Adoxa's "Territory" and "Zone" plugins
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Would it be an idea to ignore ALL spherical zones?
well, no. I would have to object to that because most hazard zones are spherical. I like being warned that I’m in a radiation zone or a gas pocket
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Thaddeus wrote:
Would it be an idea to ignore ALL spherical zones?
well, no. I would have to object to that because most hazard zones are spherical. I like being warned that I’m in a radiation zone or a gas pocket
Whoops, now i have an idea specially for radiation, and may be drag/interference. Fl can’t handle too much zones in one place(hangs), so let’s define virtual zones that will be overriding “damage”. Plugin should start tracking player position when he’s got in a zone, once his ship in a magic XYZ inside it the damage value gonna be changed. Kind of smoothed change, but not quite smooth, just more variance offer.
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I ignore spherical zones >= 100k, assuming they cover the entire system, so basically the system is the zone, there’s no need to say it twice (e.g. Chugoku/Okamura Cloud and Sigma-13/Crow Nebula). Mostly I did it so other zones would show up. E.g. Crow Nebula has interference, which would block the Yanagi Pocket.
You’ve got it the wrong way round - because it is a space, there must be an ids_name which points to it. The process would be:
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activate your mod;
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go to your real systems folder (I guess Freelancer\DATA\UNIVERSE\SYSTEMS\LI07)
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turn off read-only on li07.ini (or change the option in FLMM before activating);
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search each ids_name in [Zone];
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I think you’ve kept vanilla factions (or at least their ids), so renumber starting from 196846;
[Zone]
ids_name = 458752 ;whatever FLMM generates[Zone]
ids_name = 458754replace with
[Zone]
ids_name = 196846 ;458752[Zone]
ids_name = 196847 ;458754 -
now when you visit the zone you should see a faction, which you can trace back to the zone;
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alternatively, start with 1286, as that’s just A-N (and 0-9 if you’ve got a lot, or if you’ve only got less than 10 start at 1301 and you’ll get its number directly);
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if it’s still a space, send me li07.ini and I’ll see if I can work with it.
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@ Adoxa:
I did what you meant, and had some remarkable results:
[olist]* The test zone (of the previously ( ) space zones) now produced 9 as a name — Ids 1309, which is assigned to another zone at another (non-overlapping location). Significant here (I presume) is the fact that in the system .ini it is the zone immediatedly before the ( ) zone. Also note that both zones normally do not have an ids assigned to it.
- While testing, the display behaviour of Zones.dll was different: it kept repeating the Entered (9) message, even though my ship did not leave the zone. This is weird, as this did not happen before[/olist]
The zones’ code, as in the test .ini:
[zone] ids_name = 1309 nickname = zone_Li07_pop_colorado_gate pos = 99822.800000, 0, -15080.400000 shape = SPHERE size = 4800 comment = Omega7 Jumpgate sort = 1 toughness = 10 density = 9 repop_time = 10 max_battle_size = 6 pop_type = li_n_grp, single_base_law, jumpgate relief_time = 20 faction_weight = li_n_grp, 10 faction_weight = br_m_grp, 10 faction_weight = rh_m_grp, 10 faction_weight = gd_im_grp, 10 faction_weight = co_ss_grp, 10 faction_weight = co_me_grp, 10 density_restriction = 4, unlawfuls encounter = area_defend, 10, 0.090000 faction = li_n_grp, 1.000000 encounter = area_trade_freighter, 3, 0.120000 faction = br_m_grp, 0.250000 faction = rh_m_grp, 0.250000 faction = gd_im_grp, 0.250000 faction = co_ss_grp, 0.125000 faction = co_me_grp, 0.125000 encounter = area_trade_transport, 3, 0.100000 faction = br_m_grp, 0.250000 faction = rh_m_grp, 0.250000 faction = gd_im_grp, 0.250000 faction = co_ss_grp, 0.125000 faction = co_be_grp, 0.125000 encounter = area_trade_armored, 3, 0.040000 faction = br_m_grp, 0.333333 faction = rh_m_grp, 0.333333 faction = gd_im_grp, 0.333333 ;||||||||>>>>============================{ JG: to Li01 New York } ; [zone] ids_name = 1308 nickname = Zone_Li07_to_Li01 pos = 91750, 0, 83750 shape = SPHERE size = 8000 sort = 99.500000
EDIT: Btw I did not assign an ids_name to the patrol_path and tradelane zones.
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EDIT2: Some more testing indicating similar behaviour:
Ad #2: Even when my ship is stationary, the repeted display of the ‘entered’ line remains.
Ad #1: The usage of an ids_name from the zone directly before it (in the .ini file) happens with these zones too:
[zone] ids_name = 1293 nickname = zone_Li07_pop_Èllsworth_extend pos = -37644.400000, 0, -46815.600000 shape = ELLIPSOID size = 14400, 8400, 14400 comment = . Extend sort = 7 toughness = 10 density = 5 repop_time = 20 max_battle_size = 4 pop_type = extend_law relief_time = 30 faction_weight = li_n_grp, 20 encounter = area_scout, 10, 0.670000 faction = li_n_grp, 1.000000 ;||||||||>>>>============================{ Fargo Refinerey } ; [zone] ids_name = 1292 nickname = Zone_Li07_Fargo_exclusion pos = -47000, 0, 53000 shape = SPHERE size = 8000 property_flags = 131072 visit = 128 sort = 7
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I added those zones to fp7_system (originally li01, but the bottom two zones were swamped by existing zones). Jumped to the center of each, got the expected entered message; jumped out, got the expected left message. The flashing name is probably related, in that it sees overlapping zones, the first resets and only the last gets displayed. Should have been fixed with the above attachment, but it’s always possible I missed something else. Looks like I’m going to need the entire file.
The first test I made, though, did give me a blank name. That’s because my %Zv name remapping only works with standard zone ids, or with Names installed.
I then added unnamed zones before and after.
[zone] nickname = empty_zone1 pos = 90000, 0, 25000 shape = SPHERE size = 4800 [zone] ids_name = 261208 nickname = zone_Li07_pop_colorado_gate pos = 90000, 0, 15000 shape = SPHERE size = 4800 [zone] nickname = empty_zone2 pos = 90000, 0, -25000 shape = SPHERE size = 4800
Jumped to the named zone, got the entered message; no message jumping to either of the other zones.
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adoxa wrote:
Looks like I’m going to need the entire file.I just realized: my Li07 is actually Rho3 mirrored, altered, and expanded upon (systemwide ast.field and nebula). Maybe you could use that to test? Altho the issue-zones are added by me, not inherent ones….
In a rush, gotta go!
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Btw, would the sort = parameter be of any influence on Zone’s functioning?
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adoxa wrote:
Just send me the ids_name-edited file and let me test the same thing you’re testing.Done
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Okay. I found the first three zones above (using 9, 8 and H) to work as expected. The last zone (G) showed up as blank. Aha! However, that was due to the edited ids_name being overridden by its original (590037). Removing that showed the new name of that zone (Zone_Li07_Quarry_West) - it has spacedust, so was given precedence over Zone_Li07_Fargo_exclusion. I didn’t experience repeated names.
Now, after all that, I rewrote Zone so that it initially displays all the zones you’re in, in decreasing order of size. It also treats a name of a single space as no name (for those tradelane zones) and fixes the remapping.
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@ Adoxa: okay, cool!! And thanx again
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A new issue with Zones in an unmodified Leeds (but, in the context of my mod project, which for practical purposes, is essentially an OpenSP type of mod):
Actually I haven’t been able to even locate the origin of the text, although I’m sure I read it before.
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A new issue with Zones in an unmodified Leeds (but, in the context of my mod project, which for practical purposes, is essentially an OpenSP type of mod):
Actually I haven’t been able to even locate the origin of the text, although I’m sure I read it before.
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Its caused by some of the vanilla tradelane zones having an ids_name specified. deleting the line (or adding your own specifics) cures it and tadelane zones dont really need names, also Zone_Bw01_Tradelane_1 has the same issue - maybe more haven’t checked through them all yet.
message is 60246 in resources
as in you have “left” zone
not because its a left tradelane ring
edited for writing bs -
Thaddeus wrote:
Its caused by some of the vanilla tradelane zones having an ids_name specified. deleting the line (or adding your own specifics) cures it and tadelane zones dont really need names, also Zone_Bw01_Tradelane_1 has the same issue - maybe more haven’t checked through them all yet.Thanks!!
I had a crash earlier at the exact same point, so I figured I had run into something big. (That was in another version of my mod, in which I had added like 50 ‘ghost systems’, being just Universe NavMap dots, without any .ini files.)
Thaddeus wrote:
message is 60246 in resourcesWeird, I couldn’t find it with FLED-IDs. Oh wait, iirc FLED-IDs doesn’t check resources.dll. I thought common.dll was the relevant one that was missing, so I used Hex Workshop to look into it. Totally forgot about resources.dll. Why can’t FLED-IDs look into it anyway?
Thaddeus wrote:
as in you have “left” zonenot because its a left tradelane ring
edited for writing bsLol.
Reminds me I still gotta try swapping those trade lane rings 90°. It would make more sense if they were juxtaposed horizontally. Then Liberty and Rheinland should have Right lanes, and Bretonia and Kusari Left lanes
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Moonhead wrote:
Weird, I couldn’t find it with FLED-IDs. Oh wait, iirc FLED-IDs doesn’t check resources.dll. I thought common.dll was the relevant one that was missing, so I used Hex Workshop to look into it. Totally forgot about resources.dll. Why can’t FLED-IDs look into it anyway?FLED-IDs only reads the dlls specified in the in [Resources] of the corresponding freelancer.ini.
So adding “DLL = resources.dll” in that section will do the job.Moonhead wrote:
Reminds me I still gotta try swapping those trade lane rings 90°. It would make more sense if they were juxtaposed horizontally. Then Liberty and Rheinland should have Right lanes, and Bretonia and Kusari Left lanesAFAIK there are issues with this… because the ship will bank/spin/turn its vertical axis to that of the vanilla-vertical-Tradelane and such… Don´t know if this has been already fixed…
Greetings J.R.
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J.R. wrote:
Moonhead wrote:
Reminds me I still gotta try swapping those trade lane rings 90°. It would make more sense if they were juxtaposed horizontally. Then Liberty and Rheinland should have Right lanes, and Bretonia and Kusari Left lanesAFAIK there are issues with this… because the ship will bank/spin/turn its vertical axis to that of the vanilla-vertical-Tradelane and such… Don´t know if this has been already fixed…
Greetings J.R.
The idea is to import the model into Milkshape, rotate it, export it, then do all the hardpoints.
But to be honest I ain’t sure whether I still can install a working copy of Milkshape! Iirc, the FL plugins only work up to a certain version, and I did lose some of my FL utils and data.
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I can confirm that horizontal trade lanes work just fine. We’re using them in Broken Bonds.
As to the to subject at hand. We’ve been using the Territory plugin for a while, and the update is very much welcome. As always, adoxa, awesome stuff!
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In my mod the Galileo System is not independent but devided as shown in the image (the blue circles are dark matter clouds, and the red line is the interterritorial border).
So when you enter from the Shikoku gate you’re in Kusari, and when you enter from the Colorado gate you’re in Liberty.
If this is the case, in any system (even if it’s crossed by multiple interterritorial borders), would it be possible to expand the territory plugin, or somehow different, to show a message when you enter another territory within the system?
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Have you tried to add named zones which are named, for example “Galileo-System, Kusari” etc.?