Inside Nomad Lair/Lair Core
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I’m trying to make the nomad lair airlocks work properly.
It’s a simple matter of course to have them jump to St02c, but the ship doesn’t come out inside the core. It pops into the system outside the core, facing out towards empty space.I’ve tried making the dyson_airlock_inside solararch use the jump_out_hp = HpDockPointA01 as that should be far enough away from the jumpgate to place the ship inside the core, but no matter which Hp I use as the jump_out_hp, I always end up outside the core.
Here’s my solararch entry:
[Solar]
nickname = dyson_airlock_inside
ids_name = 10917
ids_info = 10918
type = JUMP_GATE
DA_archetype = solar\dockable\jump_hole.3db
material_library = solar\Solar_mat_misc02.mat
LODranges = 0, 20000
mass = 10000
;open_anim = Sc_open dock
open_sound = null
close_sound = null
jump_out_hp = HpDockPointA01
solar_radius = 600
shape_name = NAV_jumpgate
docking_sphere = jump, HpDockMountA, 100
hit_pts = 1e36
phantom_physics = trueThe original jump_out_hp is HpDockMountA. I’ve tried Hporient and HpDockPointA01 and they all dump me outside the core.
The jumps work just fine although for some reason the jumptunnel effect from the lair to the core is messed up. If I position my ship inside the core and jump out, I end up where I’m supposed to be (outside the lair) and the jump tunnel effect works fine.
Both jumps use:
jump_effect = jump_effect_bretonia
and the goto uses gate_tunnel_bretoniaThe Lair seems to be using a different jumphole effect as well. The docks on the Lair are surrounded by a white glowing ring, the beginning jump effect is a goldish plasma swirl, and the tunnel is completely messed up. Mostly a white screen with a blue snake twisting around at the bottom of the screen.
Does anyone have this working properly?
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Other side of Airlock - center of the system.
Try to move the core to apopriate coords that will give to your ship availability to appear inside the core. -
The core and airlocks are exactly where they were in SP which worked fine as I recall.
If I were to move the core (and the airlocks so they stay in proper position), wouldn’t I only move the problem?
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I also spent to much time in fixing that jump to proper spot with no success. So interested how can be this achieved and does someone did it. So, only? option for players to visit inner core from inside is with /stuck command.
BTW In long time tests I found the spot where the core has a hole and can be entered through it. Nice mission to find it! :-x -
I did a quick check of St02c in-game (from DwnUndr’s TCM starter pack.) The airlock near the spinning fan is definately outside the lair while the one near the glowing area that you find the power cell is close enough to the edge of the lair wall that you could end up on the outside of it. Not sure which one is which in the actual ini file but I’d suggest moving them until they’re definately within the lair itself.
The jump tunnel bug sounds like something to do with a vertically aligned jump object.
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robocop wrote:
The core and airlocks are exactly where they were in SP which worked fine as I recall.If I were to move the core (and the airlocks so they stay in proper position), wouldn’t I only move the problem?
Seriously in SP works fine. And in MP?
No bugs with airlock, it works not as jumphole.
For example take hole from Beta to Alpha, change it’s type to
type = AIRLOCK_GATE
Next, change hole from Alpha to Beta same way to
type = AIRLOCK_GATE
Now you may jump from Beta to Alpha without F3, but you will appear at the center of the Alpha system.
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I moved the jumps 500m closer to the center of the system.
The core is at 0, 0, -1119
jump enter is at 0, 0, 875 (from 0, 0, 1375)
and
jump exit is at 0, 0, -1066 (from 0, 0, -1566)I still jump in outside the core.
I see what you’re saying about the jump tunnels. The lair jumps are indeed positioned vertically. Perhaps there’s something in the jump_effect or the gate_tunnel that could be adjusted to compensate.
I heard Monkey Universe has this working properly. Perhaps Worfeh could chime in?
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No, i mean this - Just move the core to the coords where you jump in.
You may not touch jumps - they working only as one-way hole.
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The last seven jumps into the ‘system’ dropped me to these coordinates:
Jump 1: -394, -306, -715
Jump 2: -143, -476, -715
Jump 3: 432, 250, -716
Jump 4: -477, 67, -715
Jump 5: 150, -474, -715
Jump 6: -421, -268, -717
Jump 7: -157, 478, -715The only numbers that seem to have any commonality are the last set of the coordinates.
So, I don’t think moving the core to the jump-in coordinates is going to help. there’s as much as a 900+ disparity in the x? coordinate, and as much as a 950+ disparity in the z? coordinate.
I tried turning the jumps back into airlocks but couldn’t figure out how to make them dock.
I wonder if Adoxa has a plugin that does what I need…
heads off to browse his site
Edit: Nope, only see a plugin that provides for jumpholes with a random exit point. Interesting idea…
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robocop wrote:
I wonder if Adoxa has a plugin that does what I need…We’re really missing his magic! I have a feeling he might have found himself a more worthy cause for his awesome sauce. Just have to thank our lucky stars he gave us as much as he did while he did I guess.
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He did say he’d be AWOL for a while.
Though, he deserves a break methinks, so lets drop the WOL. -
#9 Robcop intresting research!
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I had a look in the mission12.ini and in SP i think the script sets the player position:
[Trigger]
nickname = key_to_core
system = St02c
Cnd_True = no_params
Act_SetInitialPlayerPos = 20, 31, 1286, 0, 0, 1, 0
Act_ActTrig = in_the_coreI think it controls the airlock docking too:
[Trigger]
system = St02
nickname = initiate_airlock_sequence
Cnd_DistVec = inside, Player, -1368, 124, -1249, 500
Act_DockRequest = St02_lair_enterThis is un-tested so no idea if this will help you or not, but i thought i better mention it just incase.
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khayman wrote:
I had a look in the mission12.ini and in SP i think the script sets the player positionThis is true! Watch the video from 10:40
Maybe one of the solutions is Limit Breaking 101?
2000f common.dll 13E678 fox 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
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If all else fails you could just try and resize the damn core cmp. Make it big enough and you’ll end up inside it whatever happens
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sumanuti wrote:
khayman wrote:
I had a look in the mission12.ini and in SP i think the script sets the player positionThis is true! Watch the video from 10:40
Maybe one of the solutions is Limit Breaking 101?
2000f common.dll 13E678 fox 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
Well, I suppose I could try that, but most often the player ship gets spawned to the side of the core, not outside the end of it.
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I’ve done all in my limited knowledge and have not found a solution yet. Perhaps one day Adoxa will return and come up with one of his famous 5-minute fixes.