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Locking Jumpgates

The general place to discuss MOD''ing Freelancer!

Post Tue Apr 03, 2007 11:58 am

Locking Jumpgates

How Do I Lock Jumpgates? I've made some news systems and I want to Lock one or two Jumpgates so that when players Click on them they get an 'access denied' message.

Post Tue Apr 03, 2007 12:33 pm

You cannot do this because when yu unlock them, you will need to do a player wipe for them to be accessible. You best option would be to move them way off the system map somewhere until you want to use them.

Requiem: A Total FL Conversion Mod .

Post Tue Apr 03, 2007 5:42 pm

Don't forget that you can "hide" them from the map AND you can place them above and below the "plane" .

Post Wed Apr 04, 2007 12:28 am

Hmm, Perhaps I could just use an Undockable Jumpgate, Solar. Hang on, If I wanted to Lock a Gate Permanantly, how would this be Done?
Also, is there a way to Lock the Gate to certain Players? For example, only Admins Can get In.

Post Wed Apr 04, 2007 7:08 am

Admins don't need no stinkin gates. LOL
You could simply put a "no-dock" gate anywhere you wanted it.

(Jeeez man, they won't tell us where that gate leads to....
they locked it eons ago and seem to be afraid of what's behind it.
The weired thing about it is, they're afraid of nothing) *

*Rumor from the 20 Years Later Mod.

Post Wed Apr 04, 2007 7:32 am

Well, to lock a jumpgate that was previously in game, you would need to 1: Move the existing jumpgate or hide it, then place a undockable jumpgate in its place.

As far as can you have jumpgates only available to certain factions or such, yes, but this gets more complicated. Those factions would need a script that no one else would have access to so they would be the only ones who would see this.

These jumpholes or gates would still need to be server side, but only those clients you wanted to see these would have the script.

Requiem: A Total FL Conversion Mod .

Post Wed Apr 04, 2007 9:13 pm

It would also be possible to loop the hole or gate back to itself.

Post Wed Apr 04, 2007 9:20 pm

You could also remove the existing jump gate and then place a new locked one and connect it to jump gate on other side.

Post Thu Apr 19, 2007 7:57 am

I hate to Bring up an old Thread, but how would I make Gates Acessable to certain Non-Admin Players Only? Is it even possible? I want them to be visible to Player that cannot use them...

Post Fri Apr 20, 2007 10:12 am

These would need to be programed into the server side mod itself and a special script for those you wanted to have access to it so it show up on there side.

Requiem: A Total FL Conversion Mod .

Post Sat Apr 21, 2007 6:10 pm

This doesn't lock gates/holes for only admins or anything, however it is a way to just lock a gate/hole in general - I tend to use it for one-way hole mazes, and it's nice because you can't use any client-side hacks to get around it.

I'm not sure if you're familiar with hashcodes at all, but that's how you lock gates using the "locked_gate" line in initialworld.ini - download the Ioncross Gamedata Generator, which generates FL Hashes out of names. Simply load up that program, punch the name of your jumphole or jumpgate in, and copy the generated hash into a "locked_gate" line in initialworld.ini

For example, if you wanted to lock "Li05_to_Li06_hole_red", you'd punch that into Ioncross Gamedata Generator, which would yield 3079289677 - thus, you'd insert "locked_gate = 3079289677" near the other "locked_gate" lines.

Like I said, this locks gates/holes for ALL players, so there aren't that many applications; however, if you wanted to make a one-way hole like I mentioned above, this is the professional way to do it. ;P

Locked_gate also works on bases, btw. I wouldn't recommend it though, as you do pretty much need a player-wipe to get rid of the locked_gate lines in player-files.

Edited by - fox Unit 01 on 4/21/2007 7:11:41 PM

Post Sat Apr 21, 2007 6:29 pm

Hey, Fox Unit 01:
Since you're on the subject of hash codes, I've noticed a set of hash codes in the initial_world.ini that have question marks next to them.

npc_locked_gate = 2382233355 ; ???
npc_locked_gate = 2569281742 ; ???

Any idea what they went to?
Also, what the heck are the Easter Egg Systems?
Here is another thought:
Regarding the Nomad Lair & Core access then the Dyson Airlock to the Dyson Sphere...
I noticed in the m12.ini & m13.ini where instead of the player actually targeting and using the docking manuver to access the core and Dyson Sphere that there is a line that says this:
m12:
Trigger
system = St02
nickname = initiate_airlock_sequence
Cnd_DistVec = inside, Player, -1368, 124, -1249, 500
Act_DockRequest = St02_lair_enter
(this is the auto-jump from the layer to the core)

Trigger
nickname = got_powercell
Cnd_LootAcquired = power_cell, Player
Act_LightFuse = St02c_lair_core, fuse_lair_core_powercell
Act_SetNNState = mlog_get_the_powercell, COMPLETE
Act_SetNNObj = 0
Act_SetNNState = mlog_exit_the_core, ACTIVE
Act_SetNNObj = mlog_exit_the_core
Act_LockDock = Player, St02c_core_enter, lock
Act_LockDock = Player, St02c_core_exit, unlock
Act_DockRequest = St02c_core_exit
Act_ActTrig = clear_objective_st02
Act_ActTrig = jumped_to_escape
(this is the auto-jump from the core back out of the layer)

m13:
Trigger
system = St03
nickname = reactivate_hack
Cnd_True = no_params
Act_DockRequest = St03_dyson_airlock_1
Act_SetNNObj = pentrate
(this is the auto-jump into the Dyson Sphere)

~
Notice the "DockRequest" ?
This is the trigger to make access to the core and dyson airlock possible.
But, I didn't see this addressed in any of the Open Jumpgates/holes mods.
Now, I'd like to address this and make it possible for everyone to take a trip through the core (even though the powercell is gone) and also for everyone to be able to access the Dyson Sphere through the Dyson Airlock just the same way we did it during the mission story line.
I could sure use some insight and advice on this.

Edited by - Rankor on 4/21/2007 7:54:06 PM

Post Sun Apr 22, 2007 5:09 am

Just to add to what fox Unit 01 has said, you can lock the system JG/JH to block access, but a server admin can unlock the JG/JH to specific players by editting thier character .fl file, this is how clan members only systems are created.

@ Rankor, The triggers are missions only and don't work anywhere else, to gain access to the core and the outer dyson sphere is easy, create a JG/JH to the St01 system as it has jump points to both systems(gives you access to planet Toledo and the Anubis as well). Getting to the inner sphere depends on how you want to achieve it as there isn't really a jump point to it.

**shuffles off with a new headache**

Post Sun Apr 22, 2007 5:25 am

Bejay, I did do that at some point. Created jump holes in the exact locations where the mission holes were and oriented in the correct direction. But, most of the time my jump to the core always had me ending up outside the core instead of inside regardless of how close I set the parameters. I couldn't seem to get "inside" the core except rarely.

I was hoping that those lines I found would be a way to access the core and dyson sphere the "story line" way that would make the action duplicate how it was done in the story.
Something else came to mind while we're on the subject and I hadn't thought of it till just now.
When you take the "airlock" to Dyson City, you find yourself inside the Dyson Sphere. BUT, you see the the side of the airlock that you just came through.
It seems appropriate that a duplicate of the airlock from the previous system could be set inside the Dyson Sphere...but positioned in the Dyson Sphere to make it look like a player just came through the surface of the Dyson Sphere.

I have to try this.

Have you ever noticed the .sph seems to move with you, giving it that "infinate" feeling?

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