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Locking gates.

The general place to discuss MOD''ing Freelancer!

Post Wed Aug 29, 2007 2:04 am

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!!!!

Post Wed Aug 29, 2007 3:20 am

i like all my jump gates and jump holes open he he

Post Wed Aug 29, 2007 5:32 pm

This is fine and dandy, but why would you want to lock a gate istead of just not including it in the mod? If the answer is to provide expansion to a new system later, this would require a player wipe for the gate locked/unlocked status to be seen by players.

A better way to do this would be to add your gate ito the mod, but place it in the sun of that system. No one would see it this way or be able to access it until you moved it out to be accessible.



Requiem: A Total FL Conversion Mod .

Post Wed Aug 29, 2007 9:48 pm

I had the same thing. my mod features a 6th Liberty system, which is connected to New York. Because of that the system should be locked till finishing the second mission.

Post Wed Aug 29, 2007 11:12 pm

Well to say fadius, some people might want to make one way jump gates, but even then you could probably set a one way jumpgate to go to a base as soon as you exit the massive blue tunnel of light travel. I don't know if that has been proven to work

Say like 88 Flak's mod, when you start off you get the choice to go to either 2 of the jumpholes, once you have come out of the jumphole, I am sure they don't let you back in and this is how they should have set it.

Who knows I am always being open, providing information to everybody should they ever need it. There are people who will always want to have access to every jumpgate, some people might want to build mods that restrict access to some jumpgates, you may not want to lock any gates but I am sure there are people wanting to know how.

Based on what reason anybody wants to lock a jumpgate I don't know, but whatever their reason is they want to do it to make mods better I think, I just want to help and give people support to what they want and are looking for.

If I have an idea I just post it so people don't have to take a longer time to find the answer

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