Inside Nomad Lair/Lair Core
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I moved the jumps 500m closer to the center of the system.
The core is at 0, 0, -1119
jump enter is at 0, 0, 875 (from 0, 0, 1375)
and
jump exit is at 0, 0, -1066 (from 0, 0, -1566)I still jump in outside the core.
I see what you’re saying about the jump tunnels. The lair jumps are indeed positioned vertically. Perhaps there’s something in the jump_effect or the gate_tunnel that could be adjusted to compensate.
I heard Monkey Universe has this working properly. Perhaps Worfeh could chime in?
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No, i mean this - Just move the core to the coords where you jump in.
You may not touch jumps - they working only as one-way hole.
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The last seven jumps into the ‘system’ dropped me to these coordinates:
Jump 1: -394, -306, -715
Jump 2: -143, -476, -715
Jump 3: 432, 250, -716
Jump 4: -477, 67, -715
Jump 5: 150, -474, -715
Jump 6: -421, -268, -717
Jump 7: -157, 478, -715The only numbers that seem to have any commonality are the last set of the coordinates.
So, I don’t think moving the core to the jump-in coordinates is going to help. there’s as much as a 900+ disparity in the x? coordinate, and as much as a 950+ disparity in the z? coordinate.
I tried turning the jumps back into airlocks but couldn’t figure out how to make them dock.
I wonder if Adoxa has a plugin that does what I need…
heads off to browse his site
Edit: Nope, only see a plugin that provides for jumpholes with a random exit point. Interesting idea…
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robocop wrote:
I wonder if Adoxa has a plugin that does what I need…We’re really missing his magic! I have a feeling he might have found himself a more worthy cause for his awesome sauce. Just have to thank our lucky stars he gave us as much as he did while he did I guess.
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He did say he’d be AWOL for a while.
Though, he deserves a break methinks, so lets drop the WOL. -
#9 Robcop intresting research!
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I had a look in the mission12.ini and in SP i think the script sets the player position:
[Trigger]
nickname = key_to_core
system = St02c
Cnd_True = no_params
Act_SetInitialPlayerPos = 20, 31, 1286, 0, 0, 1, 0
Act_ActTrig = in_the_coreI think it controls the airlock docking too:
[Trigger]
system = St02
nickname = initiate_airlock_sequence
Cnd_DistVec = inside, Player, -1368, 124, -1249, 500
Act_DockRequest = St02_lair_enterThis is un-tested so no idea if this will help you or not, but i thought i better mention it just incase.
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khayman wrote:
I had a look in the mission12.ini and in SP i think the script sets the player positionThis is true! Watch the video from 10:40
Maybe one of the solutions is Limit Breaking 101?
2000f common.dll 13E678 fox 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
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If all else fails you could just try and resize the damn core cmp. Make it big enough and you’ll end up inside it whatever happens
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sumanuti wrote:
khayman wrote:
I had a look in the mission12.ini and in SP i think the script sets the player positionThis is true! Watch the video from 10:40
Maybe one of the solutions is Limit Breaking 101?
2000f common.dll 13E678 fox 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
Well, I suppose I could try that, but most often the player ship gets spawned to the side of the core, not outside the end of it.
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I’ve done all in my limited knowledge and have not found a solution yet. Perhaps one day Adoxa will return and come up with one of his famous 5-minute fixes.