Jumpgates: Difference between revisions

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# From the Dialogue popup select a target
# From the Dialogue popup select a target


Tip: When playing the DEFAULT RANDOM EXPERIMENTAL scenario, the first Jumpgate position is indicated in a message in the PERSONAL INBOX of the new PCC!
Tip: When playing the [[Default Random Experimental]] scenario, the first Jumpgate position is indicated in a message in the PERSONAL INBOX of the new PCC!


== GAMEPLAY RULES ==
== GAMEPLAY RULES ==
The following only applies to the Default Random Experimental Scenario (as of v1.15):
The following only applies to the [[Default Random Experimental]] scenario (as of v1.15):
* Currently all Jumpgates are set to only allow CVs to use them  
* 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.
* If you have not yet discovered other Jumpgates, you will not see any selectable destinations.

Latest revision as of 11:49, 14 January 2026

SUMMARY

Jumpgates allow players to jump with their vessels to defined destinations without having to rely on build-in warp drives.

Note: The Jumpgates cannot be built by players in survival as of version 1.15. The addition is directed to creators and scenarios builders as of now.

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.

HOW TO USE

  1. Find a Jumpgate
  2. Approach the vortex and check your screen info about max speed allowed
  3. From the Dialogue popup select a target

Tip: When playing the Default Random Experimental scenario, the first Jumpgate position is indicated in a message in the PERSONAL INBOX of the new PCC!

GAMEPLAY RULES

The following only applies to the Default Random Experimental scenario (as of v1.15):

  • 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.

Also note:

  • 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