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faction only gates

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Post Fri Apr 30, 2004 4:12 am

faction only gates

ok, heres the problem
im set up a jump gate to be owned by ac_grp <-- new faction name
ive added ac_grp as a faction to initalworld.ini and empathy.ini and faction_prop.ini
by just cloning liberty police for now, so no info cards/dll exist for the faction

well it loads fine but when i try and enter the gate as a liberty police/navy or any other faction it lets me when i dont want it to..

I want it to only allow those friendly to ac_grp

can someone help me figure this out thanks.

Post Fri Apr 30, 2004 8:20 am

Oh....interesting. Try changing the solar definition from jumpgate to base in teh solar file and see what happens. I am just thinking off the top of my head here, as i have NOT tried this, and therefore DON'T know if it will work. A server readout would certainly give a "cannot find base blah blah" line, but it shouldn't cause a crash..............he says.


To make this more erm, dunno - friendly - what I do is this - find the jumpate entry in the solararch.ini file...

[Solar
nickname = jumpgate
ids_name = 60209
ids_info = 66145
type = JUMP_GATE
DA_archetype = solar\dockable\jump_gateL.cmp
material_library = solar\Solar_mat_ring.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 8000, 12000, 18000, 22000, 50000
mass = 10000.000000
loadout = jumpgate
open_anim = Sc_open dock
open_sound = gate_open_sound
close_sound = gate_close_sound
jump_out_hp = HpFX7
solar_radius = 600
shape_name = NAV_jumpgate
docking_sphere = jump, HpDockMountA, 225
hit_pts = 999999961690316250000000000000000000.000000

Now copy it, and paste at the BOTTOM of the file (no reason other than easy to work with ).
Change the nickname from nickname = jumpgate to something else like - erm,
nickname = jumpgate_factions

Now then, the definition line:
type = JUMP_GATE
To become:
type = STATION

Okay - that far huh?
Good stuff....
The loadout line is fine, so off to your SYSTEM file now:
Find you jumpate line.....(example from random system).

[Object
nickname = Br01_to_Br03
ids_name = 260639
pos = 72807, 0, 60834
rotate = 0, 50, 0
archetype = jumpgate
msg_id_prefix = gcs_refer_system_Br03
jump_effect = jump_effect_bretonia
ids_info = 66145
reputation = br_p_grp
behavior = NOTHING
difficulty_level = 5
goto = Br03, Br03_to_Br01, gate_tunnel_bretonia
loadout = jumpgate_br_01
pilot = pilot_solar_hard

Now change the archetype line to YOUR NEW jumpgate!!
archetype = jumpgate_factions

And then save it and give it a go.....tell us what happens

Edited by - Chips on 4/30/2004 9:24:59 AM

Post Fri Apr 30, 2004 10:20 am

I'm pretty sure that won't work, as the "goto" line, the one that actually moves you from one system to another, is only for use with an archetype with the line "JUMP_GATE". Basically, you're telling the game it's a station, and then tell it to jump somewhere when you dock. So I don't think it'll work. Feel free to prove me wrong though

"There are 10 kinds of people in this world: those who understand binary and those who don't"

Post Fri Apr 30, 2004 11:23 am

That's a very interesting experience! Yet I think that Darkstone's assumption is right. Whatever, I am very curious what will happen. Maybe you should even make base- and room ini's, and an entry for the base, in case the game actually regards the Gate as a regular base. (If so, the reverse might also be possible: dock with a base that's initialized to act as a gate and go to another system!)

I used a very rough and imperfect way to approximate the type of gate Ra5or wants (or, at least the type I think he wants): I created a new type of gate (but just as a type = JUMP_GATE ) and gave it very very fast and heavy guns (modified ones, too fast and heavy for a ship) so that enemies of the rep faction are fried before they get through. (Actually I haven't yet witnessed that, but my playership gets very damaged when I pass thru it. Not killed, but that playership is tweaked to not getting hurt; I'm just in the stage of checking what everything looks like, not yet how the game is balanced. But a weaker ship would not survive.)

But of course that won't keep the neutrals from using it. Too bad the gates don't have a rep level, like goods buyable at a base have.

Post Fri Apr 30, 2004 11:29 am

Well, simply put, find out what else gives dockind denied if your not friendly enough . Experiment!!! Use TWO lines in the solar file for the type - base AND jumpgate (as am sure its the base that tells you to sling your hook for not being a good enough chum...

You won't dock with it, as its not a base, or have a dock with line either.....

Post Fri Apr 30, 2004 11:38 am

That still falls on the same problems though - moonhead's idea of weapons that shred hostiles doesn't work against neutrals, but neither does the "base" jumpgate - you can dock with bases that are only neutral to you...

"There are 10 kinds of people in this world: those who understand binary and those who don't"

Post Fri Apr 30, 2004 12:06 pm

ok i have found the gate details and there is a rep option, which i set to a non friendly rep but this still does not seem to work...

the file that contains these details is Li01.ini

[Object
nickname = Li01_to_HI03
ids_name = 458755
pos = 53051, 0, -41693
rotate = 0, 140, 0
archetype = nomad_gate
msg_id_prefix = gcs_refer_system_HI03
jump_effect = jump_effect_bretonia
ids_info = 66145
reputation = ac_grp <--- custom rep added
behavior = NOTHING
difficulty_level = 7
loadout = jumpgate_br_02
pilot = pilot_solar_easiest
goto = HI03, HI03_to_Li01, gate_tunnel_bretonia <-- custom jump (this jump works)

thats the info i have but it still allows u even though i have 0 rep for ac_grp

Post Fri Apr 30, 2004 12:09 pm

That reputation entry doesn't affect who can go through the jump gate, that just tells you what appears in the little grey box when you move the mouse over it, ie "Navy Jump Gate", "Police Jump Gate" etc

"There are 10 kinds of people in this world: those who understand binary and those who don't"

Post Fri Apr 30, 2004 12:54 pm

well in that case how come the gate goes red ?

when i change rep of a base same line as in gate it makes base hostile?

so it must do something

Edited by - ra5or on 4/30/2004 1:55:27 PM

Post Fri Apr 30, 2004 1:05 pm

You cannot dock with a hostile base, but you can dock with a hostile jumpgate/trade lane rings. Hence why i suggested what i did - as if it worked it would give you a 'denied' message perhaps.

The only way anything is found out in mods is through experimentation though - there are some good ideas there, try them, try variations of them etc etc.

Post Fri Apr 30, 2004 4:45 pm

Ok tested jumpgate base theory and as u state it shouts out about cant find base etc...infact at first it crashed
so i modded a little more, add other base items etc that are needed for a base, but only those required in the li01.ini for the base its self.. this seems to avoid the crash
and yes it now shows up as (rep_name)_base instead of gate but it still allows u to dock lol
its as its written into the atchual architectute type, eg deport <-- where are the files for there setup?
maybe those can b edited and make a moded one for a gate?
with regards to the gun theory yes would work as it is for use on a clan server, so u are either in the clan or not no neutral, how i would go about custom guns/wep_platforms, i have no idea... if somone could give me walkthrough of how to make wep_platforms that have a nomad laser would b ideal.

Post Fri Apr 30, 2004 11:22 pm

You don't need to make weapon platforms, just make the guns on the actual jump gate super powerful so they shred anyone hostile coming through. Start by opening weapon_equip.ini in the Equipment folder. At the bottom, paste this:

[Munition (remember to close the square brackets)
nickname = jumpgate_defense_turret_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 5000
energy_damage = 0
one_shot_sound = fire_capship
munition_hit_effect = li_capgun_01_impact
const_effect = li_capgun_01_proj
lifetime = 1.200000
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = jumpgate_defense_turret
ids_name = 263553
ids_info = 264553
DA_archetype = equipment\models\turret\sp_turret01.cmp
material_library = equipment\models\sp_turret.mat
HP_child = HPConnect
hit_pts = 6576
explosion_resistance = 1.000000
debris_type = debris_turret_large
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
power_usage = 0
refire_delay = 0.050000
muzzle_velocity = 10000
toughness = 2.000000
flash_particle_name = li_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = jumpgate_defense_turret_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false

[LOD
obj = Root
LODranges = 0, 1700

[LOD
obj = barrel
LODranges = 0, 1200


Next, open up loadouts.ini in the Solar folder, and paste this at the bottom:

[Loadout
nickname = jumpgate_special
equip = infinite_power
equip = ge_s_scanner_02
equip = jumpgate_defense_turret, HpTurret_S1_01
equip = jumpgate_defense_turret, HpTurret_S1_02
equip = jumpgate_defense_turret, HpTurret_S1_03
equip = jumpgate_defense_turret, HpTurret_S1_04
equip = jumpgate_defense_turret, HpTurret_S1_05
equip = jumpgate_defense_turret, HpTurret_S1_06
equip = jumpgate_defense_turret, HpTurret_S1_07
equip = jumpgate_defense_turret, HpTurret_S1_08
equip = jumpgate_defense_turret, HpTurret_S1_09
equip = jumpgate_defense_turret, HpTurret_S1_10
equip = SlowLargeWhite, HpRunningLight01
equip = SlowLargeWhite, HpRunningLight02
equip = SlowLargeWhite, HpRunningLight03
equip = SlowLargeWhite, HpRunningLight04

Finally, open up the system inis of whatever system(s) have this special jumpgate in. Scroll to the jumpgate entry (this is an example of NY -> Cali)

[Object
nickname = Li01_to_Li02
ids_name = 260911
pos = -83176, 0, 44831
rotate = 0, -70, 0
Archetype = jumpgate
msg_id_prefix = gcs_refer_system_Li02
ids_info = 66145
jump_effect = jump_effect_bretonia
reputation = li_p_grp
behavior = NOTHING
difficulty_level = 1
goto = Li02, Li02_to_Li01, gate_tunnel_bretonia
loadout = jumpgate_li_01 <-- change this to "jumpgate_special"
pilot = pilot_solar_easiest

Done! That gives your jumpgate basically a beam cannon that will destroy any nearby hostiles. If you only want to make it very hard to get through and not impossible, tweak the damages and speeds of the guns

"There are 10 kinds of people in this world: those who understand binary and those who don't"

Post Sat May 01, 2004 5:54 am

thanks for the great reply but im trying to use the nomad gate which does not have guns on it, my plan it to have 4 maybe 6 wep platforms with nomad lazers equipt on them to kill on commin from either side of the gate..
who would i go about making the weps platforms?

Post Sun May 02, 2004 5:47 pm

ra5or check out the mod tutorials section all youll ever need and too much more when modding FL you can find there

Who dares wins

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