Lock jumpholes/gates?
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Can you lock custom holes and gates just like the initially locked ones at the beginning of the game? My guess is that you can, but you need to know the ID that follows it. How do I go about getting that? For example, one of the entries from initialworld.ini:
[locked_gates] ;locked_gate = 2926089285Â Â Â Â Â Â Â ;St01_to_St02_hole ;St01_to_St02_hole
That elusive (to me anyway) 10-digit number This would prove particularly useful in creating strictly one-way jumps between certain areas putting a new edge on trade-routes or combat areas. Cheers in advance!
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Yep that’s what I was looking for. Cheers for that
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U can also do oneway jumpholes by changing the goto location in one of the JH’s/JG’s.
Just change the red line as i’ve done below and the JG will work but bring u back to its own location.
nickname = HI03_to_Ew01_hole
ids_name = 260879
pos = -70610, 0, -72583
rotate = 0, 140, 0
archetype = jumphole_green
msg_id_prefix = gcs_refer_system_Ew01
jump_effect = jump_effect_hole
ids_info = 66146
visit = 0
goto = Ew01, Ew01_to_HI03_hole, gate_tunnel_bretonianickname = HI03_to_Ew01_hole
ids_name = 260879
pos = -70610, 0, -72583
rotate = 0, 140, 0
archetype = jumphole_green
msg_id_prefix = gcs_refer_system_Ew01
jump_effect = jump_effect_hole
ids_info = 66146
visit = 0
goto = HI03, HI03_to_Ew01_hole, gate_tunnel_bretoniaI can also lead the JG to other solar objects like this:
nickname = HI03_to_Ew01_hole
ids_name = 260879
pos = -70610, 0, -72583
rotate = 0, 140, 0
archetype = jumphole_green
msg_id_prefix = gcs_refer_system_Ew01
jump_effect = jump_effect_hole
ids_info = 66146
visit = 0
goto = Li01, Dock_Ring_Li01_01, gate_tunnel_bretoniaNo that gate will bring u to the manhatten dockring (just a example, dockrings are not the best things for that, better use a hazard bouy or something like that).
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Never thought of that, nice idea I implemented the initialworld.ini method though as it doesn’t even proceed to let you dock at all. Personal preference
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@Mind: Yeah, I use that trick all the time. It’s far less problematic for servers as you don’t run into problems and have to wipe all the players every single time you change a locked gate.
I also use it to create some interesting confusion, like making a jumphole/gate drop you at an unrelated jumpgate, so for example jumping from the NY jumphole would get you to the Texas side of the NY-Texas gate. Can give some pretty weird effects when you aren’t expecting it.
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Yeah, i’ll have to bear that in mind FriendlyFire for the future. Obviously as there are no players yet it’ll be ok
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I figured I’d mention that locked_gate can be used on any solar object, including stations. This is a great way to make a generic npc-only base that is defined in any system (players crash upon entering/exiting a base not defined for just that system), for things like catering to cargo-scan patrol paths (which must start and end at a faction base), etc.
Also, I’ve been using locked_gate lines for a while now, and it seems like MP characters are updated to the new locked_gate entries as soon as they log in, even if some are deleted. I don’t know about SP saves though, as those are an entirely different beast.