Jump gate

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CHAR
Posts: 11
Joined: Mon Feb 18, 2019 2:19 am

Jump gate

Post by CHAR » Fri Mar 01, 2019 9:34 am

I'm looking for a compiled Jump Gate mod.

Xango2000
Posts: 21
Joined: Sat Jan 05, 2019 7:13 pm

Re: Jump gate

Post by Xango2000 » Mon Mar 25, 2019 5:32 am

Are you saying someone made a JumpGate mod?
or are you asking for one to be made?

I had that mod on my to-do list, if someone already made it, that would be great.

Chilimeat
Site Admin
Posts: 4
Joined: Sat Jan 05, 2019 6:54 pm

Re: Jump gate

Post by Chilimeat » Sun Apr 07, 2019 4:38 am

I dont remember anyone making a "Jump Gate" mod. But that would be a cool idea.

Xango2000
Posts: 21
Joined: Sat Jan 05, 2019 7:13 pm

Re: Jump gate

Post by Xango2000 » Sun Apr 07, 2019 9:30 am

I had started to code a jumpgate mod a few months ago, got as far as figuring out that it wouldn't work on all vessel types the way I wanted to do it so I dropped it.

But there is a way to do it.

CHAR
Posts: 11
Joined: Mon Feb 18, 2019 2:19 am

Re: Jump gate

Post by CHAR » Tue Apr 30, 2019 8:13 pm

There is this mod on the HWS server. If someone can write a similar one, I will be grateful.

Xango2000
Posts: 21
Joined: Sat Jan 05, 2019 7:13 pm

Re: Jump gate

Post by Xango2000 » Thu May 02, 2019 7:57 pm

It's still on my to-do list, but i have quite a few mods ahead of it

my current to-do list has 48 mods on it and Jump gate is close to the top.

CHAR
Posts: 11
Joined: Mon Feb 18, 2019 2:19 am

Re: Jump gate

Post by CHAR » Fri May 03, 2019 2:37 am

Excellent thank you!
I'll tell you why this mod is needed:
1 It will help get rid of warp-cheating in pvp, now 99% of the battles end the warp-escape of the enemy.
2 Allows you to more accurately configure trading with the NPC Stations, where the distance and time of flight will be taken into account in the prices.
3 Appear trade routes on which players will cross.
4 will allow you to jump inside the orbit
I see Eleon does not plan to do such a system, unfortunately: (

Xango2000
Posts: 21
Joined: Sat Jan 05, 2019 7:13 pm

Re: Jump gate

Post by Xango2000 » Fri May 03, 2019 5:59 am

The Ideal way to make a Jump Gate mod is to have an in-game sensor trigger the mod and tell the mod which player triggered it... Unfortunately some of that is not even possible.

Currently, the only way to make said mod is to have a mod that fires every X time period, once mod fires it requests the location data of all vessels and Warp Gates on the server (1 request total) then calculates based on their coordinates at the time of that request... basically a triple loop that checks if Any ships near Any warp gates on Any of the playfields that have warp gates. Which, as you can imagine could get pretty laggy unless I throw it into a separate thread and slow it's processing speed down. After that, the mod just teleports the vessels in range of the warp gates to their final destination which can include not only a playfield but Exact coordinates on that playfield AND exact orientation (ie. teleport to Akua at coordinates of a specific lake with the vessel turned upside down facing South West).

CHAR
Posts: 11
Joined: Mon Feb 18, 2019 2:19 am

Re: Jump gate

Post by CHAR » Tue May 07, 2019 12:58 am

Similarly, this mod and works on HWS, the player arrives at the desired point and within 5 minutes the mod gives the opportunity to jump.
The mod is tied to the coordinates, or to the POI. A player with a ship can jump even being within a radius of 3 km from the central point / POI.

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