Question 'bout Jump Effects and Tunnels
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Well, with my mod being a Halo-based Modification, I’m looking for a good way to simulate… well, Slipspace translations.
First off, I was looking around on 88 Flak, and found a few differences between the Vanilla JumpGateEffect and the 88 Flak edition: Here’s theirs:
[JumpShipEffect] jump_out_effect = jump_out_effect jump_in_effect = jump_in_effect [JumpGateEffect] nickname = jump_effect_bretonia glow_ring_effect = jumpgate_rings, jumpgate_rings, jumpgate_rings, jumpgate_tunnel, jumpgate_end glow_ring_hp = HpFX2, HpFX3, HpFX4, HpFX2, HpFX5 glow_create_time = 0, 0.5, 1, 1.5, 2, 3 jump_out_time = 3 jump_out_tunnel_time = 7 jump_in_tunnel_time = 4 jump_in_time = 6 kill_time_before_done = 4 jump_tunnel_effect = jump_tunnel_interior_player jump_tunnel = gate_tunnel_bretonia jump_ambient = 128, 128, 255 jump_background_color = 255, 255, 255 [JumpGateEffect] nickname = jump_effect_hole glow_ring_effect = jumpgate_rings, jumpgate_rings, jumpgate_rings, wormholeactivation, jumpgate_end glow_ring_hp = HpRingFX01, HpRingFX02, HpRingFX03, HpFX1, HpFX1 glow_create_time = 0, 0.5, 1, 2, 3 jump_out_time = 3 jump_out_tunnel_time = 7 jump_in_tunnel_time = 4 jump_in_time = 6 kill_time_before_done = 4 jump_tunnel_effect = jump_tunnel_interior_player jump_tunnel = gate_tunnel_bretonia jump_ambient = 128, 128, 255 jump_background_color = 255, 255, 255
The first thing that makes sense to me is that it takes longer to drop out of a Jump Gate on their mod. I figure this is the “kill_time_before_done” variable, which is 4 here and 0.65555 or so in Vanilla. Does extending that make it take longer to drop out of a Jump? And if so, what does a jump into system look like for another player? Will they see glowing effects around the ship (especially the moving rings like how the Osiris cloaks in and out in the SP Campaign)? If that was in fact one of the effects of having a longer kill time, I think I’ve found exactly how to make what I want.
Any help and/or corrections in this matter are most appreciated!
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[JumpShipEffect] jump_out_effect = jump_out_effect jump_in_effect = jump_in_effect [JumpGateEffect] nickname = jump_effect_bretonia glow_ring_effect = jumpgate_rings, jumpgate_rings, jumpgate_rings, jumpgate_tunnel, jumpgate_end glow_ring_hp = HpFX2, HpFX3, HpFX4, HpFX2, HpFX5 glow_create_time = 0, 0.5, 1, 1.5, 2, 3 jump_out_time = 3 jump_out_tunnel_time = 7 jump_in_tunnel_time = 4 jump_in_time = 6 kill_time_before_done = 4 jump_tunnel_effect = jump_tunnel_interior_player jump_tunnel = gate_tunnel_bretonia jump_ambient = 128, 128, 255 jump_background_color = 255, 255, 255 [JumpGateEffect] nickname = jump_effect_hole glow_ring_effect = jumpgate_rings, jumpgate_rings, jumpgate_rings, wormholeactivation, jumpgate_end glow_ring_hp = HpRingFX01, HpRingFX02, HpRingFX03, HpFX1, HpFX1 glow_create_time = 0, 0.5, 1, 2, 3 jump_out_time = 3 ;I would expect this to be the time it takes from the point you leave the tunnel to when you get back control of your ship jump_out_tunnel_time = 7 ;Time in tunnel before the white flash jump_in_tunnel_time = 4 ;Time in tunnel after the white flash jump_in_time = 6 ;This could be the time it takes from the point the cinematic starts to the point you're inside the tunnel kill_time_before_done = 4 ;I have no clue what does that do... jump_tunnel_effect = jump_tunnel_interior_player jump_tunnel = gate_tunnel_bretonia jump_ambient = 128, 128, 255 jump_background_color = 255, 255, 255
See, your best bet is to just put ridiculously high/low values in each of the parameter and test the jump sequence. You’ll be able to see what each does from there.
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feels smart OOOOKay! After much trial and tribulation, I have discovered what each thing does. I’ll explain it line by line.
nickname = jump_effect_bretonia
Those of you who have done system coding know that this is the name a jump gate will be referenced to.
glow_ring_effect = jumpgate_rings, jumpgate_rings, jumpgate_rings, jumpgate_tunnel, jumpgate_end
These are the effects that will be applied to the jump gate before entering. As in, this is how it will look while it’s activating.
glow_ring_hp = HpFX2, hpFX3, HpFX4, HpFX2, HpFX5
These are the hardpoints, coded into the Jump Gate .cmp, where the effects will be attached. Each one will attach the effect to that hardpoint, in order that they appear, and there MUST be one for every gate_ring_effect. (I.e., jumpgate_rings is attached, to HpFX2, jumpgate_tunnel is attached to HpFX2, jumpgate_end is attached to HpFX5) If you want to know where each hardpoint is in the model, download HardCMP and view it there.
glow_create_time = 0, 0.5, 1, 1.5, 2, 3
This is how long it takes for the aforementioned effects to appear. Just like the hardpoints above, they correspond to each effect in order, and there must be one for every effect. Having them staggered like this gives an appearance for a jumpgate charging.
jump_out_time = 3
This is how long your ship will take to get into the tunnel from the moment it goes into “cinematic mode”. In other terms, it’s how long your ship will take to get from the very tip of the jumpgate to the very back of the jumpgate. Once the ship reaches the back, you enter the jump tunnel.
jump_out_tunnel_time = 7
This is the time spent in the tunnel after entering it before you got to the white loading screen.
jump_in_tunnel_time = 4
Inversely, this is the time spent in the tunnel after the white loading screen, and before you exit the tunnel.
jump_in_time = 6
This is how long it takes for you to regain control of your ship after you exit the jump tunnel.
kill_time_before_done = 4
Admittedly, I’ve no idea what this does. I’ve halved it and doubled it, and seen no difference, at all.
jump_tunnel_effect = jump_tunnel_interior_player
This refers to an effect in the effects.ini file. You can tweak that to change it how you’d like.
jump_tunnel = gate_tunnel_bretonia
This is a call to gate_tunnel.ini. You can tweak things there to make the inside of your tunnel look how you’d like.
There, that should just about do it! Hope that’ll help some other people in the near future.
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Wasn’t too wrong about them was I? ;D
As for the “kill_time_before_done”, the ONLY possible idea would have to do with the “invicibility” you have when you jump in/out of jumpgates. Maybe it defines when/for how long this lasts?