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Hyperdrive Data Compling...time to make a Hyperdrive...
The general place to discuss MOD''ing Freelancer!
Well that would depend on the implementation of course.
If you make the commodities very expensive, then people will be less likely to abuse them. Since it is a commodity you can set a high rep requirement to purchase it.
You also need to make them decay, otherwise someone could launch and if they are fast enough they might be able to eject the commodity before the server kicks them. Someone nearby might then be able to pick it up and use it too.
You also need to worry about people hacking their game files so that mineable areas or wrecks that drop teleport items and such.... you could actually set up small areas that do that on purpose. Once you pick one up all you have to do is F1-reselect and then the server would detect the loot.
There are a lot of things you can do with this same general idea.
This is also basically how we implemented ship upgrades so that you have to have a good rep with a particular faction in order to purchase them.
Buy the upgrade, and then the server kicks you and changes your ship (also works for engines, powerplants, shields, scanners, etc). By making it a commodity, you can control who can buy the upgrade since ships dont check your rep. You could use this to get around the 3 ship limit on bases too.
You could use this method to get to systems that are otherwise inaccessible via jumpholes/gates too.
Lots of possibilities there.
Now that I think about it, there might be one other way of using commodities to jump, but I'm not going to get into that right now.
If you make the commodities very expensive, then people will be less likely to abuse them. Since it is a commodity you can set a high rep requirement to purchase it.
You also need to make them decay, otherwise someone could launch and if they are fast enough they might be able to eject the commodity before the server kicks them. Someone nearby might then be able to pick it up and use it too.
You also need to worry about people hacking their game files so that mineable areas or wrecks that drop teleport items and such.... you could actually set up small areas that do that on purpose. Once you pick one up all you have to do is F1-reselect and then the server would detect the loot.
There are a lot of things you can do with this same general idea.
This is also basically how we implemented ship upgrades so that you have to have a good rep with a particular faction in order to purchase them.
Buy the upgrade, and then the server kicks you and changes your ship (also works for engines, powerplants, shields, scanners, etc). By making it a commodity, you can control who can buy the upgrade since ships dont check your rep. You could use this to get around the 3 ship limit on bases too.
You could use this method to get to systems that are otherwise inaccessible via jumpholes/gates too.
Lots of possibilities there.
Now that I think about it, there might be one other way of using commodities to jump, but I'm not going to get into that right now.
The TRM hyperdrive uses a dfferent system. I'd rather not share this, because we would rather the hyperdrive is specific to TRM and one or two other mods who ask for it, but aren't our rivals.
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Leader of the Republic Mod Team.
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency
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Leader of the Republic Mod Team.
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency
Whilst there is a 10% (if that) chance of getting a proper hyperdrive only in SP, the chances are that the SP and MP releases will both use the same type of hyperdrive, which isn't as good as the SP only one.
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Leader of the Republic Mod Team.
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency
--------------------------------
Leader of the Republic Mod Team.
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency
this may be defeating the entire purpose of the wqarping to another system thing but have an idea.
Wouldnt it be a hell of a lot easier if you just made something that would telelport you to the nearest jumphole of jumpgate? i mean, in the game engine there is a graphic for cloaking, which would be cool if yu set a key binding to warping to a hole, select the hole or gate, and pressed the button? as for MP abuse, make a new faction, called the Admins or some such thing, and only select people could get good rep with them. By not giving them a base or perhaps a base in a a system that only can be reached by the IONCROSS MP operator and then be purchased and then move back by the IONCROSS thing?
if this is not possible, feel free to delete this. But it just might be worth checking into
Don't run from the sniper, you'll just die tired
Wouldnt it be a hell of a lot easier if you just made something that would telelport you to the nearest jumphole of jumpgate? i mean, in the game engine there is a graphic for cloaking, which would be cool if yu set a key binding to warping to a hole, select the hole or gate, and pressed the button? as for MP abuse, make a new faction, called the Admins or some such thing, and only select people could get good rep with them. By not giving them a base or perhaps a base in a a system that only can be reached by the IONCROSS MP operator and then be purchased and then move back by the IONCROSS thing?
if this is not possible, feel free to delete this. But it just might be worth checking into
Don't run from the sniper, you'll just die tired
Well, now since there had been some success in making this "hyperdrive", I would lie to make something like that.
For the "Sol" Mod, I will have about 12 "sectors" (technically systems), between each you can jump to most of the others. I will place navigation satellites that story-wise always get the recent data of planet's positions etc. so you need to select them, and hit dock, and jump (cuz the sat. sent you destination data).
The problem is, the ship tries to approach the satellite like a jumpgate (I built in MountA, PointA01 and PointA02 as a jumpgate and hole has and set the docking sphere). If I set the 2 points similar to a gate, the ship flies to them as you are used to, and then jumps. However, I want you to have instant jump from pretty much anywhere as long as you have the satellite marked. Removing the Points did not help (I thought the ship would just use the MountA and the dockingsphere, which I set pretty large).
In other words, what other possibilities are there? For example, there was talk about some kind of "jump weapon" that required data from a selected gate, that could do it as well...
For the "Sol" Mod, I will have about 12 "sectors" (technically systems), between each you can jump to most of the others. I will place navigation satellites that story-wise always get the recent data of planet's positions etc. so you need to select them, and hit dock, and jump (cuz the sat. sent you destination data).
The problem is, the ship tries to approach the satellite like a jumpgate (I built in MountA, PointA01 and PointA02 as a jumpgate and hole has and set the docking sphere). If I set the 2 points similar to a gate, the ship flies to them as you are used to, and then jumps. However, I want you to have instant jump from pretty much anywhere as long as you have the satellite marked. Removing the Points did not help (I thought the ship would just use the MountA and the dockingsphere, which I set pretty large).
In other words, what other possibilities are there? For example, there was talk about some kind of "jump weapon" that required data from a selected gate, that could do it as well...
I don't think that would work (doesn't mean I might not try), since as far as I know, the game handels things like that from certain points. I.e. it does not matter how large you build the model, in the end the hardpoints matter. If you move the hardpoints of a jumpgate for example 500 to the top, you will fly above the gate and jump there, ahve all the FX there etc.
On the other hand, when you are inside an object the distance counts 0, so maybe the game would think you are at the distance 0 and could jump (which would however interfere with above paragraph, hmm...).
On the other hand, when you are inside an object the distance counts 0, so maybe the game would think you are at the distance 0 and could jump (which would however interfere with above paragraph, hmm...).
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