SUMMARY The Jumpgate addition is directed to creators and scenario builders to allow players to jump with their vessels to defined destinations without having to rely on build-in warp drives. The Jumpgates cannot be built by players in survival, but used. When using the provided Jumpgate Prefab Model,creators can not only use the newly added dialogue and trigger mechanics to create a network of Jumpgates, but also can decide which destinations are available from this jumpgate, limit the size or type of the vessel allowed and much more. ADDITIONS A new prefab model has been added for creators and scenario builders. Using that prefab with a blocksconfig entry will enable the Jumpgate functionality. For more Info please check the CREATORS tab below. HOW TO USE (for players) Note: The following only applies to savegames started with the DEFAULT RANDOM EXPERIMENTAL scenario Find a Jumpgate Approach the vortex and check your screen info about max speed allowed From the Dialogue popup select a target Tip: The first Jumpgate position is indicated in a message in the PERSONAL INBOX of the new PCC! GAMEPLAY RULES Note: The following only applies to savegames started with the DEFAULT RANDOM EXPERIMENTAL scenario! Currently all Jumpgates are set to only allow CVs to use them If you have not yet discovered other Jumpgates, you will not see any selectable destinations. For testing, feel free to use the DEBUG option and unlock the MAIN or SECONDARY route gates. Every "arrival" position is randomized all around the Jumpgate up to . This shall avoid collisions on busy Jumpgates Players on foot or on Hoverbike cannot use Jumpgates (technical limitation) KNOWN ISSUES n/a FOR CREATORS MULTI ROUTE: The dialogue-system based method allows to set as MANY destinations for each Jumpgate as the creator wants to have. FAILSAVE-FALLBACK: If the destination playfield does NOT have the StructureName (see below) for whatever reason (misconfigured, missing or even intentional etc) a FALLBACK will simply put the player vessel into the playfield at a random position as long as the PLAYFIELD and SOLAR SYSTEM are correct. ANY POI DESTINATION: The "arrival POI" does NOT need to be a Jumpgate or have a Jumpgate device block! The arrival POI can be any type of POI as long as it is defined in the targeting NO INSTANCE: The jumpgates cannot be used as Portal-gates for instances. SPACE ONLY: Do not use jumpgates on planets (as departure) or send vessels through them into a planet's atmosphere. This might cause issues / is not supported yet. VESSELS ONLY: Currently only vessels can use the Jumpgates. Players and Players using a Hoverbike cannot use them. For the new Jumpgate-related Dialogue.ecf options, please check the updated 'Dialogue-Docu-and-Examples' file in the ../Content/Configuration folder OR the example integration in the ../Scenarios/Random Default EXP/Content/Configuration/Dialogues.ecf ! For an example on how to use the new Parameter for the playfield POI-Dialogue integration, please check the the space_dynamic.yaml in the /Playfields/JG_Onyx folder for a quick example on the new Jumgate-API POI parameter For examples on how to modify the gate vortex and size, please check the Jumpgate87x87 entry in the ../Scenarios/Random Default EXP/Content/Configuration/BlocksConfig.ecf
Initial testing using a PDA activated jump gate seemed to work amazingly well. Basically lets you just fly your ship through the gate and it warps you. Next up trying wormholes using the jump gate block.
Now figured out how to add a "jump beacon" that allows a player to jump back to their home system from anywhere in the galaxy using this. This is awesome! Will be doing multiplayer testing on it soon.
Also figured out how to use this to add wormholes that go to a "random" location. Those use the new jump gate block set to disable the visual. So far, seems to be working well! Will be doing some multiplayer testing this weekend and seeing if we can break anything.