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JumpGate / Jumppoint

ok, i remodeled the jumpgate (since i don't have simon's origional files) and indie had wanted me to redo the jumppoint .lwo object... my question is... how does it work? from what i see of the jumpgate mod there's no jumppoint animation like we have in the missions... so if someone could explain briefly how one adds the jumppoint object to the capsule jump sequence, i can do it and test it all on my own to get it just right.

along the same topic, can u scripters replace the capsule jump sequence with a .bik movie? i hope there's a script command or something that can do that...

Comments

  • IndieIndie Moderator
    The jumpoint is called in the script - it isn't attached or associated with the l-point jump effect in any way. The jumppoint in the jumpgate is part of the jumpgate model. The size change is done in the scene file - look for a "channel=..." null. I think size is 0 in the first frame, then 100% in the second... or something like that.

    Jumpgate jump effect goes like this:
    -create jumping ship
    -call the jumptojumpgate script
    -script enlarges the jumppoint
    -once done, a standard EOC capsule jump to the gate
    -jump script shrinks the jumppoint (which is part of the gate)

    Jumppoint jump effect:
    -place a 'marker' object where you want the ship to jump to
    -create jumping ship
    -call the jump script
    -jump script enlarges the jumppoint
    -after that it makes a standard EOC capsule jump to the marker
    -jump script shrinks and destroys the jumppoint object

    As for biks: There is a command to lauch a .bik movie so it can be done. However, once the movie is done the game resumes and the l-point jump animation plays. Or it might play before the movie. It needs to be removed/replaced somehow. I'd imagine its doable, but I haven't found the animation yet.
  • Warlord IIWarlord II Earthforce Officer
    There is sims/custom/jumpgate/jumpgate.ini. That's what we use to make jumpgate. It uses setup2.lws in Simon's jumpgate which has channel "door" near the end.
    [code]AddNullObject
    ShowObject 8 7
    ObjectMotion (unnamed)
    9
    2
    0 0 -1465 0 0 0 0 0 0
    0 0 0 0 0
    0 0 -1465 0 0 0 0.5280004 0.5280004 0.5280004
    1 0 0 0 0
    EndBehavior 1
    LockedChannels 3
    ShadowOptions 7[/code]
    Jumppoint file is in jumpgate named jumppnt_out.pso. Then we manipulate that avatarchannel with script. In your new jumpgate could you make that door channel from frame 0 to 4. See details why in my new thread I'm making now. Just line AddNullObject will do the job.

    We still need separate ini for plain jumppoint for capital ship jump (without gate). I had it but I don't know if I can find it anymore :).
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