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aquestion about st02 st03

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Post Wed May 02, 2007 3:58 pm

aquestion about st02 st03

hey i never finished the game so i was wondering in which data folder do you find the dyson city . i know about st01 and theres a alien jump gate. where does that take you.ok i found some of my answers now another one how do you get to st3b system?

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Edited by - richard s on 5/2/2007 5:04:27 PM

Post Wed May 02, 2007 8:42 pm

Dyson City is located in St03b. (that's the Dyson Sphere) St03 is the "platform" where the "airlock" to the dyson sphere is and it's simply called "Dyson" .
I wish I could get those airlocks to open like they did in the story line. It would save a lot of trouble in trying to create back doors to those systems.

Post Thu May 03, 2007 4:40 am

yeah thats what im trying to do cause i created a jump hole to get people to st01
and you try to get on that jump plalform and nothing happens.

Post Thu May 03, 2007 6:56 am

I tried to modify one of the Open Jump gates & holes mods to include the "auto-dock" sequence to those airlocks (dyson and the nomad lair) where in the m12.ini & m13.ini a particular line read: Act_DockRequest = to initiate the autodock sequence, but to no avail.

In the m12.ini a line read this way:
Trigger <- (enclosed in brackets)
system = St02
nickname = initiate_airlock_sequence
Cnd_DistVec = inside, Player, -1368, 124, -1249, 500
Act_DockRequest = St02_lair_enter

AND a little further down another trigger reads this way to set the ship position inside the core:
Trigger <- (enclosed in brackets)
nickname = key_to_core
system = St02c
Cnd_True = no_params
Act_SetInitialPlayerPos = 20, 31, 1286, 0, 0, 1, 0
Act_ActTrig = in_the_core

It becomes more complex when further down just prior the the next sequence a lot of things are going on...then it reads:
Trigger
nickname = got_powercell
Cnd_LootAcquired = power_cell, Player
Act_LightFuse = St02c_lair_core, fuse_lair_core_powercell
Act_SetNNState = mlog_get_the_powercell, COMPLETE
Act_SetNNObj = 0
Act_SetNNState = mlog_exit_the_core, ACTIVE
Act_SetNNObj = mlog_exit_the_core
Act_LockDock = Player, St02c_core_enter, lock <- (notice this)
Act_LockDock = Player, St02c_core_exit, unlock <- (notice this)
Act_DockRequest = St02c_core_exit
Act_ActTrig = clear_objective_st02
Act_ActTrig = jumped_to_escape

Next comes along this following trigger that relocks the lair:

Trigger
nickname = key_to_escape
system = St02
Cnd_True = no_params
Act_MovePlayer = -969, 0, 2000, 1000
Act_LockDock = Player, St02_lair_exit, unlock
Act_DeactTrig = power_cell_dies
Act_ActTrig = lock_lair_when_player_exits
Act_SetNNState = mlog_exit_the_core, COMPLETE
Act_SetNNState = mlog_engage_surrounding_nomads, ACTIVE
Act_SetNNObj = mlog_engage_surrounding_nomads
Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY
Act_ActTrig = jumped_to_st01
Act_ActTrig = general_triggers

Then:

Trigger
nickname = lock_lair_when_player_exits
system = St02
Cnd_DistVec = inside, Player, 850, 0, -1245, 400
Act_LockDock = Player, St02_lair_exit, lock

I think simply removing the "locks" might cause the game to crash, but I haven't tried this out yet.

There are several other parameters that are mentioned, but somehow I don't think they're all used since they're "alternative" actions, such as:
nickname = jumped_to_escape_2.

Later on in the m13.ini:
Trigger <- (enclosed in brackets)
system = St03
nickname = reactivate_hack
Cnd_True = no_params
Act_DockRequest = St03_dyson_airlock_1
Act_SetNNObj = penetrate (<- is just the marker icon telling you to go into the airlock)

I don't understand what the "reactivate_hack" means but I have a feeling it has something to do with unlocking it?
After all that, once you're in the Dyson Sphere, there are apparently no allowances, objects (gate or hole) or parameters to exit the system since the story line basicly ends there.
However, in the m13 folder there are a few "Other" .ini's that you don't usually see during the story line since you don't get a chance to refuse a mission. Those other .ini's disclose that possibility along with a possible alternative ending.
They are listed as:
m13.ini
M013_Endgame_St03b_nrml.ini (the one most common in present use)
M013_s072aa_St01_01_nrml.ini
M013_s072ab_St01_01_offer.ini
M013_s072bb_St01_01_nrml.ini
M013_s072d_St01_01_reoffer.ini
M013_s074x_St01_01_nrml.ini
M013_s075x_St01_01_nrml.ini
M013_s075x_St01_02_nrml.ini
M013_s076xa_Li01_01_nrml.ini
M013_s076xb_Li01_01_nrml.ini

I remember someone once edited the "endgame" so a player could refuse the mission from Orillion and get a chance to fly around. I think THAT key is in one of the above .ini files. I've even found the audio mix files where you can hear Orillion speaking to Juni about Trent "coming back" and "reconsidering" .


I'd like to be able to unlock all of that and avoid the "back doors" so a player can journey through them just like they did during the story line.
If that can't be accomplished, one option is to create a mimmick of those systems with "legal" jumpholes to each succeeding subsystem.
One problem I kept running into when I set up a back door through the Lair Core is that it kept placing me outside the core...which really defeats the purpose. Unless I can duplicate how it's done in the story line..I'm left with few options.
In the long run, I hope to completely open up everything so the player is free to roam through all systems including being able to retrace their steps during the story line.


Edited by - Rankor on 5/3/2007 8:52:14 AM

Post Thu May 03, 2007 8:34 am

thats sonunds cool . i never finished the story gonna do it someday.

Ogu

Post Tue May 08, 2007 3:40 pm

You can get the airlock to work by changing the solararch.ini entry for the airlock. Change

type = AIRLOCK_GATE

to

type = JUMP_GATE

TO make the lair work you need to place a jumphole over the entrance and exit to the lair which uses the jump_hole2.3db file (it's an invisible jumphole, but you can still select it). Here's the one I made.

[Solar;<---bracket
nickname = invisible_dock
ids_name = 10917 ;might want to change this
ids_info = 10918 ;and this too
type = JUMP_HOLE
DA_archetype = solar\dockable\jump_hole2.3db
material_library = solar\Solar_mat_misc02.mat
mass = 10000.000000
jump_out_hp = HpDockPointA01
solar_radius = 600
shape_name = NAV_jumphole
docking_sphere = jump, HpDockMountA, 150
hit_pts = 999999961690316250000000000000000000.000000
phantom_physics = true

The only thing you need to do to dock is select the jumphole from the list in your HUD.

So it's use would be like this:

[Object;<---bracket
nickname = St02_lair_enter
ids_name = 10907
pos = 0, 100, -86
rotate = 90, 0, 0
Archetype = invisible_dock
msg_id_prefix = gcs_refer_system_St02c
jump_effect = jump_effect_bretonia
ids_info = 10908
visit = 0
goto = St02c, St02c_core_enter, gate_tunnel_bretonia

A few mods have done this. I'd be happy to expand on it if you need help, so just get a hold of me (AsgardRPG forum or Haven Admins forum).

Edited by - Ogu on 5/8/2007 4:41:19 PM

Post Tue May 08, 2007 6:14 pm

i quit the haven admins people there are a little too arogant for me.

Post Tue May 08, 2007 8:02 pm

@ Ogu,
How do you set the position of the ship inside the core once you make the jump through the airlock of the lair to the core? I've always ended up outside the core.

If you kindly will do so, please ellaborate on your answer.

Edited by - Rankor on 5/9/2007 10:04:36 AM

Post Wed May 09, 2007 9:51 am

*Scatches head* Ogu, why have extra entries for objects that already exist, change the AIRLOCK_GATE on the "dyson_airlock" & "dyson_airlock_inside" and your set. The "dyson_airlock" uses a one off model as it's the gate into the sphere, the "dyson_airlock_inside" is nothing more than the "jump_hole2.3db" and is used for the other 5 jump points.

@ Rankor, "jump_out_hp =" is the anchor point your attached to when you jump into a system, but its a random point on a fixed radius around that hardpoint, you rarely jump in at the same point twice. I haven't tryed it myself but you might try reducing the size of the "solar_radius" and/or the last number on the "docking_sphere" to see if that helps.

On a hunch and a quick search, I've just found my files from the last time I did this, so I'm going to have a play with them to see what happens.

**EDIT** Scratch that one, no difference what so ever, looks like it's tied in somewhere else, *starts digging*

**shuffles off with a new headache**

Edited by - Bejaymac on 5/9/2007 11:41:16 AM

Ogu

Post Wed May 09, 2007 11:08 am

@Rankor: I always end up outside the core as well. I haven't found a solution to this yet but I'm working to find something that works.

@Bejaymac: Seems to me I wanted to change this line below to use 'jump' instead of 'airlock' (or something like that, I'm still working on it).
docking_sphere = jump, HpDockMountA, 150
I just didn't want to change the vanilla entry for dyson_airlock_inside until I was sure I had it working as I wanted. You're right though, it works just as well and using this isn't necessary.

Changing the solar radius is another idea, I'll look into it. I always seem to end up about 400-500m away from the jumphole. I'll investigate this more tonight.

@Richard s: We couldn't find any information showing us that you had been running a server for any length of time. Your FLStat page had 7 active players on it - but this isn't the place to discuss it. If you want to try for access again you're definately welcome - PM me first if you want.

Edited by - Ogu on 5/9/2007 3:33:14 PM

Post Wed May 09, 2007 1:55 pm

I think the acutal positioning of the ship within the core has something to do with this "condition" once the jump is initiated.
Cnd_DistVec = inside, Player, -1368, 124, -1249, 500

I think that means: Condition_DistanceVector

If that line is usable outside of the storyline, maybe that will resolve the issue?

I had previously also reduced the radius of the hole to as small as 50, but still ended up outside the core.

Something else I've considered doing here is just recreating a nomad lair complete with the core inside it. (Never could quite understand why they'd put some rotating obstacle in that thing anyway)
I know this probably wouldn't work for the story line, but it might be useful for Multiplayer and Open Single Player.

Edited by - Rankor on 5/9/2007 3:07:09 PM

Ogu

Post Wed May 09, 2007 3:38 pm

Changing the jump_out_hp doesn't help much either.

I wonder if we could make a hardpoint on the lair core that we could jump to...

Post Thu May 10, 2007 5:50 am

There's nothing in the INI's to change the jumpout point, I get the feeling the value is hardcoded.

After a look through the mission ini's I've come to realise something, in the story you don't actually use the 6 airlocks, their HpDockMountA is only used as a reference point. The second you connect with it FL instantly transfers you to the new system, having already loaded it into memory at a certain point in the mission. That's why there isn't a jump tunnel and why you appear inside the CORE at a pre-determined location, rather than the random one of the jumpout point.

**shuffles off with a new headache**

Post Thu May 10, 2007 9:09 am

FL calculates random exit points around the exit hardpoint
that is hardcoded
there was a similar thread about it a few weeks ago showing that you need to hex edit something to manipulate the real exit points

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