Random jumps
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Maybe with more HPs and
‘jump_out_hp = Hporient’And btw a nice idea 4 all JHs and gates.
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Hey Qi,
I tried the moving of the jump out point to diffrent Hp’s. didnt seem to do anything other then making the docking points to dock with the buoy 5k awway from the buoy, but I still spawned 562 meters from the location of the buoy as defined in the system file. I did try putting a spin of the object in the in the system file and that did move the spawn point but still 562 away from center.
so, Freelance must be using the location and oreintation of the buoy in the system when defining the exit point. I also tryed :
common.dll 13E678 2000f = how far behind a jumpgate a player will be spawned - from this point, the player will be thrown forward at exceptional speed until he/she has reached the gate ~fox
didnt seem to help.
Im going to try having the bouy jump to a base docking point and puting a spin the base. scale it up and see if it spawns in differnt locations. if it work we remove the sur and mat files and it should basiclly be invisable and unhittable. its a shot in the dark but I’ll see.
Jer
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In the development of fw:tow (see http://www.freeworlds-tow.net/dev/ ) we will be making jumps between systems without jump buoys possible. Those will be configured for caps and carriers only. So we will also need the buoys (and the random jump_out of this thread) for the smaller ships. The free jump method is through FLHook.
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In response to a PM, here’s my solution for random jump destinations (see RandomJumps.cpp for usage). The new file DATA\UNIVERSE\RandomJumps.ini contains the jump objects, along with their desired exit points. Currently all exits have equal probability, so if you want some chosen more frequently than others, just duplicate them. I also don’t think it’s entirely stable, but don’t know why, so be aware the client may crash (the server seems fine).
(There’s also a minor update to the packet dumper, since I added the system to FLPACKET_SERVER_SYSTEM_SWITCH_OUT, so the client sees the same system as the server.)
One example I just thought of:
[RandomJump] object = Li01_to_Li04 ; New York to Texas Jump Gate goto = Li04, Li04_to_Li01 ; normal destination goto = Li04, Li04_to_Li01 ; 2/3 the time goto = Li04, Li04_to_Li01_hole ; jump hole intercepts 1/3 the time
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Bahaha… and i’ll tell u again my Wolfie friend “have at it”
Nice to know this is a possibility, Thanks AdoXa
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this may be standing very close to this “random jumps” thingy, so i’ll ask.
could you try making jumps from any point in space to a point in another system by player command?this is a long-standing problem for some fl developers, you know :]
and i think there’s no need for something like fully finished plug-in, working prototype is quite enough. -
some time ago on windows live (if i’m right) i saw a modified flhook that could do this. it was used at that time on the BSG-Galactica.com server. either it is deleted now or i’m mistaking with the place i saw the download at… maybe m0tah knows more.
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J.R. wrote:
Sorry for my noobish question, but…
Do I have to delete the original "goto = " Entry of the objekt in the System INI-File to make RandomJumps work ?Yes you need! The first jump after server restart is always one that is written there. Without that I ended up in no-ending jump sequence.
After first, other jumps r read from second .ini file (still testing do they go rndm even me doubt adoxa can make mistakes).
[EDIT]Yes you need!
Sorry 4 my mistake - I meant: Yes you need that line there!
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@OutCast: Console does it for single player.
@J.R.: No, you don’t. You do have to add them to the new file, though.
@sumanuti: I was testing with a single destination, thus overriding the original goto. Just tested again - redirect Li01_to_Li02 to Li03, Li03_to_Li01 to Li02. Start the server, New York to California takes me to Colorado. Restart the server, Colorado to New York takes me to California.