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***Unlocking SP gates***

The general place to discuss MOD''ing Freelancer!

Post Wed Mar 12, 2003 10:54 pm

***Unlocking SP gates***

In order to do this, you would need to add a trigger for each gate...I know it works in the mission ini's...I don't know if there is a generic ini that you could put it in...


the syntax for locking is as follows

Act_LockDock = Player, Li01_to_Li02, lock

where Li01_to_Li02 is the tag of the jumpgate

To unlock , add

Act_LockDock = Player, Li01_to_Li02, unlock

Hope this helps guys!



If you could be anyone, would you be me?

Edited by - d8alus on 12-03-2003 22:54:48

Post Wed Mar 12, 2003 11:58 pm

Yeah, I've been trying to figure out how to unlock the gates in the MP game as well, and this is what I'm going to try when I get home from work, even though it's all based on the assumption that this trigger will be run onload of the system script.

Adding this little snippet to the RH01.INI in the Universe/System/RH01 folder (to unlock the New Berlin -> Sigma 13 jumphole):

[Trigger
nickname = key_to_start_init
system = Rh01
InitState = ACTIVE
Cnd_True = no_params
Act_LockDock = Player, Rh01_to_Bw05_hole, unlock
Act_ChangeState = SUCCEED

Post Thu Mar 13, 2003 1:13 am

I cut and pasted all the unlock dock scripts from all mission and placed them just before the SUCCEED statemet in M1a. Now ALL jumgates and wormholes are open Everywhere from the start. Modified M1a. (you still need to find the wormholes, I did not want to make it that easy, if you want them add in the NN_Data line locations)

To keep things 'universal' I put this in D8alus Mod M1a and removed the reward of 2000 credits.

Later I will make my own MOD where you must earn the money, levels, no free rewards triggered. Also the jumpgates open to you will depend on level. I do not like too much cheese.

If D8alus has not already do so, I have this M1a ALL jumpgates Open Now MOD to add to his No Story MOD. I will e-mail it to him if he wishes.

Hell, ask me and I will give to anyone. Just replace M1a.ini with is this M1a.ini ALL Jump Gates Open. Folder Data\Mission01

Post Thu Mar 13, 2003 1:21 am

I'd like to have your mod. Please email to [email protected]. Or send it to Lancers Reactor to post on their Download page. Thank you.

Blackie
Cutthroat Mods

Post Thu Mar 13, 2003 6:07 am

Well, I sent an updated MOD to TLR that has the gates unlocked as you reach the level that you would normally do the mission to unlock them...hopefully they'll have it posted soon...

Post Thu Mar 13, 2003 6:10 am

The real trick is getting this to work in MULTIplayer. Pasting the script I mentioned in my above reply didn't work, so I'm still stuck trying to figure out what unlocks the unusable gates in multiplayer.

My friends have a lot of time invested in the multiplayer game and would like to have these gates open to us so we can better explore the universe.

Post Thu Mar 13, 2003 6:13 am

Just a shot in the dark, but...Maybe put it in the newcharacter.ini?

Post Thu Mar 13, 2003 6:26 am

@Blackie

Should I send three different ones.

1. NoStory Jumpgates open Open as level goes up. D8alus Seem to have done this.

2. Story Jumpgates open ALL jumpgates open from very start with Story line.

3. NoStory ALL Jumpgates Now ALL jumpgates open very start with NoStory line.


Which one, or would you want me to send? All three?

1. GatesOpen NoStory
2. GatesOpen Story
3. ALLGates NoStory



Edited by - Xerx on 13-03-2003 06:34:59

Edited by - Xerx on 13-03-2003 06:41:31

Post Thu Mar 13, 2003 6:39 am

@Darsint

All gates are open already in Multiplayer correct? Except for certain ones? Like Alaska, and Easter Egg systems that are in the SP but not in Multiplayer?

Can you tell me 'exactly' which ones the jump gates are and I will take a look at them. they are stored MP somewhere else.

Post Thu Mar 13, 2003 7:08 am

I like to have all three of them.

Having all Jumpgates open at start of storyline would be a interesting twist and a challenge.

Post Thu Mar 13, 2003 7:35 am

Yep, the jumpholes in particular I'm having trouble with are the New Berlin -> Sigma 13, and Sigma 13 -> New Berlin. Remember, this is MULTIPLAYER I'm working with, not single player.

There are others, but these are the ones I've been experimenting with. This is what I've discovered so far:

1) The New Berlin -> Sigma 13 jumphole (Rh01_to_Bw05_hole in the Universe/System/RH01/RH01.INI) by default does not even show up on the map in multiplayer. If you happen to come across it, it's titled "Unknown Object". If you set the property VISIT to 0 instead of 128, the jumphole will appear on your system map in the game, and it will be labelled correctly as "Sigma 13 Jumphole". However, trying to dock with it results in the message "Access denied."

2) If you copy the NICKNAME property from another working jumphole in the same system overtop of the locked one, (I used Rh01_to_Rh02_hole) then the jumphole will function and take you to Sigma 13. The problem with this is you have to comment out the original Hamburg jumphole in order to make this temporary one work. Otherwise your autopilot will try to take you to the coords of the real Hamburg jumphole. This tells me the lock is based on the nickname, since changing only that results in a working jumphole.

3) I attempted to use the NICKNAME from a working jumphole to Sigma 13 from Sigma 17 and copied that over the New Berlin -> Sigma 13 jumphole NICKNAME, which lets me dock! The problem is it crashes the server once it tries to load the target system.

4) I tried pasting in a custom TRIGGER from one of the single player missions that calls the method to unlock the specific gate, but apparantly only the mission.ini files can use the triggers.

What I'm going to try now is make sure the destination INI contains the right source nickname for the jumphole, as I'm about out of ideas. I hope this all makes sense!

By the way, the initialworld.ini has nothing to do with the multiplayer gates being locked as some people have said. Doesn't matter if I comment them out or not, the results are the same. I'm thinking one of the DLLs has info about the specific gatenames being locked.

Hrm, maybe I should start a new UNLOCK MP GATES thread.

Edited by - Darsint on 13-03-2003 07:38:29

Post Thu Mar 13, 2003 8:17 am

Okay, figured out a workaround for unlocking multiplayer gates. Started a new thread so I wouldn't totally mess this one up:

http://www.lancersreactor.com/t/forum/t ... er&M=False

Post Thu Mar 13, 2003 10:54 am

Xerx,

I'd like all three. Thanks.

Post Thu Mar 13, 2003 4:24 pm

How do you enable the jump gates in Single-player without disabeling the story line.
I really would like to try this
Thank you

Post Thu Mar 13, 2003 7:30 pm

Please send me all

1. GatesOpen NoStory
2. GatesOpen Story
3. ALLGates NoStory


to me e-mail [email protected]

I could host the files so other people can download them.

my battleship mod is available here if anyone is interested in downloading it and trying it out! you just need to know where all the files will go!
http://home.cogeco.ca/~meng21/Battleship_mod.zip



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