Tutorial: Random Wormholes
have you ever been wondering what the difference is between a jumpgate and a jumphole?
well, short answer: there are few ..
have you ever wanted to change something here? if so, you may like what i got here.
myself i thought about a way to make jumpholes somewhat spicier, i thought it would be nice if jumpholes would be a little like wormholes.
i mean theoretically, if you "dock with" a wormhole you do not know where it`s gonna take you. (of course, theoretically there are some other aspects that come to mind as well, for ex.wormholes aren`t stable -but the possibilities are limited)
this is about making random wormholes, here we go:
the main approach is to have many jumpholes with slight position offset and to make them not appear on the map (visit = 128), then add an object using wormhole effect to make it look better -and to be able to find the place again.
it`s just ini coding,
off to the required files now ..
data/solar/solararch.ini: *entry for the object using wormhole effect*
<pre><font size=1 face=Courier>
[Solar
nickname = random_wormhole
ids_name = 1
ids_info = 1
type = NON_TARGETABLE
DA_archetype = solar\misc\gravity_buoy.3db
material_library = solar\Solar_mat_misc02.mat
LODranges = 0, 50, 100, 400, 1500, 5000
mass = 10000.000000
solar_radius = 2.443000
shape_name = NNM_SM_NAVBUOY
hit_pts = 100000000
fuse = fuse_random_wormhole, 0.000000, 100000001
</font></pre>
data/fx/fuse.ini: *actual fuse entry, triggering the effects*
<pre><font size=1 face=Courier>
[fuse
name = fuse_random_wormhole
lifetime = 10.000000
death_fuse = true
[start_effect
effect = dyson_city_creationbeam
hardpoint = HpMount
at_t = 0.000000
pos_offset = 0, -10535, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = gf_nomadwormhole
hardpoint = HpMount
at_t = 0.000000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
</font></pre>
data/universe/systems/xxx/xxx.ini: *typical system entry*
<pre><font size=1 face=Courier>
[Object
nickname = random_wormhole_01
ids_name = 1
pos = 0, 0, 0
archetype = random_wormhole
ids_info = 1
visit = 128
[Object
nickname = Randomhole_01
ids_name = 1
pos = 10, 10, 10
archetype = jumphole
ids_info = 66146
jump_effect = jump_effect_hole
goto = system_01, system_01_other_side, gate_tunnel_bretonia
visit = 128
[Object
nickname = Randomhole_02
ids_name = 1
pos = 10, 10, -10
archetype = jumphole
ids_info = 66146
jump_effect = jump_effect_hole
goto = system_02, system_02_other_side, gate_tunnel_bretonia
visit = 128
[Object
nickname = Randomhole_03
ids_name = 1
pos = -10, 10, 10
archetype = jumphole
ids_info = 66146
jump_effect = jump_effect_hole
goto = system_03, system_03_other_side, gate_tunnel_bretonia
visit = 128
[Object
nickname = Randomhole_04
ids_name = 1
pos = -10, 10, -10
archetype = jumphole
ids_info = 66146
jump_effect = jump_effect_hole
goto = system_04, system_04_other_side, gate_tunnel_bretonia
visit = 128
[Object
nickname = Randomhole_05
ids_name = 1
pos = 10, -10, 10
archetype = jumphole
ids_info = 66146
jump_effect = jump_effect_hole
goto = system_05, system_05_other_side, gate_tunnel_bretonia
visit = 128
[Object
nickname = Randomhole_06
ids_name = 1
pos = 10, -10, -10
archetype = jumphole
ids_info = 66146
jump_effect = jump_effect_hole
goto = system_06, system_06_other_side, gate_tunnel_bretonia
visit = 128
[Object
nickname = Randomhole_07
ids_name = 1
pos = -10, -10, 10
archetype = jumphole
ids_info = 66146
jump_effect = jump_effect_hole
goto = system_07, system_07_other_side, gate_tunnel_bretonia
visit = 128
[Object
nickname = Randomhole_08
ids_name = 1
pos = -10, -10, -10
archetype = jumphole
ids_info = 66146
jump_effect = jump_effect_hole
goto = system_08, system_08_other_side, gate_tunnel_bretonia
visit = 128
</font></pre>
that`s it already, go ahead with questions if you have any.
what is random: you don´t know which jumphole you have targeted and therefore you don´t know where you`re gonna jump to.
if you like it or not, i like it and i bet there are some who feel the same.
yours,
RimShot
Edited by - RimShot on 5/26/2005 11:24:41 AM