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Waypoints?

The general place to discuss MOD''ing Freelancer!

Post Wed Mar 12, 2003 7:57 pm

Waypoints?

Does anyone know how the waypoint system works? Is it possible to make player waypoints act like the dynamic mission waypoints? And why do player waypoints not see jumpholes as a viable system path?

If you could be anyone, would you be me?

Post Wed Mar 12, 2003 8:33 pm

you can change that by adding the jumphole routes to your systems_shortest_path.ini , shortest_legal_path.ini and shortest_illegal_path.ini

Post Wed Mar 12, 2003 8:36 pm

Could you be a little less vague, please? Like an example or two?

If you could be anyone, would you be me?

Post Wed Mar 12, 2003 10:23 pm

i haven't tested this for jump holes, but i think you have to remove illegal paths from your shortest_illegal_path.ini..

Look at my other post (**TUTORIAL** using waypoints into new systems)..
I don't want to type that again :-)

Post Wed Mar 12, 2003 11:36 pm

wait, so illegal_paths means that they are invalid or just turned off?

Post Thu Mar 13, 2003 12:25 am

haven't really tried, but i think turned of or so... autopilot doesn't use them ???

Post Thu Mar 13, 2003 12:30 am

I would assume they are illegal cause if the jumpholes were not in that file but instead in the "legal" file then the autopilot would automatically find them for you and you wouldnt have to "search" for jumpholes.

This way only jumpgates are "legal" hence autopilot will only use them to travel between systems.

Post Thu Mar 13, 2003 12:37 am

good point....so how about making a dynamic waypoint like the mission waypoints? Any insight on that?

Post Thu Mar 13, 2003 2:52 am

not too sure...but jump holes are legal...ish....they work just fine if they are the end point of a way point path (which logically they should be)

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