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**Tutorial** Unlocking Multiplayer Jump Holes

The general place to discuss MOD''ing Freelancer!

Post Thu Mar 13, 2003 8:03 am

**Tutorial** Unlocking Multiplayer Jump Holes

Despite what some people are saying, editing the initialworld.ini and commenting out the "locked gate" lines does not affect multiplayer. Most all gates and jump holes are available to use by default in a MP game, but there are some holes that have been disabled.

The game seems to know by the "nickname" attribute of the jump hole whether it's locked or not, because changing any other attribute does not change the locked status. This is probably in a DLL somewhere, I don't know.

I've come up with a complex workaround for this problem, so I'd REALLY love for somebody to figure out how to simply set the jump hole property to be unlocked. I've tried adding modified triggers from mission.ini files to system.ini files that unlock gates in single player, but they're ignored.

Anyway, on to the example. The one jump hole that I really wanted working was New Berlin -> Sigma 13. By default, here is what the entry looks like in Data/Universe/System/RH01/rh01.ini:

[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

Now, normally when you get close enough to an object in the game it updates your map with the proper name. By default this jump hole does not, however. If you manage to find this jump hole (just W/SW of Planet New Berlin) it won't update your map and the object will be labelled "Unknown Object". Simply change the VISIT value from 128 to 0, and that will fix the problem. Your map will update properly with "Sigma 13 Jump Hole". Trying to dock with it will get you "Access denied".

Edited by - Chips on 10/31/2004 7:40:11 AM

Post Thu Mar 13, 2003 8:14 am

I finally discovered that copying the NICKNAME from another jump hole over top of this Sigma 13 jump hole gets it operational so you can dock with it. You can't use the name of another jump hole from the same system though, or there will be a conflict.

What I figured was that Sigma 13 must have a neighboring system that has a working jump hole to it, so I opened up Sigma 17 and sure enough... there was a jump hole to Sigma 13. I copied the name of that over top of the NICKNAME for the New Berlin -> Sigma 13 jump hole, and that worked to an extent. Once I docked with it and it tried to load the Sigma 13 system, the server crashed.

Turns out you need to have the destination tag match up with the source. So, here are the two sets of changes I made, each with the original values commented out following the changes.

In the RH01.INI (New Berlin System):

[Object
nickname = Bw06_to_Bw05_hole ;Rh01_to_Bw05_hole (original name; now using Sigma 17 -> Sigma 13 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 = 0 ;128 (set to 0 so this shows up on map with right name)
goto = Bw05, Rh05_to_Rh01_hole, gate_tunnel_bretonia ;Bw05_to_Rh01_hole (original name)

...And in the BW05.INI (Sigma 13 System):

[Object
nickname = Rh05_to_Rh01_hole ;Bw05_to_Rh01_hole (original name; now using Dresden -> New Berlin hole)
ids_name = 260763
pos = -24923, 0, 5355
rotate = 0, -45, 0
Archetype = jumphole
msg_id_prefix = gcs_refer_system_Rh01
ids_info = 60212
jump_effect = jump_effect_hole
visit = 0 ;128
goto = Rh01, Bw06_to_Bw05_hole, gate_tunnel_bretonia ;Rh01_to_Bw05_hole (original name)

Now you've got a set of working jump holes.

Post Thu Mar 13, 2003 8:39 am

Can you still use the original Dresden to New Berlin jumpgate. And can you still use the Sigma 17 to Sigma 13 jumgates?

If you may got a pair of working jumpgates, but did you have to sacrifice these two surragate jumpgates paths?

Edit:
I found the problem in the Bw05, there is a ZONE that is define _story_exclusion and the radius covers up the Sigma 13 to New Berlin wormhole and that stops it from working. Just modify that statement so that the sphere is not so large! Should be about 500 not 5000!


[zone
nickname = Zone_Bw05_story_exclusion <------exclusion?
pos = -16172, 3000, -5146 <------- Exclusion zone co-ordinates
shape = SPHERE
size = 5000 <----- change this smaller?
property_flags = 65536
property_fog_color = 0.000000, 100.000000, 160.000000
edge_fraction = 0.200000
visit = 128
sort = 99.500000

[Object
nickname = Bw05_to_Rh01_hole
ids_name = 260763
pos = -24923, 0, 5355 <----- wormhole co-ordinates. ZONE blocks it.
rotate = 0, -45, 0
Archetype = jumphole
msg_id_prefix = gcs_refer_system_Rh01
ids_info = 60212
jump_effect = jump_effect_hole
visit = 128
goto = Rh01, Rh01_to_Bw05_hole, gate_tunnel_bretonia

That line size=5000 change to smaller 500 story_exclusion under ZONE
Some reason, they wanted that excluded for some reason.

pos = -16172, 3000, -5146 Exclusion ZONE Sphere =5000
pos = -24923, 0, 5355 Wormhole co-ordinate

Distance is SQR of (x1-x2)^2+(y1-y2)^2+(z1-z2)^2 = 14000 > 5000 no?

If the computer program is calculating distance by whole absolute integer, then you get = 9253 which is < 10000 the diameter of the Exlcusion Sphere.

Well it is one of them exclusion zones close to that hole, and ther are alot of them. I bet you that one of them is close and screwing it up.

I gave this one a try since it is the ONLY ONE ZONE that says STORY_EXLCLUSION

give it a try and see what happens. I need to get some sleep to check this out. Worth a try.




Edited by - Xerx on 13-03-2003 10:14:56

Post Thu Mar 13, 2003 4:31 pm

UPDATE: It did not work. it does not even work in Single Player. This is a odd one; unless there is a story line trigger like a bribe for information on the two Naval derelects thier with big guns for loot sitting on either side of the jump hole. Also it says warning radiation zone but i was not taking any damage. It may be a story trigger used. Maybe the ID are wrong or part of that story was removed. Is it a coincidence that wormhole is right there between the two derelect ships with huge loot level 10 guns?

Post Thu Mar 13, 2003 4:48 pm

Yeah, I tried commenting out the entire exclusion zones initially but that didn't work for me either. Thinking of it as a sphere of restriction was a great idea though, I hadn't thought of it that way.

No, using those jump hole names as I did does NOT sacrifice the others... that's why I used jump holes from other systems. You only screw things up if you copy nicknames over from jump holes within the same system (if you don't comment out the original jump hole, your ships autopilot will try and go to the original coords clear across the map).

Edited by - Darsint on 13-03-2003 17:28:26

Post Thu Mar 13, 2003 6:12 pm

God damned... u gotta edit it server side, works good as hell (initialworld.ini)

BUT U NEED TO CREATE A NEW ACCOUNT!

Post Thu Mar 13, 2003 6:25 pm

Xerx, that zone is too keep stuff away from the jump gate... not stop the jump itself. [Meteors, and stuff like that}

Post Thu Mar 13, 2003 9:14 pm

Thanks Exocraft, I think...

A problem with this messageboard is people tend to leave out extremely helpful points like that out of their explanations. I'll try commenting those out of the initialworld.ini again, and starting a new character.

In the meantime, I tried the gate changes I made above with another multiplayer character that wasn't friendly with most criminal groups, and I got "Dock denied". Different than "Access denied", so I guess rep has an effect on this after all.

Post Sun Mar 16, 2003 5:38 pm

Can I have some help maybe live chat help doing this one
msn: [email protected]
AIM: kanechart sr

ty

Post Wed Apr 09, 2003 7:35 pm

This is what I've been able to determine so far...

all dockable objects are authenticated with the server (probably by nickname).

the Getting "Dock denied" usually means that the object your'e trying to dock with does not exist on the server.

in SP I was able to just change the nickname of the NY -> AK gate to anything I want, and change the gate name in AK too (of course this would mean I would have to change it in the goto= line too).


Of course this does not work in MP cause of the dock authentication, I got "Dock denied"

I, however, did get it to (Kinda) work in MP clientside. But not entirly..here is what I did.

I edited the California jump gate goto to lead me to Li05 (Alaska).

It put me in Alaska, but the server thought I was in california!

Basically the server loaded all the california ships and factions, so what was waiting for me when I got to alaska, was transports and the usual stuff you see when you arrive off a jumpgate (althought it put me in the same sector as the cali jumpgate was in NY - there was no jumpgate). There were transports going extremly fast as if they were going through tradelanes, but there were no tradelanes to speak of!

and I tried to access prison station michell, and the AK-NY jumpgate, and got "Dock denied". I was stuck in alaska...so I exited and revisited the server....

and it didn't put me in AK, it put me in the cali system, as the last coordniates I was in the Ak system.

It's good to know servers can be fooled so easily

oh yeah, somewhere in my system editing, I somehow chopped off the tradelane from Mojave to Cali minor >

Post Wed Apr 09, 2003 10:51 pm

ah I think I've figured out some more (after thinking of it). It's dockable object per system authentication.

That's probably why I could dock with prison station michell in SP and not in MP. Cause the server thought I was in Cali, and Prison station michell is not in cali.

I'm sure somebody can make a system mod for servers that has access to all jump holes. Unfortunietly it would have to be loaded on the client too. Cause "denied access" gates are client-side. "denied dock" gates are serverside.

Edited by - Uranium-235 on 09-04-2003 23:51:51

Post Fri May 23, 2003 2:16 am

***************************************
* The Real Answer to unlocking a jump gate / hole *
***************************************

All these wonderful posts and not a single straight answer


You will need to edit one or more .ini files. You can use "bini", available from editing >> utilities on the left home page menu. Instructions for use come with the download

The trick is changing the "nickname = " (make sure the new name is not somewhere else in the same .ini file)

And changing the "goto = " line in the destination's .ini file to match the new nickname


EXAMPLE: to activate the Alaska jump gates to and from New York

You will need to modify li01.ini and li05.ini found in your
Freelancer\DATA\UNIVERSE\SYSTEMS\Li01 & Li05 folders


In Li01.ini change:

nickname = Li01_to_Li05 to
nickname = Li05 _Gate

goto = Li05, Li05_to_Li01, gate_tunnel_bretonia to
goto = Li05, Li01_Gate, gate_tunnel_bretonia


In Li05.ini change:

nickname = Li05_to_Li01 to
nickname = Li01_Gate

goto = Li01, Li01_to_Li05, gate_tunnel_bretonia to
goto = Li01, Li05_Gate, gate_tunnel_bretonia


Not to painful and the same process can be applied to any jump faculties that are giving you grief


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
No offense but some of these tutorials suck

Others are a real help, which is why I come back... I'll shut up now

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