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Hardpoints for new Jump Station

The general place to discuss MOD''ing Freelancer!

Post Sat Dec 10, 2005 2:27 am

Hardpoints for new Jump Station

Hi@all!
In the mod I'm working on with some other guys, we would like to build in a new type of jumpgate. The model and the textur are done and are shwon up correctly in FL, but now we have the problem, that we don't know how to modify the jumpgate, that it works like the jumpgates in FL. Does anyone know which HP's it needs and what I else have to do?

Post Sun Dec 11, 2005 8:31 am

Like the docking hardpoints at stations.
I solararch.ini you have to add:

[Solar
nickname = *how you want to name it*
ids_name = xxxxxx
ids_info = xxxxxx
type = JUMP_GATE
DA_archetype = solar\dockable\xxx.cmp
material_library = solar\xxx.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 <-where the ship enters the jump_tunnel
solar_radius = 600
shape_name = NAV_jumpgate
docking_sphere = jump, HpDockMountA, 225 <-where the docking sequence beginns
hit_pts = 999999961690316250000000000000000000.000000

Post Sun Dec 11, 2005 1:40 pm

I'm trying to do the same thing with a transwarp aperture, how are the hardpoints named? eg: HP/FIXED/HPFX7.

Also, how do you define which side of the gate the ship enters?

Post Sun Dec 11, 2005 3:51 pm

the hardpoints orientation,always use revolute hardpoints whenever possible - they have an orientation indicator that fixed points lack,and that makes it easier to align w/ whatever

Edited by - Cold_Void on 12/11/2005 3:52:29 PM

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