Random jumps
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with j/h its the same as with jumpgates. there are 6 different spawn points you can arrive at, all defined precisely, if i remember right even within the cmp itself. probably there is a way to increase the amount of such or even to plug a random offset to a random distance and/or direction. but not sure, haven’t worked with jumps too much yet.
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Jumping out to a number of fixed points at a great distance from the buoy will give the effect fine.
So do I make multiple jump_out hardpoints in the cmp?
In solararch.ini for a jump hole I see these settings
jump_out_hp = HpFX7
docking_sphere = jump, HpDockMountA, 5000
docking_sphere = jump, HpDockMountB, 5000Are those settings I can manipulate to get multiple jump out points at a distance?
Does anybody have the solararch.ini equivalent of this for the vanilla jump gate (with multiple jump_out_hp hardpoints)? -
I like the idea! Very logical, because there is always a drift in souch jumps.
About those hardpoints: HpDockMountB does not exist neither in the gate nor in the hole. Also, HpFX7 is far on the back side of the gate.
I assume solararch.ini doesn’t refer to the jump-out distance, but the jump_out_hp entry may be the center of the jump-outs that positioned arround it within 500m distance.
I’m not sure about nothing, but you should try set a jump_out_hp as some Hardpoint you place far from the gate. If not, maby theres some offset needed. -
Sorry that I wasn’t clear enough.
The example from solararch.ini is of the Freeworlds 18.x mod. Those hardpoints exist.
The suggestion was made by Gisteron that Vanilla has multiple jump_out_hp hardpoints on the large jump gates. I don’t have that example but if someone has it, I would be able to see how to do it.
We want to exit a jump hole at a distance from the exit hole, but not at a fixed distance but at random respawn points at 10-20k from each other. The idea is that we want to solve buoy camping, where a fighter or cap just has to sit and wait for a ship to jump, then hang on the fire button killing him before he has control over his ship. If the jumping ship respawns at points that can’t be predicted, the hunter must actually do something to catch him. It’s a big thing in our community. See: http://www.freeworlds-tow.net/forum/viewtopic.php?f=231&t=23719
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If base has 6 docking points, player is launching from 1-st?
If not only from 1-st, adding additional hardpoints to jump hole must help.
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Maybe with more HPs and
‘jump_out_hp = Hporient’And btw a nice idea 4 all JHs and gates.
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Hey Qi,
I tried the moving of the jump out point to diffrent Hp’s. didnt seem to do anything other then making the docking points to dock with the buoy 5k awway from the buoy, but I still spawned 562 meters from the location of the buoy as defined in the system file. I did try putting a spin of the object in the in the system file and that did move the spawn point but still 562 away from center.
so, Freelance must be using the location and oreintation of the buoy in the system when defining the exit point. I also tryed :
common.dll 13E678 2000f = 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 ~fox
didnt seem to help.
Im going to try having the bouy jump to a base docking point and puting a spin the base. scale it up and see if it spawns in differnt locations. if it work we remove the sur and mat files and it should basiclly be invisable and unhittable. its a shot in the dark but I’ll see.
Jer
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In the development of fw:tow (see http://www.freeworlds-tow.net/dev/ ) we will be making jumps between systems without jump buoys possible. Those will be configured for caps and carriers only. So we will also need the buoys (and the random jump_out of this thread) for the smaller ships. The free jump method is through FLHook.
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In response to a PM, here’s my solution for random jump destinations (see RandomJumps.cpp for usage). The new file DATA\UNIVERSE\RandomJumps.ini contains the jump objects, along with their desired exit points. Currently all exits have equal probability, so if you want some chosen more frequently than others, just duplicate them. I also don’t think it’s entirely stable, but don’t know why, so be aware the client may crash (the server seems fine).
(There’s also a minor update to the packet dumper, since I added the system to FLPACKET_SERVER_SYSTEM_SWITCH_OUT, so the client sees the same system as the server.)
One example I just thought of:
[RandomJump] object = Li01_to_Li04 ; New York to Texas Jump Gate goto = Li04, Li04_to_Li01 ; normal destination goto = Li04, Li04_to_Li01 ; 2/3 the time goto = Li04, Li04_to_Li01_hole ; jump hole intercepts 1/3 the time
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Bahaha… and i’ll tell u again my Wolfie friend “have at it”
Nice to know this is a possibility, Thanks AdoXa