Act_LockDock in (classical) OpenSP
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As you may know, (classical) OpenSP is based on modifications of M13.ini.
There are a lot of Act_LockDock lines in this file, like Act_LockDock = Player, Iw03_02, unlock. I wonder if these lines are really all necessary… Would these gates and holes all remain locked if the lines were omitted?
Is it possible to open all gates and holes in just one line?
Thanks.
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Why don’t you remove them all and find out……
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Moonhead wrote:
As you may know, (classical) OpenSP is based on modifications of M13.ini.There are a lot of Act_LockDock lines in this file, like Act_LockDock = Player, Iw03_02, unlock. I wonder if these lines are really all necessary… Would these gates and holes all remain locked if the lines were omitted?
Is it possible to open all gates and holes in just one line?
Thanks.
and I always thought classic OpenSP was based on a content.dll hack
Timmy is right, give it a go and find out - and if it doesn’t, try to explain why
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Well, yeah I can do that Just wanted to make sure I’m not reinventing the wheel.
The more important question was, whether there was some “open all gates” instruction.
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I’ve actually restored all these lines (I bulk-editted them, by mistake and they got screwed up), and was denied docking on the first one I tried :-? (NB Restoration comes from a backup file)
Now, this first one happens to be Alaska -> New York… From threads on TLR I know there was something to it, but I got it working on previous occasions (without doing anything actually - I remember I was puzzeld why people complained it was locked, coz for me it wasn’t)
The lines
Act_LockDock = Player, Li01_to_Li05, unlock Act_LockDock = Player, Li05_to_Li01, unlock
are there, so I would guess the gates should be accessible.
Now, one thing differs in the OpenSP I use now as compared to some years ago: besides M13.ini, I have also included a modification of Newplayer.fl. When I look into the stock NewPlayer.fl, there are a bunch of references to closed gates, while in my file, this section is empty… Including them doesn’t seem to make sence… They seem to refer to Mission 4 exclusively…
Well, I guess I could create a connection between New York and Alaska by creating new jump gates (EDIT: yes that works: expanding the nickname with _around, and moving the original ones far from sight and making them visit = 128), but that´s not satisfying… (well, it is for the moment)
So, what is the deal with the Alaska <–> NY Jump Gates??
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Gisteron wrote:
you need to edit the newplayer.fl and the initialworld.ini files. if there the locked gates are not listed the gates are only locked by the m13 script. you can just delete the unlock lines to make things cleaner then.Thanks!!!