Author Topic: Jump nodes  (Read 2135 times)

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How do you actually use them in a mission?  Broad question yes, and I should probably search for it but whenever I try it tells me I can't search.

 

Offline Axem

  • 211
The unpatched retail FRED doesn't let you place jump nodes, you need to patch it to work. But anyway, you place them, they appear, you name them, and that's about it really. I think they even count as a waypoint for the has-departed-node-delay sexp.

Recent FRED Open builds don't show jump nodes for some reason. Although it might be a model problem instead, they give off capped normal warnings.

Anything in specific you want to know about jump nodes?

 
Its that has-departed-node-delay sexp, I was wondering how to tell wingmen to depart through a jump node so that sexp could be used.

  

Offline Axem

  • 211
Looks like I was wrong. It doesn't turn up as a waypoint in FRED. I thought I saw it before. Oh well, probably was duplicate naming on my part.

Anyway, just put a waypoint in the middle of the jump node and just tell them to jump out when they reach it. Either with waypoints once, or using the less than, or greater than and distance sexps.

The sexp triggers if a ship jumps out within a certain distance from the middle of the jump node. I guess its handy if you want to end a mission where the player goes through the node to another system instead of a intra-system jump.

 
Thanks, I got it to work.  I guess I was under the impression that jump nodes were more then a holo projection on screen.

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
Damn. I thought this was about the new jump node SEXPs.

[/shameless :pimp:]
-C