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in-system jump

The general place to discuss MOD''ing Freelancer!

Post Thu Mar 29, 2007 4:43 am

in-system jump

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.

Post Thu Mar 29, 2007 5:02 am

You can just bump up the tradelane speed. Not sure how to do it anymore though...

Post Thu Mar 29, 2007 7:51 am

very likely just a typing error of the code... plz post it

Post Fri Mar 30, 2007 9:12 pm

I´ve found some typos. Now FL doesn´t crash anymore. But the jumpgate isn´t visible in space, and if I click dock my ship heads for the connected gate on the other side of the system

Post Sat Mar 31, 2007 8:24 am

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

Post Thu Aug 09, 2007 11:47 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.

Post Thu Aug 09, 2007 11:50 am

Check the in sytem jumphole code for New York, there's an in system jumphole there

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Post Thu Aug 09, 2007 12:20 pm

Drake.. Can you please post your code?

The problem when heading towards the sun is because the JH has a faulty linking... Let me check it out and see if I can spot the error! :-)

Post Thu Aug 09, 2007 1:09 pm

get flexplorer, make an in system jump gate, then replace the archtype in the ini file with your new one.

Ogu

Post Fri Aug 10, 2007 9:46 am

I'm guessing that you gave your track ring the same hardpoints are a jumphole/gate?

Post Fri Aug 10, 2007 9:42 pm

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

Post Sat Aug 11, 2007 12:59 am

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!

Post Sat Aug 11, 2007 8:12 am

jump_gates.cmp is my model. A Gate consisting of three track rings.

Post Sat Aug 11, 2007 8:40 am

Nope, this doesn´t fix it
->
Test 1
Test 2

Post Sat Aug 11, 2007 11:45 am

try gate_tunnel_bretonia instead of gate_tunnel_intgate

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