Random jumps
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to jump to neighbour system chose jumpgate/-hole and type
/ftl <x-coordinate>, <y-coordinate>, <z-coordinate></z-coordinate></y-coordinate></x-coordinate>
to jump to the center of an object within thy own system select it and type/j
to jump to a destination within the own system type```
/sftl <x-coordinate>, <y-coordinate>, <z-coordinate></z-coordinate></y-coordinate></x-coordinate> -
adoxa wrote:
I see. My fault for not testing jump holes. New version available.BTW, would you prefer RandomJumps.ini or multiple goto lines in the [Object] itself?
Is it still possible to create a version of the second kind? If I understand correctly, that would make any Jump Gate and Jump Hole potentially random, right? So, throwing in a few extra goto lines would be enough to make it random.
Btw I assume your plugin generates the randomness for the player at the moment he jumps, and does not interfer with NPC behaviour, right? (I ask because I read on the old TLR forum, years ago and it stuck to mind, that patrol_paths beginning/ending at jump holes, need patrol_paths of the same faction in the System where the jump hole leads to. I’ve never tested whether this is true, and I doubt it, but the logic seems to be that each patrol_path is somehow connected to a base. Maybe this is a necessity for the voice messages, as NPCs tell each other where they are coming from and going to. Like I said: I don’t know if this assumption is true, but if it is, it might matter how the game calls upon your plugin)
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Moonhead wrote:
Is it still possible to create a version of the second kind? If I understand correctly, that would make any Jump Gate and Jump Hole potentially random, right? So, throwing in a few extra goto lines would be enough to make it random.With current settings you are able to control any JG/JH to lead where ever you want server side.
I think its perfect add-on as it is. -
@Moonhead: The initial request was for a separate file, so that’s how I did it. However, jump holes were only random after the first one, so I had to patch where it reads it, after all, leading to the query. You’ve been outvoted, so I won’t bother.
Actually, I’m not entirely sure when it chooses - whenever pub::SpaceObject::GetJumpTarget is called, which seemed to be either when the gate first appears, or first targeted. Not sure that applies to NPCs, and if it hasn’t crashed by now, I’d say it’s safe.
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sumanuti wrote:
_Moonhead wrote:_Is it still possible to create a version of the second kind? If I understand correctly, that would make any Jump Gate and Jump Hole potentially random, right? So, throwing in a few extra goto lines would be enough to make it random.
With current settings you are able to control any JG/JH to lead where ever you want server side.
I think its perfect add-on as it is.You’ve convinced me. The separate file has an additional value.
adoxa wrote:@Moonhead: […] You’ve been outvoted, so I won’t bother.
:lol: I’ll try to live with it
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It works great. Although I was under the impression the randomness somehow didn’t work, as I kept being sent to the last destination in the list, which was not the most occuring one. But eventually I ended up somewhere else, reassuring me that all was fine
The TLFail plugin is great too! Eliminates the need to go thru the painful proces of creating patrol_paths which exactly hit a trade_lane_ring.