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FlakBait
Murdock
Registered: Dec 2001
Location: THE BEST DAMN ROGUE NATION ON EARTH!!!
Posts: 735 |
Jump Points
I was just playing the original FS2 campaign, and I noticed something. When the Iceni jumps at the Knossos, it's jump point is more of a greenish color than the standard one that every other ship uses. Does this mean FS2 can support the use of more than one jump point after all?
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12-17-2001 05:25 AM |
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pera
Murdock
Registered: Apr 2001
Location: Finland
Posts: 576 |
Re: Jump Points
quote: Originally posted by FlakBait
I was just playing the original FS2 campaign, and I noticed something. When the Iceni jumps at the Knossos, it's jump point is more of a greenish color than the standard one that every other ship uses. Does this mean FS2 can support the use of more than one jump point after all?
Sheehs, that's the special-warp jumppoint. Try making a mission with TBP where a ship uses special warp, and you'll see that it uses the yellow jump point. The team didn't use this because they said that it was "unreliable", whatever that means.
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12-17-2001 06:39 AM |
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Triggy
Mr. T
Registered: Oct 2001
Location: Nottingham, England
Posts: 1470 |
The impossible bit without the source code is to attribute the bluejump point to jumping in and yellow for jumping out. With just some using the yellow ones as appropriate and most others using the blue one it would have been inconsistent and looked stupid.
Another problem is not having multiple ships jumping throught the same vortex. If this could be done then you wouldn't have all of the hassle warp-enabling your Starfury at the appropriate time 
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Last edited by Triggy on 12-17-2001 at 04:41 PM
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12-17-2001 12:53 PM |
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FlakBait
Murdock
Registered: Dec 2001
Location: THE BEST DAMN ROGUE NATION ON EARTH!!!
Posts: 735 |
Question answered, thanks.
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12-17-2001 02:30 PM |
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Prophet
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Registered: Feb 2001
Location: Joutsa, Finland
Posts: 564 |
quote: Originally posted by Triggy
Another problem is not having multiple ships jumping throught the same vortex.
In my campaign (advertising ), I made 2 wings of delta fighters come from a single big vortex. It's easy and looks good 
You all propably know this... but here is an example:
-Nova arrives to the area.
-Make event that makes it (the Nova) vanish 1 second after arrival. So the Nova creates the vortex by does not come trought beacause it's no there anymore!
-Then place few ships to arrive at the same place and time as the Nova (without jump ani) so they look like they are coming from the vortex...
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12-17-2001 04:40 PM |
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Triggy
Mr. T
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Location: Nottingham, England
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That is a nice trick that solves a few problems, but of course the player jumping out problem still remains. Most times this can be dealt with by being quite specific about where the player has to be to jump out and having no jump ani for the player's ship.
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12-17-2001 04:45 PM |
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pera
Murdock
Registered: Apr 2001
Location: Finland
Posts: 576 |
Speaking of jumppoints, I managed to make the so-called "bonehead maneuver" in the game. Someone asked it a while ago so I decided to try it out. Here's how it works:
First make a beam, that has a jumppoint as the explosion ani, then give that to a ship. Make a ship jump out with the special warp, and time another ship to fire that beam at it just before it enters the vortex, then all we need is a creative use of self-destructing and "kamikaze". Of course that beam must be invisible, and make no sound.
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12-17-2001 04:51 PM |
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275 |
well, presuming the special warp flag works and causes no problems, switch it so that the regular jump ani is the yellow jump out one, and flag all ships that jump in with the special warp.
This makes it so that you can only have ships jump in or out, and not both though.
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12-17-2001 05:30 PM |
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Starkiller
Murdock
Registered: Nov 2001
Location: Netherlands
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Not true, Xaphod_x
I just made a test mission in which a Nova jumpes in from Hyperspace through a blue jumppoint, and 15 seconds later the exact same Nova jumps out through a yellow jumppoint.
Mission is maybe a big word(it lasts only 40 seconds) 
But it's not impossible to use 2 kind of jumppoints for the same ship in 1 mission.
Last edited by Starkiller on 12-17-2001 at 07:02 PM
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12-17-2001 06:34 PM |
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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913 |
and what was the setup time to do all this ? are there limiting factors ?
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12-17-2001 07:47 PM |
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Starkiller
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Registered: Nov 2001
Location: Netherlands
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No limits, you can do it for every ship
just need an extra event that becomes true just before the ship jumps out:
-condition(must become true short before jump)
-special-warpout-name
-Nova 1(name of the ship)
-Nova 1(same name)
and the special warp box must be checked(In the ship-edit screen)
Now if the ship jumps in the point will be blue and if it jumps out it will be yellow (in my case at least)
Last edited by Starkiller on 12-17-2001 at 07:59 PM
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12-17-2001 07:50 PM |
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IceFire
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Unfortunately, in all of my experiments, that special warpout was not always activated despite the fact that events clearly labled it as....and numerous times it would work in one case and not in another.
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12-17-2001 08:42 PM |
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Triggy
Mr. T
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Location: Nottingham, England
Posts: 1470 |
Thanks for that Starkiller, I'll now be using that in all of the missions I make, as I hope everyone else will 
I still think that the flash of white in the centre of the vortex still needs to be changed (I think the team are already doing this though).
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12-17-2001 08:43 PM |
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pera
Murdock
Registered: Apr 2001
Location: Finland
Posts: 576 |
quote: Originally posted by Triggy
Thanks for that Starkiller, I'll now be using that in all of the missions I make, as I hope everyone else will 
I still think that the flash of white in the centre of the vortex still needs to be changed (I think the team are already doing this though).
What do you mean "changed"? There has to be something covering the center, because otherwise the ship coming out of the jumppoint looks really stupid.
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12-17-2001 08:48 PM |
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Alphakiller
Volition Watch

Registered: Aug 2000
Location: Somewhere
Posts: 2894 |
remember you guys are running up against FS2 engine limitations. These guys cannot magically change the engine to suit their every need. There's a very small limit to what you can tinker around with regarding jumpouts...up to and including the player's ship must warpout, regardless of "Starfuries don't do that!" ... so you got it to work once; great. If you go build a mission and it works flawlessly; even better. E-mail the team about it. But if they try it and it doesn't work ... sorry. It won't happen, then. 
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12-17-2001 09:17 PM |
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FlakBait
Murdock
Registered: Dec 2001
Location: THE BEST DAMN ROGUE NATION ON EARTH!!!
Posts: 735 |
Next time I have a question I'll just email a team member. It'll save every-one some time.
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12-18-2001 01:15 AM |
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IceFire
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I think there might be some room for a bit of a change to the jump point glow, but nothing huge.
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12-18-2001 02:21 AM |
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275 |
perhaps we could make something similar to the lens flare effect that's in B5 - the glows caused by the light reflecting of the lens
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12-18-2001 02:23 AM |
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Slasher
Babylon Project

Registered: Jul 2000
Location: Vancouver, WA, United States
Posts: 1290 |
I too experienced the same problem the TBP team had when experimenting with the Special Warp. The result I got seemed totally arbitrary; sometimes it worked flawlessly and other times I got the regular blue jumpout ani.
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12-18-2001 03:23 AM |
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