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JumpGates/Holes accesable?

The general place to discuss MOD''ing Freelancer!

Post Mon Mar 03, 2003 9:39 pm

JumpGates/Holes accesable?

Hmm. Has anyone had any success in making the inaccesible jumpholes -gates accesible? Fiddled with \DATA\initialworld.ini, but to no avail..

The server doesnt seem to use that file anyhow. But, I haven't put it on a filemonitor.. maybe I should..

Although, they're probably closed for a reason...

Post Tue Mar 04, 2003 2:50 pm

initialworld.ini is singleplay stuff

Post Tue Mar 04, 2003 4:08 pm

Yea, so I figured out.. there doesnt seem to be a multiplayer variant... Also, I haven't noticed any difference between locked jumpgates and open jumpgates in the 'map' files.

Post Wed Mar 05, 2003 5:13 pm

d'oh.. Seems like Jumpgates need to be 'friendly'.. heh.. never noticed that in SP (must because the scripts constantly change your rep in order to meet the story, so you always have access)...

Hmmm... *checks*

Post Wed Mar 12, 2003 4:30 am

In the DATA/UNIVERSE/SYSTEM/<system> folder you'll find an INI in each respective directory. I've been trying without success to get the New Berlin -> Sigma 13 jumphole working in MP, but here's what I've found so far:

The file I'm working with is <above dir structure>/RH01/rh01.ini. If you scroll down to the bottom you'll see a section that looks like this:

[Object
nickname = Rh01_to_Bw05_hole
ids_name = 260721
pos = 28710, 0, 21099
rotate = 0, -155, 0
Archetype = jumphole
msg_id_prefix = gcs_refer_system_Bw05
ids_info = 60212
jump_effect = jump_effect_hole
visit = 128
goto = Bw05, Bw05_to_Rh01_hole, gate_tunnel_bretonia

If you change the "visit = 128" to "visit = 0" then the jumphole will at least show up on your map with the right label, however I still get "Access Denied" when trying to dock with it. I've tried changing the ids with no success (that just changed to a different jumphole which STILL said "Access Denied" and commenting out the subsequent [zone sections beneath that [object.

If anyone has any more info on how to activate the jumpgates in MP, please let me know! Oh, and commenting out the locked gates in the initialworld.ini doesn't really seem to help, though I did it anyway. Pretty sure that only affects single player.

Post Wed Mar 12, 2003 4:56 am

http://www.lancersreactor.com/t/forum/t ... cer&M=True

Editing initialworld.ini is only effective on server side since they handle docking. That means if the server you're playing on does this then the jumpgates won't be locked.

Post Wed Mar 12, 2003 6:02 am

Yeah, I've been testing this on my own server, so that's not the answer. Pretty sure I've read another post that said that editing the initialworld.ini only unlocks SOME of the gates. Obviously the New Berlin -> Sigma 13 jumphole is one of these that does not unlock by simply changing that file. Please try it and let me know what your results are.

If you actually want the jumphole to display the proper name and show up on your system map, you still need to change the system's corresponding INI file and change the "visit" parameter from 128 to 0. Otherwise it's displayed in-game as "unknown" and will NOT map.

Faction also doesn't seem to play a role with this as I edited my MP character so all factions love me.

Maybe I'm missing something obvious, I don't know!

Edited by - Darsint on 12-03-2003 06:10:22

Edited by - Darsint on 12-03-2003 06:12:05

Post Wed Mar 12, 2003 6:26 pm

Well.. It _does_ unlock all the gates.. Although I'm not too sure.. Because, I had to create a new character :/

It seems like if you need to be neutral+ with the owner of the jumpgate.. that shouldn't be a problem.. If you're < neutral with the owners, then the jumpgates are inaccesable. Maybe it's just one big bug..

Someone try and make a totally new faction of which everyone got a really really good stance with, and then set that faction as owner. Should work, I think.

Post Wed Mar 12, 2003 9:45 pm

Interesting thing about this jumphole is there isn't any faction assigned to it, at least in the INI files that I can see.

Since I've set myself to be > neutral to all factions I can't imagine that would be the issue... I'm thinking that either the ID or msg_id associated with the jumphole is referenced in a DLL which says "lock this for multiplayer" or something similar. I did change the ID to a different jumphole's, however, and though in-game it was labelled as the other working jumphole, it was still locked.

I'm going to try to set the GOTO destination of the jumphole to a different one that works in the same destination system, and see if that works. I've tried just about everything else I can think of with what's readily available to me.

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