etc. if the AI Hangar hardpoint is missing from a Startship, AI craft are not going to be able to land or disappear from gameplay, when they are ordered to fly to mothership, the AI craft will just fly in circles and won't be able to complete there mission, plus the mothership will not be able to leave the area as it's waiting for the craft to land.
You know, I saw some similar odd behavior yesterday with one of the missions while using the patch Jeremy provided, the mission where you inspect landing craft for slaves, disable them, and then provide escort while ATRs rescue the slaves. At the end of the mission when I returned to the Liberty the ATRs flew right through the hangar and started circling back around. So maybe that patch isn't working as perfectly as I thought, I'll try to experiment some more after work. Can you think of any missions that require a mother ship to recover a craft and then hyper away?

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JeremyaFr
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Post by JeremyaFr » Fri May 08, 2020 8:23 pm

Darksaber wrote:
Fri May 08, 2020 6:25 am
JammingPoint as you put it is actually named wrongly in XWA Opt Editor, in Optech it's named AI Hangar
Hello,
I've called them jamming points because when an opt has more than 8 of them, then the game shows this message:

Code: Select all

sprintf( esp58, "ERROR:  Species %i has over %i jamming points.\r\n", esp24, 0x08 );

Bman
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Post by Bman » Sat May 09, 2020 2:20 pm

K, I didn't know the hardpoints were renamed other than what they appear to be. Good to know. Just saying that's option for EvilMark.
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