Locking gates.
I don't know if this has been thoroughly recognized by everybody but I will provide information anyway.
What information I am giving out is the structure of locked gates and NPC locked gates.
You see, when you play the story missions there are jumpgates that are locked and unlock over time.
When you are in multiplayer, there are jumpgates that are locked and jumpholes that are locked as well and nobody is able to access and use them.
I have been able to work out how to unlock them, but as that should be a common thing that everybody can do, also there is the possibility to lock them as well and more intermediate but no where as difficult as adding voices.
There are people I am sure that sometimes would want to lock gates or new gates that they create. When a gate is locked it is 'disabled' and a nnvoice plays 'Access denied' that is computer voice whenever you try to dock with it.
This is the method to lock a gate or a new gate you created
1. Copy the entire nickname string of the jumpgate and paste it in the bottom text box of CRC tool beta 2. This text box is under Generate ID + CRC + FL Hash title.
2. Click on the right pointing triangle to the right of the text box
3. Once done you will see numbers generated in four text boxes Ignore the two text boxes under <span style="text-decoration: underline"> UTF ID </span> and use the values in the <span style="text-decoration: underline"> left text box under Hash code </span> For example Ku05_to_Ku07_hole makes 2640501769 of Hash code in decimal CRC form. Please perform this example to be sure which text box you should be copying from.
4. Copy the values in that text box I pointed out and paste it in the initialworld.ini file in this form
(Under the capital bracketed locked_gates)
[locked_gates
locked_gate = 2640501769 <===These numbers come from the text box of CRC tool beta 2, you must paste it in this form to achieve the locking of the gate. The numbers are CRC decimals created by using CRC tool beta 2 to convert the nickname of the jumpgate to the CRC decimal itself
This example is the Ku05_to_Ku07_hole that is locked, it is an original string that is in the normal part of the game. If the above string that is contained in original initialworld.ini was removed the game will have no data of restricting access, therefore everybody is free to use it.
locked_gate is the command string that a player cannot access the jumpgate but npcs can.
An npc_locked_gate command locks the npcs from accessing the jumpgate but the player is able to use it for travel I am sure.
Please do not believe it 100% that it will work for now, it struck me when I discovered the relation between the numbers in initialworld.ini and the strings of jumpgates. I haven't tested this theory out yet but I am sure it works.
I will answer any questions and requests for help should anyone need it here.
Have fun in Freelancer guys!!!!
What information I am giving out is the structure of locked gates and NPC locked gates.
You see, when you play the story missions there are jumpgates that are locked and unlock over time.
When you are in multiplayer, there are jumpgates that are locked and jumpholes that are locked as well and nobody is able to access and use them.
I have been able to work out how to unlock them, but as that should be a common thing that everybody can do, also there is the possibility to lock them as well and more intermediate but no where as difficult as adding voices.
There are people I am sure that sometimes would want to lock gates or new gates that they create. When a gate is locked it is 'disabled' and a nnvoice plays 'Access denied' that is computer voice whenever you try to dock with it.
This is the method to lock a gate or a new gate you created
1. Copy the entire nickname string of the jumpgate and paste it in the bottom text box of CRC tool beta 2. This text box is under Generate ID + CRC + FL Hash title.
2. Click on the right pointing triangle to the right of the text box
3. Once done you will see numbers generated in four text boxes Ignore the two text boxes under <span style="text-decoration: underline"> UTF ID </span> and use the values in the <span style="text-decoration: underline"> left text box under Hash code </span> For example Ku05_to_Ku07_hole makes 2640501769 of Hash code in decimal CRC form. Please perform this example to be sure which text box you should be copying from.
4. Copy the values in that text box I pointed out and paste it in the initialworld.ini file in this form
(Under the capital bracketed locked_gates)
[locked_gates
locked_gate = 2640501769 <===These numbers come from the text box of CRC tool beta 2, you must paste it in this form to achieve the locking of the gate. The numbers are CRC decimals created by using CRC tool beta 2 to convert the nickname of the jumpgate to the CRC decimal itself
This example is the Ku05_to_Ku07_hole that is locked, it is an original string that is in the normal part of the game. If the above string that is contained in original initialworld.ini was removed the game will have no data of restricting access, therefore everybody is free to use it.
locked_gate is the command string that a player cannot access the jumpgate but npcs can.
An npc_locked_gate command locks the npcs from accessing the jumpgate but the player is able to use it for travel I am sure.
Please do not believe it 100% that it will work for now, it struck me when I discovered the relation between the numbers in initialworld.ini and the strings of jumpgates. I haven't tested this theory out yet but I am sure it works.
I will answer any questions and requests for help should anyone need it here.
Have fun in Freelancer guys!!!!