Adding Jump Gates/Jump Holes to Single Player missions
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No mission ever adds jump gates / holes to the game. They are static, always present. Missions just unlock them temporary.
For bases this works, but also just because their base info is static.
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How do you get into the lair core?
[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_enterEDIT ****oh i see now what ya mean… my bad
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Hmm, ok. I’ll shelve that idea for now.
But can anyone tell me why certain jumpholes show up on the map when their visit value is set to 128?
Here’s a few examples:
Magellan -> Leeds
Leeds -> Magellan
Chugoku -> Sigma 13
Sigma 13 -> Chugoku
Sigma 13 -> New Berlin
New Berlin -> Sigma 13 -
Have you visited them before setting visit to 128? Because as soon as you found something, it is written in your save file. Changing the visit parameter after that doesn’t change it then. Just for still undiscovered objects it works. It something like a “starting value”.
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Would it be possible to change the loadout of a non-mission solar?
Basically, you could fake adding and removing gates and holes by having them already existing, but with a cloak in their loadout by default. When the mission calls for the gate/hole, you could have the mission change the loadout to something without a cloak or just decloak it.
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No, I haven’t visited them. And they have visit set to 128 by default, I haven’t changed anything. That’s why I’m so confused. Although, they don’t show up until a mission waypoint points to them. Then they appear on the map, both the hole the waypoint points to and the exit hole in the system it is connected to (e.g. Sigma 13 hole in Chugoku and the Chugoku hole in Sigma 13).
And how would I do that? And wouldn’t they still show on the map after that?
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You’d have to edit the mission file itself by adding triggers to the parts where you want the gate to be revealed and hidden. I’ve barely scratched the surface of it though and didn’t really bother with mission scripting because of the complexity. There’s a “Storyline Bible” on the Wiki here under Tutorials - Storyline.
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Thanks. I’ll give it a try.
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Well, after weeks of fiddling with this I’m still out of luck. But I did notice something.
In solararch.ini certain “types” that are assigned to every Solar, for example STATION, JUMP_HOLE, JUMP_GATE allow the player to be docked with that object and the object is shown on the map, while others, such as SATELLITE, are not dockable and do not show on the map.
Now, my question is would it be possible to make a custom “type”, one that would allow docking, but wouldn’t show up on the map?
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Maybe temporary cloaked jumphole will help?
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You can’t create a custom type. They are all given by Freelancer.
As I said, your jump gate/ jump hole must be always present. You must find a way, as Helloween suggests, to make it invisible for the player. This can be done on the map by giving it the visit value of 128 and for the visuals you could try to cloak it (nice idea btw, but it should work). -
Like I said before, most of the jumpholes that are used in missions already have visit set to 128 and still show up on the map. I can send you the original .ini files if you don’t believe me.
How can I cloak them?
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Sorry, I forgot about that fact.
Maybe you could use a workaround: Put an empty system on your map which links all jump gates/holes you want to use in your missions. Set this system to visit = 128 then all lines coming from and to this system won’t be visible on the map.
Via mission script you can teleport force the player to use the right jump gate/hole in this system to the one you want to go.Cloaking works by just adding a cloaking device to a jump gate/hole and then decloak them via mission script.
There is still the problem that you collide with jump gates even if they are cloaked.
To make them not selectable you would also need to parent them to a NON_TARGETABLE object (then you also can enter them only by using mission scripts… or not at all).A lot of ugly workarounds, but this is the only thing you can do without Hooking the game.
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Thanks for the info. I’ll give it a shot and see if I can come up with something.
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I’ve made some progress. I cloaked the jumholes/jumpgates so now they’re invisible, I’ve created new entries in the solararch.ini with solar_radius set to 0.0001 so the icons won’t appear on the map, and in the system .ini files I’ve deleted their ids_name so their names won’t appear on the map.
But they still show up in the contact list and it’s really annoying (especially the jumpgates, which are listed even if you’re half way across the map from them).
Anyone have an idea on how I can solve that?
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You can parent those jump gates to other objects by using
parent = <another object=“”>This other object must have the type NON_TARGETABLE. Now the jump gate belongs to it, but since NON_TARGETABLE is also not visible in the contact list, you will never see it.
This has one side effect: You can’t click the jump gate anymore directly. So docking must be initiated by either go into formation with another docking NPC or by scripts.</another> -
Worked like a charm! Thanks a million for all your help Skotty!