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Argh

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1

Wednesday, April 20th 2005, 4:22pm

If it´s non-targetable, how do you select it to dock with? Other than that.. and issues of how it´s placed, and how FL determines what you´ve selected (which have to do with the way it fires a beam from your POV until it hits something targetable) ... this could be very cool. If they all had the same name, i.e. "Wormhole"... then it´d be pretty entertaining, if players really did end up targeting a different one every time they targeted the Solar...
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RimShot

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2

Wednesday, April 20th 2005, 5:22pm

actually, the non-targetable one is just for the visual effect overlay of gf_nomadwormhole. of course you could give them all the same name, tho i used visit = 128 on the jumpholes which makes them "objects unknown" anyways. if you happen to jump to the same system, may be sometimes -but it still happens randomly. having no issues ..
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Louva-Deus

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3

Friday, April 29th 2005, 9:56pm

Now if you combined this with your orbiting objects thing and then make it so only one out of ten jumphole destinations don´t kill you instantly you could have an interesting russian roulette thing going on. Could make it worthwhile by finding some awesome equipment on the other end... Check out the latest beta´s of the <A href=´http://eoa.seriouszone.com/?page=flsdk´ Target=_Blank>Freelancer S.D.K. 1.5</a> and <A href=´http://eoa.seriouszone.com/?page=flexp´ Target=_Blank>Freelancer Explorer v2.x</a>
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Anton

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4

Wednesday, May 25th 2005, 2:39am

I like this idea a lot... fits in nicely with my own ideas for a hyperspace system. jump to a random part of ´hyperspace´ system (some safe, dangerous or downright lethal whatever your flying) then make your way to a desired exit point for the system you wish to travel to... Shortcuts without a gauranteed outcome...

Jecht

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Wednesday, May 25th 2005, 11:49pm

I like the idea of going anywhere at random a lot. But I have 1 quick question. Because i am new to modding this game, I do not know how to enter this data in. What I mean by this is where in the .ini file do I place this information? Edited by - Jecht on 5/25/2005 10:58:26 PM

RimShot

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6

Thursday, May 26th 2005, 12:22pm

hello Jecht, glad you like it! just add the informatino to the bottom of each ini file: data/solar/solararch.ini data/fx/fuse.ini data/universe/systems/xxx/xxx.ini
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Jecht

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Sunday, May 29th 2005, 5:09am

Ok i put all the information into the ini files, opened up freelancer and it worked perfectly. Now i just need to know where this wormhole is located to test it. Can any one please tell me where abouts is one so i can test it? Jecht

RimShot

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8

Sunday, May 29th 2005, 5:47pm

hey Jecht, these have been examples only -YOU choose where they are and where they go to .. look at <b>pos = x, y, z </b> if you have just copied what i wrote, i doubt that it will work .. for ex.: goto = system_08, system_08_other_side &lt;-- is not valid destination
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Jecht

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Monday, May 30th 2005, 2:05am

Ok... umm i dont get what you are trying to say. As i am just new to modding, so i don´t know what you mean about this &quot;goto = system_08, system_08_other_side &lt;-- is not valid destination&quot;. Now I like this concept of traveling to random places but this is too far ahead of me to comprehend about all of this modding and such. So because i dont really understand this, i am going to have leave this alone for the time being. But I do have 1 question though. Are going to make a mod of this? Because as i said I dont understand this high level of modding yet and if you can actually make a mod on just this concept, i would be very happy. If you are able to explain this to me in more detail, i will be very happy. Jecht

zazie

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Monday, May 30th 2005, 2:53am

No, I am not RimShot <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> But I try to explain the concept. Please make a difference between Modder and Player. The Modder has to define where the wormholes are (several wormholes at the same place/very close together) and where they lead to (different system). So for the MODDER the wormholes are not random, he knows where they lead to. The PLAYER though does not know which one of the different wormholes on one spot he has chosen so for the player the wormhole is random. RimShot: Nice concept btw, reminds me of the old days when I played the Pinball-Mod with much fun. In this mod you were never shure to come back where you started from when taking the same jumphole again. Now this mod combined with your concept could really make a complete ... This-is-preparing-you-for-the-Asylum Mod <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> - oh sorry, this title already exists <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Technically, jecht, if you are making such a mod by yourself you have to copy RimShots code into the different inis. And there you have to define the values in x,y,z. Those values define where in the system the wormholes will be. I suggest you start with a simple &quot;2 holes&quot; mod to know if everything works for you. Edited by - zazie on 5/30/2005 1:55:06 AM

skale 101

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11

Monday, September 19th 2005, 1:06am

hey i just got a question can you make the wormholes move around because a player can just move to a certain spot and be able to pick out the right spot through experiance so if you could make them rotate or something.
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Resender

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12

Monday, September 19th 2005, 1:38am

i think this will be fairly impossibale &amp; i don´t think many people would like it play image you running fro mhostile ships you use thios wormhole thing &amp; accidently end up right in the middle os even more hostile targets

J Dawg

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13

Monday, September 19th 2005, 6:21pm

Excellent Idea. Any way to make a destination jumphole inside a corona or minefield such that you explode instantly?

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