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in-system jump
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As I have some very big systems in my mod it appears that sometimes even tradelanes are to slow. Now I wanted to make systeminternal jumpgates. For them I used the model of the track ring. The thing is that these new JGs allways caused FL to crash when I entered the system.
check your LOD for your new intersystem jump gate.
It should be something like this:
LOD_range = 0, 999999
Also, check your "jump characteristics"...take the New York intersystem jump for for an example. They're labled "a" and "b" . (that's the jump hole from the badlands to somewhere near the tradelanes about 1k below plane and is labled New York Jump hole on both ends.
I think all you have to do is specify the "go to" properties.
Such as "a" to "b" and then "b" to "a" .
From your description, it sounds almost like you've got them set up backwards.
Edited by - Rankor on 3/31/2007 9:29:10 AM
It should be something like this:
LOD_range = 0, 999999
Also, check your "jump characteristics"...take the New York intersystem jump for for an example. They're labled "a" and "b" . (that's the jump hole from the badlands to somewhere near the tradelanes about 1k below plane and is labled New York Jump hole on both ends.
I think all you have to do is specify the "go to" properties.
Such as "a" to "b" and then "b" to "a" .
From your description, it sounds almost like you've got them set up backwards.
Edited by - Rankor on 3/31/2007 9:29:10 AM
Long time no post in this. I´ve played around a bit wit these in the las months. The Jumpgates are visible now, but When setting them up systeminternally my ship always set a course cirectly into the sun, when cilicking on DOCK (I used New York for testing). And when I set them up as a connection between two systems my ship just goes somewhere, but it doesn´t dock.
Check the in sytem jumphole code for New York, there's an in system jumphole there
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Member of the HAVEN ADMINS community
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Gizmo Studios - Home to the Galactica mod series
http://gizmostudios.proboards38.com/index.cgi
Here´s the Code:
In solararch.ini:
[Solar
nickname = intgate
ids_name = 60209
ids_info = 66145
type = JUMP_GATE
DA_archetype = solar\dockable\jump_gates.cmp
material_library = solar\Solar_mat_misc02.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 99999
mass = 10000.000000
loadout = jumpgate
open_sound = gate_open_sound
close_sound = gate_close_sound
jump_out_hp = HpFX3
solar_radius = 600
shape_name = NAV_jumpgate
docking_sphere = jump, HpDockMountA, 225
hit_pts = 999999961690316250000000000000000000.000000
in Li01.ini:
[Object
nickname = Li01a_to_Li01b_gate
ids_name = 524420
pos = -28278, 0, -25619
rotate = 0, 140, 0
archetype = intgate
msg_id_prefix = gcs_refer_system_Li01
jump_effect = jump_effect_bretonia
ids_info = 66145
reputation = fc_or_grp
behavior = NOTHING
difficulty_level = 7
loadout = intgate
pilot = pilot_solar_easiest
goto = Li01, Li01b_to_Li01b_gate, gate_tunnel_intgate
[zone
nickname = Zone_Li01_to_Li01
pos = -28277, 0, -25618
shape = SPHERE
size = 1000
property_flags = 131072
visit = 128
sort = 0
[Object
nickname = Li01b_to_Li01a_gate
ids_name = 524420
pos = 35944, 0, 2682
rotate = 0, 140, 0
archetype = intgate
msg_id_prefix = gcs_refer_system_Li01
jump_effect = jump_effect_bretonia
ids_info = 66145
reputation = fc_or_grp
behavior = NOTHING
difficulty_level = 7
loadout = intgate
pilot = pilot_solar_easiest
goto = Li01, Li01a_to_Li01b_gate, gate_tunnel_intgate
[zone
nickname = Zone_Li01_to_Li01
pos = 35945, 0, 2683
shape = SPHERE
size = 1000
property_flags = 131072
visit = 128
sort = 0
The Gate is not just a simple ring, it consists of 3 rings put together by milkshape and then reexported. The Hardpoints are the following:
HpFX01 (0,0,-60)
HpFX02 (0,0,0)
HpFX03 (0,0,60)
HpDockmountA01 (0,0,-40)
HpDockpointA01 (0,0,-80)
HpDockpointA02 (0,0,-100)
The numbers are the coordinates
In solararch.ini:
[Solar
nickname = intgate
ids_name = 60209
ids_info = 66145
type = JUMP_GATE
DA_archetype = solar\dockable\jump_gates.cmp
material_library = solar\Solar_mat_misc02.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 99999
mass = 10000.000000
loadout = jumpgate
open_sound = gate_open_sound
close_sound = gate_close_sound
jump_out_hp = HpFX3
solar_radius = 600
shape_name = NAV_jumpgate
docking_sphere = jump, HpDockMountA, 225
hit_pts = 999999961690316250000000000000000000.000000
in Li01.ini:
[Object
nickname = Li01a_to_Li01b_gate
ids_name = 524420
pos = -28278, 0, -25619
rotate = 0, 140, 0
archetype = intgate
msg_id_prefix = gcs_refer_system_Li01
jump_effect = jump_effect_bretonia
ids_info = 66145
reputation = fc_or_grp
behavior = NOTHING
difficulty_level = 7
loadout = intgate
pilot = pilot_solar_easiest
goto = Li01, Li01b_to_Li01b_gate, gate_tunnel_intgate
[zone
nickname = Zone_Li01_to_Li01
pos = -28277, 0, -25618
shape = SPHERE
size = 1000
property_flags = 131072
visit = 128
sort = 0
[Object
nickname = Li01b_to_Li01a_gate
ids_name = 524420
pos = 35944, 0, 2682
rotate = 0, 140, 0
archetype = intgate
msg_id_prefix = gcs_refer_system_Li01
jump_effect = jump_effect_bretonia
ids_info = 66145
reputation = fc_or_grp
behavior = NOTHING
difficulty_level = 7
loadout = intgate
pilot = pilot_solar_easiest
goto = Li01, Li01a_to_Li01b_gate, gate_tunnel_intgate
[zone
nickname = Zone_Li01_to_Li01
pos = 35945, 0, 2683
shape = SPHERE
size = 1000
property_flags = 131072
visit = 128
sort = 0
The Gate is not just a simple ring, it consists of 3 rings put together by milkshape and then reexported. The Hardpoints are the following:
HpFX01 (0,0,-60)
HpFX02 (0,0,0)
HpFX03 (0,0,60)
HpDockmountA01 (0,0,-40)
HpDockpointA01 (0,0,-80)
HpDockpointA02 (0,0,-100)
The numbers are the coordinates
Allright... Found it!
[Object
nickname = Li01a_to_Li01b_gate
ids_name = 524420
pos = -28278, 0, -25619
rotate = 0, 140, 0
archetype = intgate
msg_id_prefix = gcs_refer_system_Li01
jump_effect = jump_effect_bretonia
ids_info = 66145
reputation = fc_or_grp
behavior = NOTHING
difficulty_level = 7
loadout = intgate
pilot = pilot_solar_easiest
goto = Li01, Li01b_to_Li01b_gate, gate_tunnel_intgate --------- Here it is!
Change the above to:
goto = Li01, Li01b_to_Li01a_gate, gate_tunnel_intgate
Now it should work for you!
Also...
Solar
nickname = intgate
ids_name = 60209
ids_info = 66145
type = JUMP_GATE
DA_archetype = solar\dockable\jump_gates.cmp --------- ????
material_library = solar\Solar_mat_misc02.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 99999
mass = 10000.000000
loadout = jumpgate
open_sound = gate_open_sound
close_sound = gate_close_sound
jump_out_hp = HpFX3
solar_radius = 600
shape_name = NAV_jumpgate
docking_sphere = jump, HpDockMountA, 225
hit_pts = 999999961690316250000000000000000000.000000
Are you sure there's supposed to an s in
DA_archetype = solar\dockable\jump_gate""s"".cmp
Other than that everything seems fine!
[Object
nickname = Li01a_to_Li01b_gate
ids_name = 524420
pos = -28278, 0, -25619
rotate = 0, 140, 0
archetype = intgate
msg_id_prefix = gcs_refer_system_Li01
jump_effect = jump_effect_bretonia
ids_info = 66145
reputation = fc_or_grp
behavior = NOTHING
difficulty_level = 7
loadout = intgate
pilot = pilot_solar_easiest
goto = Li01, Li01b_to_Li01b_gate, gate_tunnel_intgate --------- Here it is!
Change the above to:
goto = Li01, Li01b_to_Li01a_gate, gate_tunnel_intgate
Now it should work for you!
Also...
Solar
nickname = intgate
ids_name = 60209
ids_info = 66145
type = JUMP_GATE
DA_archetype = solar\dockable\jump_gates.cmp --------- ????
material_library = solar\Solar_mat_misc02.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 99999
mass = 10000.000000
loadout = jumpgate
open_sound = gate_open_sound
close_sound = gate_close_sound
jump_out_hp = HpFX3
solar_radius = 600
shape_name = NAV_jumpgate
docking_sphere = jump, HpDockMountA, 225
hit_pts = 999999961690316250000000000000000000.000000
Are you sure there's supposed to an s in
DA_archetype = solar\dockable\jump_gate""s"".cmp
Other than that everything seems fine!
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