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** Tutorial ** - Jump-Holes

Here you find the different tutorials on editing and MODing Freelancer

Post Tue May 20, 2003 10:57 pm

How do I know what to put for the ids_name? What does that mean?

Post Sat Feb 19, 2005 5:26 am

How would one go about making a one way jumphole or Jumpgate?

When all is said and done, you still forgot something.

Post Sat Feb 19, 2005 7:16 am

You could remove this line:
archetype = jumphole_light

...to make it invisible. Then edit:

visit = 0

...to...

visit = 128

so that it will not appear on the nav.

Post Sat Feb 19, 2005 10:18 am

I would have thought removing the archetype would simply crash the game? If that is the case, copy the jump hole entry in solararch.ini, rename it and change the model file to the blhaard box, jumpout hp must be Hpfx01 then (the only Hp on the harazrdbox) and remove nay kind of loadout, effect or dockingsphere in your new archetype, adn reduce the solar-radius to almost zero. Use that new archetype instead of the standard jumphole, with visit = 128 as stated above.

While trying the very same thing, I found this method worked, even thought the solar type is not "non_targetable" but "jump_hole", you could successfully jump to it, but it does neither appear on the map nor in the contact list. The hazard box object is actually very handy for a variety of things, especially place an effect in free space, because you can attach effects to things, and attaching an effect to something you cannot target and does not appear on the map is perfect. In the vanilla FL, the hazard box was used for that white glowing object near the baxter station that is destroyed in the campaign. Buit it works with any effect you want to, and as explained, can also be made for a no-way-back jumphole.

Post Mon Jul 24, 2006 9:09 am

I've seen completely invisible but targetable jumpholes somewhere ... can't remember where though and on what mod.

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