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Space ripper torpedo

The general place to discuss MOD''ing Freelancer!

Post Mon Nov 21, 2005 11:00 am

Space ripper torpedo

I was wondering, how would i go about creating a torpedo that lasted for two seconds, and when it expired and explodes, it would create a temporary jumphole lasting for twenty seconds, to a different system, depending on what torpedo was purchased.

also, what do the numbers in market_misc.ini mean?

Post Mon Nov 21, 2005 3:01 pm

I believe it is possible to make it explode and create a jumphole, but usually that jumphole doesn't go anywhere :\

Post Mon Nov 21, 2005 4:00 pm

would it be possble to make that jumphole always lead an same exit jumphole in another system that always appears in the same place.

Also, would it be possible to time the existence of the jumphole so the start and endpoints disappear after a certain amount of time has elapsed?

Post Mon Nov 21, 2005 4:03 pm

No.

At least, not that i'm aware of. You'll have to wait for FL2

Edited by - Blackhole2001 on 11/21/2005 4:02:55 PM

Post Sun Nov 27, 2005 5:34 am

what if the exit jumphole already existed and had access denied when anyone tried to go into it, and the explosion effect of the space-ripper torpedo was the jumphole's creation, and when the lifetime of the explosion ran out, the entry jump-hole disappeared, but the exit jump-hole remained, still access denied.

Basically, the only thing im confused about, is how you would get the jumphole to appear like blackhole2001 said. In other words, how could i get the explosion to trigger the creation of an object. Would it be something like:

[Explosion
[Object
nickname = Li01_to_Li04_hole
ids_name = 260916
pos = 15425, 0, 83760
Archetype = jumphole
msg_id_prefix = gcs_refer_system_Li04
ids_info = 66146
jump_effect = jump_effect_hole
visit = 0
goto = Li04, Li04_to_LI01_hole, gate_tunnel_bretonia

This would be for my upcoming FREETREK MOD.

Edited by - leedude on 11/27/2005 5:35:39 AM

Edited by - leedude on 11/27/2005 5:37:12 AM

Post Sun Nov 27, 2005 6:13 am

No, No, No.

Not possible without the source code. Sorry to break your ambition.

Post Sun Nov 27, 2005 10:02 am

I believe that you can get it to spawn an object by simply referencing the CMP file. In this way you would, for example, be able to shoot bases

Post Sun Nov 27, 2005 11:29 am

where would i reference it? what line?

Edited by - leedude on 11/27/2005 11:45:13 AM

Post Sun Nov 27, 2005 11:53 am

This is very close to a cheat, where you spawn items. Be careful in it. Spawn mods won't get posted on TLR as they are looked at as major cheats. If your intent is mearly to make a humorus gun that shoots large objects out, would it truly be woth it, it terms of graphics?

Post Sun Nov 27, 2005 12:02 pm

Well, luckily for me, i have no idea how, so that means i won't get banned from TLR for telling you how to make a cheat. YAY!

Post Tue Nov 29, 2005 5:01 pm

Ok can't you place the object and when u fire at it the explosion range trigers the JH to appear on HUD and view?

-------------------------------------
"You dont see me, you dont hear me, but you know im there."
I will bild the first Galactic Empire!

Post Wed Nov 30, 2005 1:19 am

This was all spoken about ages ago.. How could you set where the jumphole leads to? How do you add the illegal_path for the system and destination?
I thought of having the jumphole archetype as the explosion, but it didn't work. Its one of those ideas that could be really good, but most likely will never be possible.

Post Wed Nov 30, 2005 6:11 am

Get sorce code of FL and probably anythings posible.

-------------------------------------
"You dont see me, you dont hear me, but you know im there."
I will bild the first Galactic Empire!

Post Wed Nov 30, 2005 9:27 am

Could i accomplish this with a fuse of some kind?

Post Wed Nov 30, 2005 12:43 pm

@ leedude, forget it, what you are trying to do is impossible with FL, Jumpgates\holes have to be coded into the system ini files.
You probably could get a jumphole to appear with a weapon but it won't do anything except crash your game.

Rebalance 3.5 Dev. Team
rebalance.blue-ion.net

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