Thu May 03, 2007 6:56 am by Rankor
I tried to modify one of the Open Jump gates & holes mods to include the "auto-dock" sequence to those airlocks (dyson and the nomad lair) where in the m12.ini & m13.ini a particular line read: Act_DockRequest = to initiate the autodock sequence, but to no avail.
In the m12.ini a line read this way:
Trigger <- (enclosed in brackets)
system = St02
nickname = initiate_airlock_sequence
Cnd_DistVec = inside, Player, -1368, 124, -1249, 500
Act_DockRequest = St02_lair_enter
AND a little further down another trigger reads this way to set the ship position inside the core:
Trigger <- (enclosed in brackets)
nickname = key_to_core
system = St02c
Cnd_True = no_params
Act_SetInitialPlayerPos = 20, 31, 1286, 0, 0, 1, 0
Act_ActTrig = in_the_core
It becomes more complex when further down just prior the the next sequence a lot of things are going on...then it reads:
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 <- (notice this)
Act_LockDock = Player, St02c_core_exit, unlock <- (notice this)
Act_DockRequest = St02c_core_exit
Act_ActTrig = clear_objective_st02
Act_ActTrig = jumped_to_escape
Next comes along this following trigger that relocks the lair:
Trigger
nickname = key_to_escape
system = St02
Cnd_True = no_params
Act_MovePlayer = -969, 0, 2000, 1000
Act_LockDock = Player, St02_lair_exit, unlock
Act_DeactTrig = power_cell_dies
Act_ActTrig = lock_lair_when_player_exits
Act_SetNNState = mlog_exit_the_core, COMPLETE
Act_SetNNState = mlog_engage_surrounding_nomads, ACTIVE
Act_SetNNObj = mlog_engage_surrounding_nomads
Act_SetNNObj = nn_blank, OBJECTIVE_HISTORY
Act_ActTrig = jumped_to_st01
Act_ActTrig = general_triggers
Then:
Trigger
nickname = lock_lair_when_player_exits
system = St02
Cnd_DistVec = inside, Player, 850, 0, -1245, 400
Act_LockDock = Player, St02_lair_exit, lock
I think simply removing the "locks" might cause the game to crash, but I haven't tried this out yet.
There are several other parameters that are mentioned, but somehow I don't think they're all used since they're "alternative" actions, such as:
nickname = jumped_to_escape_2.
Later on in the m13.ini:
Trigger <- (enclosed in brackets)
system = St03
nickname = reactivate_hack
Cnd_True = no_params
Act_DockRequest = St03_dyson_airlock_1
Act_SetNNObj = penetrate (<- is just the marker icon telling you to go into the airlock)
I don't understand what the "reactivate_hack" means but I have a feeling it has something to do with unlocking it?
After all that, once you're in the Dyson Sphere, there are apparently no allowances, objects (gate or hole) or parameters to exit the system since the story line basicly ends there.
However, in the m13 folder there are a few "Other" .ini's that you don't usually see during the story line since you don't get a chance to refuse a mission. Those other .ini's disclose that possibility along with a possible alternative ending.
They are listed as:
m13.ini
M013_Endgame_St03b_nrml.ini (the one most common in present use)
M013_s072aa_St01_01_nrml.ini
M013_s072ab_St01_01_offer.ini
M013_s072bb_St01_01_nrml.ini
M013_s072d_St01_01_reoffer.ini
M013_s074x_St01_01_nrml.ini
M013_s075x_St01_01_nrml.ini
M013_s075x_St01_02_nrml.ini
M013_s076xa_Li01_01_nrml.ini
M013_s076xb_Li01_01_nrml.ini
I remember someone once edited the "endgame" so a player could refuse the mission from Orillion and get a chance to fly around. I think THAT key is in one of the above .ini files. I've even found the audio mix files where you can hear Orillion speaking to Juni about Trent "coming back" and "reconsidering" .
I'd like to be able to unlock all of that and avoid the "back doors" so a player can journey through them just like they did during the story line.
If that can't be accomplished, one option is to create a mimmick of those systems with "legal" jumpholes to each succeeding subsystem.
One problem I kept running into when I set up a back door through the Lair Core is that it kept placing me outside the core...which really defeats the purpose. Unless I can duplicate how it's done in the story line..I'm left with few options.
In the long run, I hope to completely open up everything so the player is free to roam through all systems including being able to retrace their steps during the story line.
Edited by - Rankor on 5/3/2007 8:52:14 AM