Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

Tutorial: Random Wormholes

Here you find the different tutorials on editing and MODing Freelancer

Post Wed Apr 20, 2005 11:01 am

Tutorial: Random Wormholes

hello all,
have you ever been wondering what the difference is between a jumpgate and a jumphole?
well, short answer: there are few ..
have you ever wanted to change something here? if so, you may like what i got here.

myself i thought about a way to make jumpholes somewhat spicier, i thought it would be nice if jumpholes would be a little like wormholes.
i mean theoretically, if you "dock with" a wormhole you do not know where it`s gonna take you. (of course, theoretically there are some other aspects that come to mind as well, for ex.wormholes aren`t stable -but the possibilities are limited)

this is about making random wormholes, here we go:

the main approach is to have many jumpholes with slight position offset and to make them not appear on the map (visit = 128), then add an object using wormhole effect to make it look better -and to be able to find the place again.
it`s just ini coding,
off to the required files now ..

data/solar/solararch.ini: *entry for the object using wormhole effect*

<pre><font size=1 face=Courier>
[Solar
nickname = random_wormhole
ids_name = 1
ids_info = 1
type = NON_TARGETABLE
DA_archetype = solar\misc\gravity_buoy.3db
material_library = solar\Solar_mat_misc02.mat
LODranges = 0, 50, 100, 400, 1500, 5000
mass = 10000.000000
solar_radius = 2.443000
shape_name = NNM_SM_NAVBUOY
hit_pts = 100000000
fuse = fuse_random_wormhole, 0.000000, 100000001
</font></pre>

data/fx/fuse.ini: *actual fuse entry, triggering the effects*

<pre><font size=1 face=Courier>
[fuse
name = fuse_random_wormhole
lifetime = 10.000000
death_fuse = true

[start_effect
effect = dyson_city_creationbeam
hardpoint = HpMount
at_t = 0.000000
pos_offset = 0, -10535, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_nomadwormhole
hardpoint = HpMount
at_t = 0.000000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
</font></pre>

data/universe/systems/xxx/xxx.ini: *typical system entry*

<pre><font size=1 face=Courier>
[Object
nickname = random_wormhole_01
ids_name = 1
pos = 0, 0, 0
archetype = random_wormhole
ids_info = 1
visit = 128

[Object
nickname = Randomhole_01
ids_name = 1
pos = 10, 10, 10
archetype = jumphole
ids_info = 66146
jump_effect = jump_effect_hole
goto = system_01, system_01_other_side, gate_tunnel_bretonia
visit = 128

[Object
nickname = Randomhole_02
ids_name = 1
pos = 10, 10, -10
archetype = jumphole
ids_info = 66146
jump_effect = jump_effect_hole
goto = system_02, system_02_other_side, gate_tunnel_bretonia
visit = 128

[Object
nickname = Randomhole_03
ids_name = 1
pos = -10, 10, 10
archetype = jumphole
ids_info = 66146
jump_effect = jump_effect_hole
goto = system_03, system_03_other_side, gate_tunnel_bretonia
visit = 128

[Object
nickname = Randomhole_04
ids_name = 1
pos = -10, 10, -10
archetype = jumphole
ids_info = 66146
jump_effect = jump_effect_hole
goto = system_04, system_04_other_side, gate_tunnel_bretonia
visit = 128

[Object
nickname = Randomhole_05
ids_name = 1
pos = 10, -10, 10
archetype = jumphole
ids_info = 66146
jump_effect = jump_effect_hole
goto = system_05, system_05_other_side, gate_tunnel_bretonia
visit = 128

[Object
nickname = Randomhole_06
ids_name = 1
pos = 10, -10, -10
archetype = jumphole
ids_info = 66146
jump_effect = jump_effect_hole
goto = system_06, system_06_other_side, gate_tunnel_bretonia
visit = 128

[Object
nickname = Randomhole_07
ids_name = 1
pos = -10, -10, 10
archetype = jumphole
ids_info = 66146
jump_effect = jump_effect_hole
goto = system_07, system_07_other_side, gate_tunnel_bretonia
visit = 128

[Object
nickname = Randomhole_08
ids_name = 1
pos = -10, -10, -10
archetype = jumphole
ids_info = 66146
jump_effect = jump_effect_hole
goto = system_08, system_08_other_side, gate_tunnel_bretonia
visit = 128
</font></pre>

that`s it already, go ahead with questions if you have any.

what is random: you don´t know which jumphole you have targeted and therefore you don´t know where you`re gonna jump to.
if you like it or not, i like it and i bet there are some who feel the same.

yours,
RimShot

Edited by - RimShot on 5/26/2005 11:24:41 AM

Post Wed Apr 20, 2005 2:23 pm

If it's non-targetable, how do you select it to dock with?

Other than that.. and issues of how it's placed, and how FL determines what you've selected (which have to do with the way it fires a beam from your POV until it hits something targetable) ... this could be very cool. If they all had the same name, i.e. "Wormhole"... then it'd be pretty entertaining, if players really did end up targeting a different one every time they targeted the Solar...

Post Wed Apr 20, 2005 3:23 pm

actually, the non-targetable one is just for the visual effect overlay of gf_nomadwormhole.
of course you could give them all the same name, tho i used visit = 128 on the jumpholes which makes them "objects unknown" anyways.
if you happen to jump to the same system, may be sometimes -but it still happens randomly. having no issues ..

Post Fri Apr 29, 2005 7:57 pm

Now if you combined this with your orbiting objects thing and then make it so only one out of ten jumphole destinations don't kill you instantly you could have an interesting russian roulette thing going on. Could make it worthwhile by finding some awesome equipment on the other end...

Check out the latest beta's of the Freelancer S.D.K. 1.5 and Freelancer Explorer v2.x

Post Wed May 25, 2005 12:40 am

I like this idea a lot... fits in nicely with my own ideas for a hyperspace system. jump to a random part of 'hyperspace' system (some safe, dangerous or downright lethal whatever your flying) then make your way to a desired exit point for the system you wish to travel to... Shortcuts without a gauranteed outcome...

Post Wed May 25, 2005 9:50 pm

I like the idea of going anywhere at random a lot. But I have 1 quick question. Because i am new to modding this game, I do not know how to enter this data in. What I mean by this is where in the .ini file do I place this information?

Edited by - Jecht on 5/25/2005 10:58:26 PM

Post Thu May 26, 2005 10:23 am

hello Jecht,
glad you like it!

just add the informatino to the bottom of each ini file:

data/solar/solararch.ini
data/fx/fuse.ini
data/universe/systems/xxx/xxx.ini

Post Sun May 29, 2005 3:10 am

Ok i put all the information into the ini files, opened up freelancer and it worked perfectly. Now i just need to know where this wormhole is located to test it. Can any one please tell me where abouts is one so i can test it?

Jecht

Post Sun May 29, 2005 3:48 pm

hey Jecht,
these have been examples only -YOU choose where they are and where they go to .. look at pos = x, y, z
if you have just copied what i wrote, i doubt that it will work ..
for ex.:
goto = system_08, system_08_other_side <-- is not valid destination

Post Mon May 30, 2005 12:06 am

Ok... umm i dont get what you are trying to say. As i am just new to modding, so i don't know what you mean about this "goto = system_08, system_08_other_side <-- is not valid destination". Now I like this concept of traveling to random places but this is too far ahead of me to comprehend about all of this modding and such.

So because i dont really understand this, i am going to have leave this alone for the time being.

But I do have 1 question though. Are going to make a mod of this? Because as i said I dont understand this high level of modding yet and if you can actually make a mod on just this concept, i would be very happy.

If you are able to explain this to me in more detail, i will be very happy.

Jecht

Post Mon May 30, 2005 12:54 am

No, I am not RimShot
But I try to explain the concept. Please make a difference between Modder and Player.
The Modder has to define where the wormholes are (several wormholes at the same place/very close together) and where they lead to (different system). So for the MODDER the wormholes are not random, he knows where they lead to.

The PLAYER though does not know which one of the different wormholes on one spot he has chosen so for the player the wormhole is random.

RimShot: Nice concept btw, reminds me of the old days when I played the Pinball-Mod with much fun. In this mod you were never shure to come back where you started from when taking the same jumphole again. Now this mod combined with your concept could really make a complete ... This-is-preparing-you-for-the-Asylum Mod - oh sorry, this title already exists

Technically, jecht, if you are making such a mod by yourself you have to copy RimShots code into the different inis. And there you have to define the values in x,y,z. Those values define where in the system the wormholes will be.
I suggest you start with a simple "2 holes" mod to know if everything works for you.

Edited by - zazie on 5/30/2005 1:55:06 AM

Post Sun Sep 18, 2005 11:07 pm

hey i just got a question can you make the wormholes move around because a player can just move to a certain spot and be able to pick out the right spot
through experiance so if you could make them rotate or something.

Post Sun Sep 18, 2005 11:39 pm

i think this will be fairly impossibale & i don't think many people would like it play
image you running fro mhostile ships you use thios wormhole thing & accidently end up right in the middle os even more hostile targets

Post Mon Sep 19, 2005 4:22 pm

Excellent Idea. Any way to make a destination jumphole inside a corona or minefield such that you explode instantly?

Post Wed May 10, 2006 2:30 am

Yeah, I think you would just change the xyz co-ordinates to a position where a corona, or sun is located. You'd have to find that out, and I don't know how. Maybe use BINI Decrypter to decrypt the .ini of the system you want, and get the co-ordinates of the sun/corona there?

Return to Freelancer Editing Tutorial Forum