Random jumps
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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.
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I also tested this with a jumphole that had no destination, it worked perfectly.
In other words you can create a jumphole and give it no goto entry in any .ini file, and make another jumphole go to it with randomjumps.ini without issues.
Also, what happened to my “No, you don’t” answer to J.R?
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adoxa wrote:
@J.R.: No, you don’t. You do have to add them to the new file, though.
Thanks for the reply adoxa.
Tested your great work and found it working very well… although I realise
that the first jump after server restart is always to its
original destination… maybe a random issue but a bit strange to me.
Anyways… I have to say a BIG THX to ADOXA. He is simply doing miracles !!! -
My case still acts like I posted before:
XX01.ini
[Object] nickname = XX01_to_RNDM_hole ids_name = 524826 pos = -12900, 0, 60900 rotate = 0, -45, 0 Archetype = jumphole_light msg_id_prefix = gcs_refer_system_XX01 ids_info = 60212 jump_effect = jump_effect_hole visit = 128 ;goto = XX01, XX01_to_RNDM_hole, gate_tunnel_bretonia
RandomJumps.ini
[RandomJump] object = XX01_to_RNDM_hole ; XX System Random Jumphole goto = XX01, XX01_to_RNDM_hole ; XX System back goto = Li02, Li02_to_Li01 ; California goto = Li03, Li03_to_Li01 ; Colorado goto = Li04, Li04_to_Li01 ; Texas
In custom system Random JH that ends up where it says.
1. case: As shown last line in XX01.ini is commented and jumps stuck in sequence!
2. case: Un-commenting last line I got jump finished but as said in place where is written - than after it reads all from RandomJumps.ini where to finish it.Also I found that client side don’t need special .ini so changing that is cool without notice.
Even like this - its amazing future that was planed long time before without sticking bunch of JHs in close spot. -
BTW, would you prefer RandomJumps.ini or multiple goto lines in the [Object] itself?
AWESOME work Adoxa ! Thx.
I would prefer a “RandomJumps.ini”, cause it´s NOT required client side and easier to handle the few Random Jumps within a ini, instead of several goto lines on a Object.
cheers
CURSOR -
Excelent work adoxa. Thank you very much. mate !!!
This will be a “new” feature in my Mod since i allready got so called “Instable Wormholes” in it.
Those used to have a different destination to “jump to” than the origin where you came from when you “arrive” there.
The new version of your DLL does perfectly what i was trying to “simulate” in the past. Many many THX !!! -
Gisteron: Can’t find the file on my hard drive, but searching ‘FTL Jump’ (I remember the file was called something like this) brings up an interesting result. Not quite sure what is in it as I don’t seem to have the right to access that forum. I believe it is related to a mobile spawning system.
http://the-starport.net/freelancer/forum/viewtopic.php?topic_id=889&forum=4&post_id=6683#forumpost6683 -
Great feature!! Can’t wait to try it out (yet I must: sleep, work, family)
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Gisteron: This is kinda late, but I found what I was looking for and I think what you were looking for as well.
http://cid-1105a8f9b697e3cc.skydrive.live.com/self.aspx/FLHook/Kosacid/FLHookftlregen165.rar?wa=wsignin1.0&sa=987532708
Found it here: http://www.memes.no/88flak/forum/viewtopic.php?f=81&t=1280Sorry about it being a bit off topic, but I’m not sure what’s wrong, I don’t appear to be able to go to Gisteron’s profile and PM him.
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did the download but cant manage to make it work…
copied the dll over an existing flhook.dll in my mod and added the
missing sections into the flhook.ini.
Maybe i don´t use it in the right way cos i don´t know exactly the parameters
of the /ftl or /sftl command in game.
Sometimes it says i have to use the command on a Jumphole/gate…
Could you please post examples for the usage of /sftl and /ftl ?Thanks in advance…
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to jump to neighbour system chose jumpgate/-hole and type
/ftl <x-coordinate>, <y-coordinate>, <z-coordinate></z-coordinate></y-coordinate></x-coordinate>
to jump to the center of an object within thy own system select it and type/j
to jump to a destination within the own system type```
/sftl <x-coordinate>, <y-coordinate>, <z-coordinate></z-coordinate></y-coordinate></x-coordinate> -
adoxa wrote:
I see. My fault for not testing jump holes. New version available.BTW, would you prefer RandomJumps.ini or multiple goto lines in the [Object] itself?
Is it still possible to create a version of the second kind? If I understand correctly, that would make any Jump Gate and Jump Hole potentially random, right? So, throwing in a few extra goto lines would be enough to make it random.
Btw I assume your plugin generates the randomness for the player at the moment he jumps, and does not interfer with NPC behaviour, right? (I ask because I read on the old TLR forum, years ago and it stuck to mind, that patrol_paths beginning/ending at jump holes, need patrol_paths of the same faction in the System where the jump hole leads to. I’ve never tested whether this is true, and I doubt it, but the logic seems to be that each patrol_path is somehow connected to a base. Maybe this is a necessity for the voice messages, as NPCs tell each other where they are coming from and going to. Like I said: I don’t know if this assumption is true, but if it is, it might matter how the game calls upon your plugin)
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Moonhead wrote:
Is it still possible to create a version of the second kind? If I understand correctly, that would make any Jump Gate and Jump Hole potentially random, right? So, throwing in a few extra goto lines would be enough to make it random.With current settings you are able to control any JG/JH to lead where ever you want server side.
I think its perfect add-on as it is. -
@Moonhead: The initial request was for a separate file, so that’s how I did it. However, jump holes were only random after the first one, so I had to patch where it reads it, after all, leading to the query. You’ve been outvoted, so I won’t bother.
Actually, I’m not entirely sure when it chooses - whenever pub::SpaceObject::GetJumpTarget is called, which seemed to be either when the gate first appears, or first targeted. Not sure that applies to NPCs, and if it hasn’t crashed by now, I’d say it’s safe.
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sumanuti wrote:
_Moonhead wrote:_Is it still possible to create a version of the second kind? If I understand correctly, that would make any Jump Gate and Jump Hole potentially random, right? So, throwing in a few extra goto lines would be enough to make it random.
With current settings you are able to control any JG/JH to lead where ever you want server side.
I think its perfect add-on as it is.You’ve convinced me. The separate file has an additional value.
adoxa wrote:@Moonhead: […] You’ve been outvoted, so I won’t bother.
:lol: I’ll try to live with it
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It works great. Although I was under the impression the randomness somehow didn’t work, as I kept being sent to the last destination in the list, which was not the most occuring one. But eventually I ended up somewhere else, reassuring me that all was fine
The TLFail plugin is great too! Eliminates the need to go thru the painful proces of creating patrol_paths which exactly hit a trade_lane_ring.