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JumpDrives

The general place to discuss MOD''ing Freelancer!

Post Wed Mar 12, 2003 11:49 am

JumpDrives

Seeing as how it's not all that hard to add the gunboats, capital ships and battleships into the game, this would be an ideal addition. Making a thruster item that can only be equipped to a larger vessel, that would remove it's after-burner abilities, but give it the ability to jump to any sector. I don't know if this is even possible, but figured I'd give what info I'd come up with to you guys and see what happens.

I've come up with several ideas on how this could work, and it mostly relies upon whether or not jumping is coded to the engine or if it can be added to an item at all. One method would be to set a "jump point" in a sector, and when the JumpDrive ability is activated, either through the after-burner key, or through a new command to keymap under options. When activated the JumpDrive would do a jumpgate style warp from the ship's location to the jump point.

Another possibility, although a bit harder to implement I would think, would be to allow the ship to jump to any sector it's already visited, via the galaxy navmap. This would seem impossible with what I current know.

Any infomation you guys can add would be invaulable, as you've all helped me greatly in the mod I'm making for my private universe. Thanks again.

Post Wed Mar 12, 2003 12:49 pm

sort of like a Jumpgate inside a ship?

Post Wed Mar 12, 2003 1:25 pm

Initially it seems that FL does not support jump drives, per se. The jump sequences you see in the SP cutscenes were scripted - the ships were there all the time but were 'hidden' then phased in with a nomad cloak sequence.

However...

There are entries in certain .INI files that read something like :

jump_preference = jumpgate

They all say that. But what was the original intention?

Theoretically you could 'hack' a jumpdrive into the game by using mission script functions. Ie., press "J" and a mission script triggers that xfers you to system X.

Something to think/worry about. ;'D

Post Thu Mar 13, 2003 12:31 am

**SPOILER***

Wasn't the alien artifact made so the aliens could jump anywhere?

Edited by - CorranH96 on 13-03-2003 00:35:38

Post Thu Mar 13, 2003 5:09 am

There is a cammand that will place the player ship anywhere in the universe. Look at the mission and beginning scripts. Just make a script where you cloak, then trigger the 'jump' tunnel movie, run the script where you are want to go. How do you select between where you are at and where you want to go and get that info into your script, I do not know. You could have preset jump endings where the move player command would put you there, but you must be able to call up a functio that tells the script where you want to go from the nav waypoint stored data somewhere. That would take a memory trainer running along side, same thing like I am doing for a Dynamic Economy.

Post Wed Apr 23, 2003 5:28 am

wont work
you need to set co-ords to get to your place
the only way is making an interface
and selecting your jump

.:'IceCrack':.

Post Wed Apr 23, 2003 6:57 am

There is the Player Waypoints. You could always make it so that when there is a player or mission waypoint, when you press the JumpDrive key, it takes you to the next one (in case there is more then one waypoint up at a time). You could also look into the New York > New York jump hole between The Badlands and Zone 21. It may have the code or something you could use to help make it work.

Post Thu Apr 24, 2003 10:32 am

i found the jumpgate sequence it is located in effect.ini

i am only atacking the people who want to kill me but what if they kill me first

Post Sun May 18, 2003 3:42 pm

BUMP!
this sounds like fun.

CLOAK!!! I need cloak! Where are those darn cloaking devices micro$oft promised us!!!!!!!!!!!

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