Creating Hidden Systems
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@ Adoxa (which does not exclude anyone else from replying!)
I want to (have the possibility to) create a couple of Systems that won’t show up at the Sirius NavMap. And I a have a half-memory (meaning: I’m not actually sure) you already came up with something to do that… But maybe I’m confusing the idea of Story Factions with Territory… Anyway I don’t see it on your site.
I would be nice to have control over:
1a) a given System showing up, or not, on the Sirius NavMap
1b) connection lines to and from a given System showing up, or not, on the Sirius NavMap (I guess 1a and 1b are inseparable?)
2) a given System having, or not having, its own (inner System) navigational NavMapDefaults to these option, of course, are: yes
The only way I know how to accomplish a hidden system as it is now, is to re-use one of the ST01 etc. systems, and have the jumpholes to it tagged VISIT=128, which will render them ‘Unknown Objects’. This is a bit too minimalistic. Besides, there are only about 4 or so of these ‘hard-coded’ hidden systems.
And I want to, or at least have the possibility, to make some in-between systems, maybe supposedly outer Oort-cloud like spots, to capture the “Where the hell am I?” feeling. And I don’t want to be limited to only 4 of these…
Would it be possible (and if so, would you be willing 8-) ) to add these options into Territory. Or create a new thing to do this?
All provided it there does not already exist something like this, of course. If it does, I should apologize for this post :oops:
(Btw Adoxa NP if you don’t like the idea, or simply don’t want to do it.)
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To make a system not show on the navmap is easy:
[system]
nickname = OR01
file = SYSTEMS\OR01\OR01.ini
pos = 7, 6
msg_id_prefix = gcs_refer_system_OR01
visit = 128
strid_name = 463000
ids_info = 492000
NavMapScale = 2the visit = 128 does it in universe.ini
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DwnUndr wrote:
To make a system not show on the navmap is easy:[system]
nickname = OR01
file = SYSTEMS\OR01\OR01.ini
pos = 7, 6
msg_id_prefix = gcs_refer_system_OR01
visit = 128
strid_name = 463000
ids_info = 492000
NavMapScale = 2the visit = 128 does it in universe.ini
Thanks for the reply.
Basically you’re right, but this solution will not stop the connection lines to that System, from showing up after the player has visited the jump hole (or gate) leading to that System, making it obvious there is a jump node on that location, even though there is no star shown to the Sirius map.
The only way to also prevent these connection lines from showing up, as far as I know, is to tag the jump hole (or gate) with a VISIT = 128, but then it will be an “Unknown Object” forever.
I want to be able to name the jump hole, maybe with some misleading or clueless name, and still not have both the sytem and the connection lines to it, sticked to the Sirius NavMap.
Besides, the VISIT tag in Universe.ini doesn’t govern the inner system NavMaps.
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TheDvDMan wrote:
a given System having, or not having, its own (inner System) navigational NavMap
Yeah, how to do that? Is it also in VISIT entry?
No, we can’t do that right now. That was one of my ponts
There are a few systems that have their inner system NavMaps blocked, but these are ‘hard-coded’: meaning it’s not done in an ini file, but somewhere in a DLL or maybe even the .exe file. Just like the factions that don’t show up on the rep list.
Adoxa holds the Power To Temper With These Things, at least he managed to do so with Story Factions, and he worked miracles with Territory (which for me personally was the sole reason to pick up modding again! although I’ve had some off-months for various reasons)
Anyway, hence my request.
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adoxa wrote:
Isn’t hiding systems and their connections already possible? Don’t the two Unknown Nomad systems do that?Yes, but with the undesired side effects I mentioned (jump holes need to be ‘unknown objects’ in order to prevent connection lines showing up on the sirius NavMap).
adoxa wrote:
NoNavMap customizes the “Nav Map not available” systems (really gotta put all my plugins on my site).
That might be the plugin I had some half-memory about Thx!!
Btw, isn’t it about 5:00 AM where you live??
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Moonhead wrote:
Yes, but with the undesired side effects I mentioned (jump holes need to be ‘unknown objects’ in order to prevent connection lines showing up on the sirius NavMap).That doesn’t sound right, since they are not unknown objects (they are actually called "Unknown"). Sure it’s not the result of having already visited them? I’ll have bit more of a play, later.
Btw, isn’t it about 5:00 AM where you live??
That was just shy of 1:00, when I went to bed. It’s just on 2000 now.
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adoxa wrote:
_Moonhead wrote:_Yes, but with the undesired side effects I mentioned (jump holes need to be ‘unknown objects’ in order to prevent connection lines showing up on the sirius NavMap).
That doesn’t sound right, since they are not unknown objects (they are actually called "Unknown"). Sure it’s not the result of having already visited them? I’ll have bit more of a play, later.
What I meant was: the jump gates need to be tagged visit = 128, in order to prevent connection lines to be drawn on the Sirius Map. And IIRC objects tagged visit = 128, remain ‘unknown’, even after being visited (and will not show up at the system’s NavMap - which in itself is not necessarily a bad thing, but a bit pity we can’t have maximum control over all of these. It’s all or nothing as it is now.)
adoxa wrote:
Moonhead wrote:
Btw, isn’t it about 5:00 AM where you live??That was just shy of 1:00, when I went to bed. It’s just on 2000 now.
I guess I oversimplified the Down Under time then, NZ supposedly being exactly antipodal to the Netherlands, and AUS and NZ being almost the same :oops: :lol:
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Moonhead wrote:
adoxa wrote:
Moonhead wrote:
Btw, isn’t it about 5:00 AM where you live??That was just shy of 1:00, when I went to bed. It’s just on 2000 now.
I guess I oversimplified the Down Under time then, NZ supposedly being exactly antipodal to the Netherlands, and AUS and NZ being almost the same :oops: :lol:
Why so small?
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adoxa wrote:
I changed Li01 in universe.ini to visit = 128. No star, no connections, even though that’s where I am and I’ve been everywhere. Simple, so what’s your problem?I’m baffled. Just tried a similar thing and indeed there are no lines! Didn’t need to tag the gate visit = 128 too.
I had it stuck in my head that the connection lines were giving away the system! Discovered that, or so I thought I did, long ago when I was modding the ‘unknown object’ jumphole in the corsair system that leeds to one of the nomad systems. Had been trying then but couln’t get it to work how I wanted. And after that, I never tried it again…
Maybe some of the things I tried in the early days simply didn’t work well on my oldest pc? I also remember I couldn’t put systems at non-integer locations (e.g. 7.3, 5.8 ) but when I tried later, I could without problem… (Some modding tools don’t read beyond the integer though. E.g. FLScan reports a ‘systems occupying same place’ error).
Anyway, this is quite an embarrassing lesson for me to try before asking, even when I’m convinced of how it works. :oops:
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I found that FL doesn’t show the system on the sirius map if you just put an Y coordinate there. For example it wouldn’t show New York system if I set the coordinates to 0, 1, 0 instead of 0, 0.
EDIT: It WILL show the system if you set the Y coordinate as 0, for example 0, 0, 0 would show the NY system, but 0, 1, 0 would not, you can replace the 1 with any other number, as long as its not 0 and it wouldn’t show the system.
And yes, Wolfie has returned, this time without making a bunch of useless and rather mentally disturbed posts.
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Well, its years since I even looked upon any codes related to FL, but shouldn’t the stars location, size etc. be defined inside a .ini in the starsystems folder, and not universe.ini?
If what I remember is correct, universe.ini sets jumpgate links and a systems location on the actual Sirius map.
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solar_radius in solararch.ini sets the nav map scaling.