Random Wormholes

There are 2 replies in this Thread. The last Post () by SWAT_OP-R8R.

  • data/solar/solararch.ini: *entry for the object using wormhole effect*



    Code:


    [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


    data/fx/fuse.ini: *actual fuse entry, triggering the effects*



    Code:


    [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


    data/universe/systems/xxx/xxx.ini: *typical system entry*


    Code:


    [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

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • Probably a dumb question but how do you make where you jump in the system without crashing on the sun at 0, 0, 0 and that you can't get back the the original system.



    Here a schema if you don't understand how I did explain it:


    I take the random hole fron system A. I arrive in system B on the Sun ad the pos 0, 0, 0. I want to get at Buoy A instead. No turn back possible (locked gate).

  • you create an object which has dock points but is non-targetable
    you put that object into the system where you want to jump to
    and definy the jump destination at line "goto = system, system_other_side, gate_tunnel_bretonia" at the gate/hole from where you jump

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!