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SuBXeRo has idea for Unlocking locked Gates

The general place to discuss MOD''ing Freelancer!

Post Mon Sep 15, 2003 2:40 am

SuBXeRo has idea for Unlocking locked Gates

well this is my theory from what i hear there have been sum probs with the gates being unlocked for both mp and sp. Well i think there is a way to fix that. all we need to do is delete the old gates and as we delete them add new gates so the computer can never lock them, so it will work for both mp and sp
you all follow?

Mess With the Best Die lIke the Rest

Post Mon Sep 15, 2003 3:27 am

what sort of problems are these?

"Great Spirits have always encountered violent opposition from mediocre minds. The mediocre mind is incapable of understanding the man who refuses to bow blindly to conventional prejudices and chooses to express his opinions courageously and honestly." -Albert Einstein

Post Mon Sep 15, 2003 3:38 am

so itll work for mp and sp? cause right now my mod isnt on any servers

Mess With the Best Die lIke the Rest

Post Mon Sep 15, 2003 3:56 am

Think it will cock up SP really badly, infact, more than that....you know, cos to make them 'not locked' you will have new gates with new numbers yeah?
Well, how about they are needed in missions (gate specific), and stuff like that? Surely it will crash the game to hell and back at that point at least. I can't get them to unlock for SP, so I very lazily build myself a little jumphole instead (to get to alaska) then make a base there, populate the area and have some fun.

The OpenSP seems to work, except for getting to the 'locked' systems (ie - alaska it crashes the game etc). I don't know about doing it in MP as i don't have a server, so i can't test it....
It is poss, frostworks did it, and i know someone else who got to alaska as well - but he made the bases working as well.......
I just wish i had me a server!
Chips
p.s - also, initial world has locked gates part (for MP you apparently comment them out ; ), but i aint got a server to test on like I said!

Post Mon Sep 15, 2003 7:01 am

I have several of them unlocked in my MP mod and they work fine, the only thing I had to do was check to make sure I only unlocked gates/jump holes that had a return trip available from the system they took you too. There are a few leading to the Nomad systems you can't unlock without adding your own gate back otherwise most of the others can be opened without any problems, makes for some nice shortcuts like Leeds - Magellen, Magellen - NY. You can do it all by simply commenting out a few lines in initialworld.ini, I'm pretty sure thats the file I changes, anyway it was all done in one file, could have been mpnewcharacter.fl, just poke around a bit they're easy to spot.

EDIT: I should also add that my mod is a client-server MP mod, I'm not interested in ways to unlock them for a single player to use on un-modded servers.

Edited by - Victor on 15-09-2003 08:04:04

Post Tue Sep 16, 2003 12:34 am

Well removing the [locked_gates section in initialworld works for mp(after a player wipe). But as for sp you can use OpenSP or build your own trigger that will activate all sp gates at the start of your character. If you could decode the newplayer.fl file then you could possibly set it in there as well.

"Great Spirits have always encountered violent opposition from mediocre minds. The mediocre mind is incapable of understanding the man who refuses to bow blindly to conventional prejudices and chooses to express his opinions courageously and honestly." -Albert Einstein

Post Tue Sep 16, 2003 1:19 am

well i want both to work u know cause my mod is meant to be mp and sp

Mess With the Best Die lIke the Rest

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