Random jumps
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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
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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.