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in-system jump

The general place to discuss MOD''ing Freelancer!

Post Sat Aug 11, 2007 12:14 pm

Drake, I think it's the .cmp model hardpoints: -

it should be HpDockMountA (not HpDockMountA01), your solararch.ini specifies HpDockMountA, and your hardpoint is called HpDockMountA01 - they don't match.

Also your HpDockPointA01 and HpDockPointA02 should be oriented correctly and leading in to the HpDockMountA, which should also point into the gate?

And check the orientation of the exit point HpFx3 should be correct too, it's easy to get them wrong with HardCMP. Using Z orientation = 179 (degrees) to turn it around doesnt always work - when we use 180 or -180 HArdCMP often gets it wrong, and this could also be the cause. So read it back after you set it and check it. If it doesnt set it right (i.e. doesn't show Z as 179 or -179) then set Z-orientation to 0, and set X orientation to 180 and Y orientation to 180 too - this will give the same effect. But be sure the hardpoints are pointing into the gate, I ususally recheck by moving one -Z (forward) to see which way it goes in relation to the model, and I've had a few surprises!

There must also be the opposite jumpgate in the same system, its goto = line should point back to this gate.

The quickest way to check for model / hardpoint problems is to change the gate archetype back to a normal jumpgate for a check:-

DA_archetype = solar\dockable\jump_gateL.cmp
and
jump_out_hp = HpFX7

and see what happens? If it works then it's your hardpoints in your model.

"loadout = jumpgate" is also suspect, since you haven't got the same hardpoints in your .cmp file as the jumpgate and so some equipment / effects won't attach.

Check FLSpit, or the FL Server Console window (View... Console) when you try to dock with the gate, there may well be some warnings (yellow in the console log window) about hardpoints not existing, in which case they will be ignored - and therefore there is no valid dockpoint, which brings me back to HpDockMountA, not HpDockMountA01

All the best.

Roleplay: - the art of self-deceipt!

Edited by - StarTrader on 8/11/2007 1:20:49 PM

Edited by - StarTrader on 8/11/2007 1:21:54 PM

Post Sat Aug 11, 2007 9:40 pm

@Commodore001: I can´t use gate_tunnel_bretonia cause my model has only three HpFX.

Ogu

Post Sun Aug 12, 2007 4:29 am

You could try using JUMP_HOLE as the type, instead of "type = JUMP_GATE".

And yes, change the loadout to something other than "jumpgate". 'Try jumphole - you can remove the effect later.

You can use gate_tunnel_bretonia - it doesn't specify the effects. You'll want to change the jump_effect in the system INI entry to jump_effect_hole - it only uses HpFX1.

But when your ship starts flying to the middle of nowhere, it usually means your hardpoints are screwed up somehow.

Post Sun Aug 12, 2007 6:01 pm

Drake,

I believe you didnt read my post carefully...

Your file entry says HpDockMountA

Your hardpoint is called HpDockMountA01

They are not the same and so it won't work.

The rest of my post is ideas on how to troubleshoot it.

All the best.

Post Sun Aug 12, 2007 9:49 pm

The DockMount thing is fixed. The ship does now go to the gate when I click on DOCK. But it doesn´t dock. The ship just flies all around the gate

Post Tue Aug 14, 2007 8:10 am

Changing to JUMP_HOLE did it. I can dock now. But it should be a GATE.

Post Wed Aug 15, 2007 11:41 am

OK, good.

I looked at the New York internal jump, and it is a jumphole not a jumpgate.

If you want to pursue this, what happens if you change your gates to two standard jumpgates by copying the normal jumpgate solars?

Ogu

Post Thu Aug 16, 2007 7:51 am

Post the code for your custom gate from SolarArch.ini, and then post the code you've got for your object from your system's INI file.

What do you want changed with it?

Post Fri Aug 17, 2007 3:45 am

@Ogu: Erm.. you can read the code on the first page (The error in the goto-line has already been corrected)

Post Fri Aug 17, 2007 6:36 am

Sorry guys, but I have just jumped in here for a minute and I should be sleeping, so if I don't say something properly, I apologize

To make that New York in-system jumphole active change the visit = 128 to visit = 0 and give it the ids name as the same as the other new york jumpholes.

If you want to make it look like a jumpgate, then change the string archetype = jumphole to archetype = jumpgate

If you want to arm the jumpgate, give it a faction reputation and provide loadouts where it is able to contain weapons, I believe though that loadouts also has the vital references for the jumpgate to work but that is not confirmed that came across my mind

And this is what you MUST do!

The intialworld.ini file contains this massive amount of data:

[locked_gates
locked_gate = 2926089285         ;St01_to_St02_hole ;St01_to_St02_hole
locked_gate = 2926433351         ;St01_to_St03_hole ;St01_to_St03_hole
locked_gate = 2460445762         ;St02_to_St01_hole ;St02_to_St01_hole
locked_gate = 2263303234         ;St03_to_St01_hole ;St03_to_St01_hole
locked_gate = 2284213505         ;Li05_to_Li01 ;Li05_to_Li01
locked_gate = 2293678337         ;Li01_to_Li05 ;Li01_to_Li05
locked_gate = 2711806985         ;Ku06_to_Ku07_hole ;Ku06_to_Ku07_hole
locked_gate = 3051899916         ;Ku07_to_Ku05_hole ;Ku07_to_Ku05_hole
locked_gate = 2640501769         ;Ku05_to_Ku07_hole ;Ku05_to_Ku07_hole
; Mission 4 ;
locked_gate = 2541540999  ;Iw03_to_Li01 ;Iw03_to_Li01
locked_gate = 2963174661         ;Li01_to_Iw03 ;Li01_to_Iw03
locked_gate = 2314954114 ;Iw03_to_Br04_hole
locked_gate = 2193365380 ;Br04_to_Iw03_hole
; Mission 5 ;
locked_gate = 2350144385         ;Bw01_to_br03_hole ;Bw01_to_br03_hole
locked_gate = 2384076422         ;Br03_to_br04_hole ;Br03_to_br04_hole
locked_gate = 2919942795         ;Br03_to_bw01_hole ;Br03_to_bw01_hole
locked_gate = 2747303563         ;Br04_to_br03_hole ;Br04_to_br03_hole
; Mission 6 ;
locked_gate = 2749302404         ;Br04_to_br05_hole ;Br04_to_br05_hole
locked_gate = 3080351366         ;Br05_to_br04_hole ;Br05_to_br04_hole
; Mission 9 ;
;
; Mission 10 ;
locked_gate = 3157307012         ;Bw05_to_Ku06_hole ;Bw05_to_Ku06_hole
locked_gate = 2675819466         ;Bw05_to_rh01_hole ;Bw05_to_rh01_hole
locked_gate = 2694587652         ;Ku06_to_bw05_hole ;Ku06_to_bw05_hole
locked_gate = 3015759243         ;Rh01_to_Bw05_hole ;Rh01_to_Bw05_hole
locked_gate = 2254122510         ;Rh02_to_Rh04_holeb ;Rh02_to_Rh04_holeb
locked_gate = 2578962883         ;Rh04_to_Rh02_holeb ;Rh04_to_Rh02_holeb
; Mission 11 ;
locked_gate = 2444625543         ;Li01a_to_Li01b_hole ;Li01a_to_Li01b_hole
locked_gate = 2980035276         ;Li01b_to_Li01a_hole ;Li01b_to_Li01a_hole
npc_locked_gate = 3080351366  ;Br05_to_br04_hole
npc_locked_gate = 2749302404  ;Br04_to_br05_hole
npc_locked_gate = 2384076422  ;Br03_to_br04_hole
npc_locked_gate = 2747303563  ;Br04_to_br03_hole
npc_locked_gate = 2350144385  ;Bw01_to_br03_hole
npc_locked_gate = 2919942795  ;Br03_to_bw01_hole
npc_locked_gate = 2694587652  ;Ku06_to_bw05_hole
npc_locked_gate = 3157307012  ;Bw05_to_Ku06_hole
npc_locked_gate = 2675819466  ;Bw05_to_rh01_hole
npc_locked_gate = 3015759243  ;Rh01_to_Bw05_hole
npc_locked_gate = 2578962883  ;Rh04_to_Rh02_holeb
npc_locked_gate = 2254122510  ;Rh02_to_Rh04_holeb
npc_locked_gate = 2293678337  ;Li01_to_Li05
npc_locked_gate = 2284213505  ;Li05_to_Li01
npc_locked_gate = 2444625543  ;Li01a_to_Li01b_hole
npc_locked_gate = 2980035276  ;Li01b_to_Li01a_hole
npc_locked_gate = 2640501769  ;Ku05_to_Ku07_hole
npc_locked_gate = 3051899916  ;Ku07_to_Ku05_hole
npc_locked_gate = 2711806985  ;Ku06_to_Ku07_hole
npc_locked_gate = 3051850763  ;Ku07_to_Ku06_hole
npc_locked_gate = 2926089285  ;St01_to_St02_hole
npc_locked_gate = 2460445762  ;St02_to_St01_hole
npc_locked_gate = 2926433351  ;St01_to_St03_hole
npc_locked_gate = 2263303234  ;St03_to_St01_hole
npc_locked_gate = 2382233355  ; ???
npc_locked_gate = 2569281742  ; ???
npc_locked_gate = 2963174661  ;Li01_to_Iw03
npc_locked_gate = 2541540999  ;Iw03_to_Li01
; Easter Egg Systems - Player is allowed to go to these systems, but not NPCs
npc_locked_gate = 2259929730 ; Hi02_to_Ew06_hole
npc_locked_gate = 3128701573 ; Hi01_to_Ew05_hole
npc_locked_gate = 2974773122 ; Ew01_to_Li01_hole
npc_locked_gate = 2942653837 ; Li04_to_Bw05_hole
npc_locked_gate = 3030328194 ; Ew04_to_Hi01_hole
npc_locked_gate = 3163920771 ; Bw05_to_Li04_hole
npc_locked_gate = 3128521351 ; Hi01_to_Ew04_hole
npc_locked_gate = 2868648589 ; Li01_to_Ew01_hole

Delete everything here and the game won't bug at you the voice "access denied" and refuse access. If you keep these in initialworld.ini the game will not allow you to access the New yourk in system jumphole.

Note that initialworld.ini is stored in the DATA folder of Freelancer, just right there and open it for editing.

You should have no worries once you acquire the both ends of the jumpholes/jumpgates code that provide the jump travel and understand what each string does.

I have done this, it works and I believe you can make your own

Edited by - futuristic m1 on 8/17/2007 7:36:46 AM

Post Thu Aug 23, 2007 8:06 am

@Futuristic M1: I think you´ve misunderstood me. I don´t want to make New Yorks internal jumphole useable. I´ve made a new jumpgate for systeminternal connections and have set a test route in the new york system. But as long as the my new gate is flagged as JUMP_GATE it doesn´t work. Only if I flag it as JUMP_HOLE.

Post Fri Aug 24, 2007 6:17 am

My apologies General Drake, I will help and asssist the best I can.

What I will do is experiment on the New York in system jumpholes as you would have seen by post above, deleting all that locked jumpgates from initialworld.ini prevents the game from making locked gates and holes.

My first step will be changing archetypes of those two holes from jump hole type to jump gate type.

What I worry about is that the cause of failing to dock could be cause by type = JUMPGATE to which the answer to this question may even be buried deep in a dll file in exe folder or bin folder. I just think though

I will let you know to notify how my progress is coming along

Futuristic M1

Post Fri Aug 24, 2007 7:49 pm

Ok, I have just successfully changed the New York in system holes to gates.

I can confirm that they work, the jumpgates themselves work so I have in system jump gates.

I believe the coding for loadouts in the Li01.ini file should be removed.

I think though, because that is what is there for me. It's probably conflicting with jumpgate loadouts

Post Tue Sep 11, 2007 11:38 am

Drake, do you have any update?

I'm curious to know the final fix for your case please.

Post Tue Sep 11, 2007 12:29 pm

The last weeks I´ve been working on my other big mod, Icaria, cause I didn´t have any ideas for Order Evolution.

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