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Thread: FF and FFVT3R Ranged(Beam, Projectice,Cone) attack distance question

  1. #1
    Join Date
    Jul 2010
    Posts
    3


    I posted this already on Gamefaqs but just incase someone knows how to edit the ranged distances.


    I have both games and I noticed that in Freedom Force 1. The attack ranged distance is much closer. So it makes ranged attack much effective. But in FFVT3R , if you fire a ranged beam or projectile. The character will run first and shoot at a much farther distance. Because of this the ranged user cannot fire his attack effectively because he will run and run and the melee type character will follow and follow like cat and mouse fight.


    Example of Ranged distance.


    Freedom Force


    http://img502.imageshack.us/img502/7697/ff1g.jpg


    Freedom Force vs the Third Reich


    http://img682.imageshack.us/img682/3743/ffvt3r.jpg


    Is there a way to change this in FFVT3R? or is there a patch? I just wanted the old Freedom Force ranged attack distance to be applied to FFVT3R. Thanks.


  2. #2
    Join Date
    Jun 2010
    Posts
    7


    You're right! This was always very annoying...


    I don't remember if there ever was a fix for it though.


  3. #3
    Join Date
    Jan 2010
    Posts
    1


    Yeah, this was a pretty annoying change to the AI introduced in FFvT3R. I recall there being quite a debate about it over on the old freedomfans site at the time.


    Anyway, I found a solution to it. If you add

    Code:
    ff.RANGED_MIN = 0.5
    To the end of your localinit.py file in the ../system off of the base game directory. If you aren't sure where that is, the Game FAQ over at FreedomReborn.net should help.

    This fix is also implemented as part of FFX 3, which has other fixes and functionality that are likely of interest to FFvT3R players.


    I hope that helps.


  4. #4
    Join Date
    Jan 2010
    Location
    Unknown
    Posts
    35


    Thanks for answering this question Stumpy.


  5. #5
    Join Date
    Jul 2010
    Posts
    3


    It's finally fixed, thank you very much stumpy.


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